Requested Features and Feedback

Although the game has received mostly positive feedback so far, Antharion is a newly released game and as these things tend to go, there were a few design quirks. Followings is a list of commonly requested changes or additions.

Generally balance and difficulty-related items are not included (e.g. like more gold drops, size of XP rewards, etc).

Changes or features that have been added since release are in ~~strikethrough~~. You can also check the Change Logs on Steam.

## Already Existing Features

A few issues/requests that popup are actually already in the game, or intended to be the way they are, so these are listed here to avoid being re-added:

* The rats in the 'rats in basement' quest are intentionally difficult to find
* The difficulty can be changed in the options menu at anytime
* Spell costs increase as the relevant magic skill is increased
* Item splitting - hold shift and click in the item stack to split it
* While there is no direct 'wait not rest' option, note that once the party is fully healed, resting no longer requires additional food.
* For those feeling that the percentages are inaccurate/unreliable because they missed a 75% shot four times in a row, note that this is a common (mis)perception due to the way statistics work. Some games, notably Fire Emblem's RNG actually have a hidden secondary percentage averaging system to "balance out" percentages, making a bell curve that means a 80% attack will actually be more like 90%, in order to match human expectations and make it "feel" more fair. This can also be why games that don't use these hidden tricks feel more unfair or wrong.

## Critical Issues/Bugs

Any unintended features which serious impact game play or game-stopping bugs.

* ~~bug/exploit: certain Human Ears were salable for 100 gold~~ (fixed)
* ~~bug/exploit: barter skill can go over 100~~ (fixed)
* ~~mistake: a pile of garbage provides +50 wisdom~~ (fixed)
* Possible bug: when selling items to vendors they stay in their inventory and can be re-purchased, but appear to disappear after a few days. This means potentially items can be lost forever.

## Tweaks

Non-gameplay altering tweaks or improvements to the UI, such as providing better information about how a skill works. The developer has been very active in improving some aspects of the game based on feedback so far, particularly for the changes that are more small or straightforward. These are generally 'smaller' changes, such as adding more text, which are hopefully more likely to be addressed.

### General

* Options menu accessible before loading a game
* explanation of difference between difficulty levels (e.g. enemies have more health?)
* extended tooltips on attributes, especially on level up (how much more can I carry with one point more in strength. %-increase in spell damage for 1 wisdom etc.)

### HUD

* numbers for health/mana on hover of the character portrait
* ~~right click on portrait opens inventory~~
* way to locate your boat on the map

### Controls

* allow re-binding of hot keys
* allow movement in all directions with the keyboard, instead of only diagonal
* ~~allow movement with the keyboard in combat~~

### Spell Tooltips

* ~~Indicate how much MP a spell costs in the tool tip~~
* Indicate in the relevant skill how spell costs increase as the skill is increased

### Skill Tooltips

* ~~explain which skills are party based or not~~

* indicate in dialogue of how difficult a Persuasion attempt would be, e.g. show it as "[Persuasion: easy]" in the dialog box

### Inventory and Equipment

* ~~Some way to know what type of item it is: e.g. food, alchemy ingredient, etc.~~
* Indication that torches/lanterns can expire, and possibly how much use is left (e.g. "unused", "slightly used", "almost used up", etc)
* Armor explained better. E.g:
	+ How come my naked mage takes the same amount of damage from a rat as my 8 AC warrior with a 20 Defense skill?
	+ Does AC work at all or is armor only good for any skill bonus that may be enchanted?
	+ Defense seems to only affect the chance to block with a shield. You get about a 1% for every 5 skill points spent. At 100 skill points, you would block 20% of all hits.
	+ I'd like to know whether 8 armor total and 5 defense skill is better or 5 armor and 8 defense skill.

### Enemies

* ~~show enemies' level before combat not just the name of their type. (was changed to show enemy HP)~~

## Major Improvements

These are requests or feedback that would make more significant changes to the game. They would notably improve the polish and affect gameplay. However these would probably require reworking the fundamental code of the game and are thus likely to be difficult to implement, so it's unlikely many, if any, of these will see the light of day... but we can hope.

### UI

* way to locate my boat on the map.
* ability to zoom/move minimap in order to see more

Races and Classes

* More difference between races, such as racial traits/bonuses

### Inventory and Equipment

* **~~when swapping weapon ('x' key), swap shield back also (either make a second 'swap weapon' slot for the shield hand, or 'remember' if a shield was equipped and re-equip it)~~**
* bags such as Alchemy bags to allow bigger inventory spaces

### Vendors, Trainers, etc

* ~~ability to buy multiple items at once (e.g., arrows - currently forced to slowly raise the amount one at a time with an onscreen button) [right-click now is fast increase/decrease]~~
* merchants restock at least some of their goods (e.g. arrows, alchemy ingredients) after a certain period of time passes

### Combat

* ~~some better way to distinguish characters when they are obscured by other characters, trees, etc. E.g. make trees or other obscuring things transparent when a character is behind them or on mouse over. Or a green outline for friendly characters and red for hostile characters.~~
* ~~keyboard movement during combat~~
* non-magic combat abilities, eg. 'Focused Shot' for Rangers that has a higher chance of hitting but does lower damage, or a 'Charge' for Warriors which allows them to instantly leap forward 2-4 spaces and do additional damage.
* attacking/casting doesn't automatically end the character's/enemy's turn, but instead uses a number of action points based on the weapon/skill used, allowing for more strategy