Thanks for nuking Puzzle rooms into oblivion.
I will now unlock all the lore entries.
Seriously. Thanks. I've wanted that forever.
I agree, to a point.
I like the idea of the puzzle rooms; the problem was that the execution didn't work. They werent actual "puzzles". Not to mention, there was the fact that if you'd already seen the story stuff all before, say, in a previous world, on any new world, you could completely ignore these.... they'd have no point.
Perhaps come up with some other type of "special" room that could give something when completed? I'm not sure just what this would be.... but the puzzle rooms in concept broke up the gameplay a bit, having you stop just exploring/fighting/doing missions, and gave something else for you to do for a short time, that still involved the use of the spells you had available.
Anyway, beyond that, I think 1.2 has shaped up to be pretty darn great. There are some improvements I think could be made to the citybuilding system to make it more interesting..... did a seperate topic and a Mantis thing for this, and a couple of others have added their own very interesting input to it, not gonna repeat it all here.
And I'm definitely interested to see what else is gonna be done with the dispatch system (the multiple-dispatch thing sounds interesting). Also looking forward to the graveyards.
And really, really liking the procedural effects on the spells. Some of these are pretty darn strong/useful; the more I see of the system, the more interesting it gets, and I find myself going well out of my way to get orbs and ingredients to use for alot of my favorite spells. The "only works during night/day" one is a nice touch too. Moonrise has a POINT now! I think this part of the game, including exploring/dispatching for these ingredients, is particularly well done and thought out.
I'm also noticing that the worldmap isnt absolutely DRENCHED in missions now.... that's another really good point, heh.