The problem with this solution is that it is resource intensive, and Almost Human has, what, 4 people? Extensive playtesting on anything less than a completely revamped spell casting system is probably not in the cards. They don't have the resources to throw that much at a relatively minor change - at least, that would be my guess. This isn't Blizzard where the lead dev can put half a dozen interns on a tiny sub-project without diverting experienced programmers from doing core stuff.Crash wrote:There is a solution to this, although it would require playtesting to find the correct balance. If enabling the option to bind runes to keypad, increase the cooldown time for spellcasting, or reduce the effectiveness (and cost) of spellcasting. In DM, I don't recall any cooldown, so I would fire off spells as fast as I could find the runes - but the game was designed this way. If LoG II, + or whatever was to include this option, there is a way of balancing it. I'm not sure if there is any way to eliminate mouse for finding hidden switches, performing inventory management, etc... It would be hard to go back to pre-mouse days.rakenan wrote:Much as I would love at least binding spell runes to the numeric keypad so I could dial them more quickly, I also recognize that it would make the game, or at least the part that involves casting spells, *MUCH* easier and more effective.
Cheers
Much as I love indie developers for their ability and willingness to make, well, games like Legend of Grimrock, I also recognize the huge advantage a big developer has when it comes to dealing with the pesky details. Having lots of minions comes in handy sometimes.