does access to sleping in the barrects happen after you clear the south west island?
or b4(wondering if id have to restart the game to get access to it)
No- this hot fix version doesn't have it yet. I just started to add it today with some other things. I couldn't get it in this hot fix due to nephew's birthday party and work being frustrating with coworkers. I'll be sure to add in the suggestion you've given, but I'm literally at the mercy of bad internet at the moment due to my mother thinking that if she unplugs the modem it will work better. This is why I can not always connect or get fixes up when I want due to the infrequency of service.
I would like to have a few cut scenes to go along with it, so it may be in the next version along with your other suggestions.
In addition:
I've taken to adding starting states for monsters, and I'll have surprises during battle. One of which is that the slime family will divide when they suffer enough damage. Slimes will also have a special body that gives them double the amount of hp as normal monsters while their attacks siphon hp. So this gives them three advantages just for one non boss enemy. I believe that makes this type more dynamic. I'm adding in more now that I know what to act on.
For those who have seen the hot fixes, "Sprite Spite" adds a 1/4 chance of evasion for physical and magical reflect making them very annoying to pin down without a dispel or disabling effect. So far it doesn't seem like this was overkill for a starter mob. People have adjusted without becoming frustrated.
Lash was too cumbersome and has had it's damaged tripled, and animation time cut by a third with just one hit.
Etherial types outside of the first dungeon will be given a 50% Phyiscal Evasion boost, but still remain vulnerable to Turn Undead.
* Turn Undead's paralyzing effect will be going away. It's too much of an advantage with the up front damage. I'll consider adding Empowered Turning for more effects later, but for now Turn undead will debuff (Cower and Awe) an opponent it hits lowering their attack. More powerful undead will shrug this off and eat the damage. Undead bosses will not respond to turning as they are too powerful.
* Shade's magic missiles will be labeled as "Force" allowing it to bypass magical resistances.
* Dead allies will now get exp from battles. Tough boss fights shouldn't compromise your progress if you succeed by the skin of your teeth.
I've fixed a number of errors. One huge one was that Emmet's smite and similar skills weren't marked as physical, causing him to do too much damage.
DWE in the Druid forest chainmail fragment chest has been dealt with. Currently revamping the Pax Anthor cut scene as well.
There was a slight height error on the right side of the Druid Forest near the hedge that has been fixed.
For the Posion marsh I will be taking out the fountain puzzle.
Looking back it was confusing and unfair even with the direct hint spelling it out. I felt experimentation would carry it, but the damage floor was too rough with the drastically reduced hp scores.
I don't want to devout time to redoing something that wasn't enjoyed, so it's cut out. There will be no replacement.
I'm working on some more concepts for Title graphics atm. I can't get work done in a straight forward manner due to all the paperwork. So my weekend was spent before it happened. I had to take yesterday off from work just to get some sleep.