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New beta version, new bug thread... wink


1) Items/weapons show some stats requirements in red colour (like rquirements not met) although the respective character who wants to equip it meets all the requirements. The item can be equipped anyway, so it's likely just the wrong colour...

[Linked Image]

2) Some textures/objects have still a very bad resolution. Look at the pulp between the two characters in the screenshot (which should display a heap of crops I guess)...

[Linked Image]

Last edited by LordCrash; 16/05/14 02:18 PM.

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I think I have one as well:

In the tutorial dungeon, I tossed a candle onto the oil surface that the mummified skeletons were standing on. The oil lit on fire correctly, and the skeletons correctly fled the now burning surface... but the problem was that they didn't seem to take any damage at all from being on the surface, which seems to defeat the point of setting it on fire.

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Originally Posted by LordCrash
New beta version, new bug thread... wink
1) Items/weapons show some stats requirements in red colour (like rquirements not met) although the respective character who wants to equip it meets all the requirements. The item can be equipped anyway, so it's likely just the wrong colour...


Is this happening when the inventory is for the currently 'lead' character? It's been doing that all along when managing inventory for characters other than the leader/active one.

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Originally Posted by NeutroniumDragon
Originally Posted by LordCrash
New beta version, new bug thread... wink
1) Items/weapons show some stats requirements in red colour (like rquirements not met) although the respective character who wants to equip it meets all the requirements. The item can be equipped anyway, so it's likely just the wrong colour...


Is this happening when the inventory is for the currently 'lead' character? It's been doing that all along when managing inventory for characters other than the leader/active one.

Hm, according to my screenshot it's the following character, not the leading one who wants to equip the weapon.


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(EDIT)

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Another one:

Pop-up messages are still not saved in any log...


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Originally Posted by LordCrash

1) Items/weapons show some stats requirements in red colour (like rquirements not met) although the respective character who wants to equip it meets all the requirements. The item can be equipped anyway, so it's likely just the wrong colour...

In the screenshot, you have opened the inventory of Kathlyn (who has the weapon and meets the requirements). However, you have the other character selected (golden window around character portrait), maybe he doesn't have the required strength?

Last edited by pts; 16/05/14 02:46 PM.
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Still have the stuttery movement for the secondary character when I click a close walking distance. Anyone else has this problem? Really noticeable when the camera is a bit zoomed in.

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Some graphic glitches:
  • Have you edited the female head model? The default (long and curly) hair and a couple of others now show gaps beside the jawline that weren't there in the previous release.
  • Face/body color matching for the darker complexions are worse than before.
  • Change log to the contrary, the helmet graphic visual preference is not saved in either full save or quick save - it reverts to the default always visible upon loading either kind of save.
  • The red "cloth cap" - hood style - is still shiny and looks more like vinyl than cloth. Is it maybe always wet?

Last edited by PeteNewell; 17/05/14 12:50 AM. Reason: added related information.
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I'm going to call this a bug even though it technically is not:

The trigger for the burning ship quest happens too soon. You never see Pablo run up asking for help because it triggers when you approach the gate, but because Arhu forces a conversation, you're

It encourages you to skip through Arhu's conversation in order to make it. Trading with him? That's just asking for trouble. It also triggers the timed warning if you approach the chest to the left of the gate, which again is not good because of Arhu's forced conversation.

I think the quest should only trigger once you step past the gate, not when you're exploring before the gate, and definitely not when you head straight for the gate and talk with the important NPC.

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(EDIT)

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Originally Posted by Stabbey
I'm going to call this a bug even though it technically is not:

The trigger for the burning ship quest happens too soon. You never see Pablo run up asking for help because it triggers when you approach the gate, but because Arhu forces a conversation, you're

It encourages you to skip through Arhu's conversation in order to make it. Trading with him? That's just asking for trouble. It also triggers the timed warning if you approach the chest to the left of the gate, which again is not good because of Arhu's forced conversation.

I think the quest should only trigger once you step past the gate, not when you're exploring before the gate, and definitely not when you head straight for the gate and talk with the important NPC.


This has been a problem for the last few updates and I really hope it changes back to the way it used to be. I'm not sure why it's changed (if the change was intentional), as during the earlier parts of alpha the boat event didn't trigger until the player was close enough to see the NPCs scrambling to save it.

That was the perfect setup. Now it happens so soon that it is completely possible to miss the entire event because (by the time you walk into the entrance of the city) all the NPCs that normally hang out around the entrance have long left for the docks. For a new player who doesn't know any better, s/he can miss the entire thing by simply continuing straight instead of veering off to the left.

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-Choosing "Lone Wolf" at character creation still causes the (at that point in the game, nonsensical) popup message about the player's companion being at the King Crab inn to overlay the intro cinematic

-Of the "Skills" abilities, only the "Pyrokinetic" and "Witchcraft" tooltips mention the ability is required to create skillbooks

-After editing a Fighter to remove his "Man-at-Arms" ability point at character creation, unequipping a garment resulted in a popup message about the character no longer being able to use his "Warrior" skills due to losing his "Man-at-Arms" equipment bonus (even though the garment gave no such bonus), and the three pre-loaded skills disappeared from his skill menu (I assume this is a new bug with other classes/skillsets as well)

-Adding custom map markers via single-left-click is now glitchy (i.e. it doesn't always work - this wasn't a problem with prior beta versions); deleting custom map markers via single-right-click now seems less glitchy than prior beta versions

-The skill category described as "Ranger" in the "Expert Marksman" ability tooltip is instead labeled "Survivalist" in the skill menu

-"Blocking" still reflects the "Shield Specialist" system from previous beta versions (i.e. it adds a flat +5 block chance per "Shield Specialist" ability level, instead of the "new" additional %10/level to the equipped shield's blocking capability)

-"Reputation" value doesn't update to reflect the +20 from the "Altruistic" Talent

-"Leadership" is incorrectly called "character" in the "Damage" tooltip (e.g. "From character: +10%")

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Trees shadows are godawful even on ultra settings:
[Linked Image]

Some textures are really low-res, like this grain for example:
[Linked Image]

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Originally Posted by Stabbey
I'm going to call this a bug even though it technically is not:

The trigger for the burning ship quest happens too soon. You never see Pablo run up asking for help because it triggers when you approach the gate, but because Arhu forces a conversation, you're

It encourages you to skip through Arhu's conversation in order to make it. Trading with him? That's just asking for trouble. It also triggers the timed warning if you approach the chest to the left of the gate, which again is not good because of Arhu's forced conversation.

I think the quest should only trigger once you step past the gate, not when you're exploring before the gate, and definitely not when you head straight for the gate and talk with the important NPC.

Yea, this bug has been out there from quite a few patches back. Still has not been fixed.


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When i open the inventory and switch between characters in it, the hotbar doesnt change anymore.

Im not sure if its a bug or they did that intentionally for some reason...
Dont see any use or sense for that so im going with bug gut feeling.



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Originally Posted by Aramintai
Originally Posted by Stabbey
I'm going to call this a bug even though it technically is not:

The trigger for the burning ship quest happens too soon. You never see Pablo run up asking for help because it triggers when you approach the gate, but because Arhu forces a conversation, you're

It encourages you to skip through Arhu's conversation in order to make it. Trading with him? That's just asking for trouble. It also triggers the timed warning if you approach the chest to the left of the gate, which again is not good because of Arhu's forced conversation.

I think the quest should only trigger once you step past the gate, not when you're exploring before the gate, and definitely not when you head straight for the gate and talk with the important NPC.

Yea, this bug has been out there from quite a few patches back. Still has not been fixed.



Am I the only one that simply ran down the side bit with the chest and cast rain from there? I thought that's what you were meant to do to complete that tast.

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Originally Posted by Ohriman
Am I the only one that simply ran down the side bit with the chest and cast rain from there? I thought that's what you were meant to do to complete that tast.


No, that's the action I've been having to resort to with the last few patches just to get this quest done.

See, the way it used to work was like so: if you went over to that location (where the chest is tucked away) you would see the ship on fire. And that made sense, because the guards from the previous orc battle inform you about a burning ship in the harbor. So far, nothing here has changed.

When you entered the city gates one of the NPCs would run up to the others and shout "Fire, fire!", the music would change, and all the NPCs in the dock area would run over to the docks and start throwing buckets of water on the ship. From the docks you could put out the fire on the ship using a rain spell.

The problem now is that last paragraph - that whole scripted part with the NPCs is triggering so early that players can't see it happening. What's the point in even having it if can't be seen? Sure, you can still put the fire in the ship out from the beach, but that entire scripted event goes unseen.

I think the ship even has enough hitpoints now that you can still save it even if you have a lengthy conversation with Arhu at the city gates - but the point is you still miss the scripted event with the NPCs because it's triggering well before you ever enter the city.

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Not exactly related to this specific patch because I've noticed it in other versions, but some of the armor textures are very low res compared to others.

Speaking of armor, another bug I just noticed is the new helmet model (the plate helm with 'wings') doesn't have any specular lighting on it when it rains. So it looks like the helmet is dry while the rest of your character is wet.

Last edited by randir14; 16/05/14 09:47 PM.
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-I have the same problem when I want to equip a weapon the restriction stay in red even if my character has enough points.

-In combat mode when you press the "space bar" in doesn't end your turn like it did before

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Not really a bug, but rather a request:

Could you please mute the game music and sounds when you Alt+Tab it? As much as I love Kiril's work, I would really appreciate to have no music when real life requires me to Alt+Tab the game^^.

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Mac version is out, time for mac bugs!
The area the healing stone takes you has no graphics at all: http://steamcommunity.com/sharedfiles/filedetails/?id=260506657
I can mouseover items and see their tooltips, and click on them, but I can't see anything at all.

It persists through reloading.

Last edited by wdarkk; 16/05/14 10:13 PM.
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Ive talked and traded with Arhu for a long time at the gates, intentionally. And could still save the ship with plenty of time left. It had more then 80% health when i did it.

But true, if you dont know about it before hand and just go straight from the gates you could miss it.
A few NPCs running in that direction of dialogue pop ups about the fire can easily correct that.

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Bug: The skills menu has the number of skills you know and can learn on the little tabs, but it doesnt display right, it only shows X/3 Warrior skills - even if you have 0 Man-At-Arms, and even if you have 2 Man-At-Arms and it should be X/5.

Those who have 0 Man-At-Arms still can click on the warrior tab and it shows "Learn new skills from skillbooks".


Also related, I have a idea: since the formula for the first 4 ranks is ((X * ability rank) + 1), then maybe if your ability rank is 0, you can still learn a spell but only ONE spell of that school (from the +1).

EDIT: No, that's too powerful and dumb.

Last edited by Stabbey; 17/05/14 02:18 AM. Reason: dumb idea
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Originally Posted by Stabbey
I think I have one as well:

In the tutorial dungeon, I tossed a candle onto the oil surface that the mummified skeletons were standing on. The oil lit on fire correctly, and the skeletons correctly fled the now burning surface... but the problem was that they didn't seem to take any damage at all from being on the surface, which seems to defeat the point of setting it on fire.


I saw this just now - I lit the oil with a thrown candle, they both moved off, only one of them caught fire and took damage. I think we may be seeing enemy saving throws in action.

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This is likely more a design choice than a bug, but: Bloodletting still works on skeletons.

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There's no bug reporting tool in the Mac version. I get a runtime crash every time I exit the application. Here's the copy of the error. Hopefully it will help. I run on a Macbook Pro 15" Retina Late 2013.

MAC VERSION ONLY:

Process: Divinity - Original Sin [2155]
Path: /Users/USER/Library/Application Support/Steam/*/Divinity - Original Sin.app/Contents/MacOS/Divinity - Original Sin
Identifier: com.larian.dos
Version: 1.0.59.0 (1.0.59.0)
Code Type: X86 (Native)
Parent Process: launchd [602]
Responsible: Divinity - Original Sin [2155]
User ID: 501

Date/Time: 2014-05-16 20:30:48.611 -0700
OS Version: Mac OS X 10.9.3 (13D65)
Report Version: 11
Anonymous UUID: 1970FB2E-B4C8-C229-DF06-42438B0CB7CB

Sleep/Wake UUID: 7B86D221-2C1C-40C1-8BD7-1AB925DFD485

Crashed Thread: 0 MainThrd Dispatch queue: com.apple.main-thread

Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000

Application Specific Information:
abort() called

Thread 0 Crashed:: MainThrd Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x94b7c952 __pthread_kill + 10
1 libsystem_pthread.dylib 0x93421167 pthread_kill + 101
2 libsystem_c.dylib 0x90cfc29c abort + 155
3 com.apple.CoreGraphics 0x99c3cfa0 slab_alloc + 503
4 com.apple.CoreGraphics 0x99c3d078 magazine_alloc_ + 211
5 com.apple.CoreGraphics 0x99c3b8fc x_mem_alloc_size + 92
6 com.apple.CoreGraphics 0x99c3bc68 x_malloc + 22
7 com.apple.CoreGraphics 0x999a055d shape_path_alloc + 153
8 com.apple.CoreGraphics 0x999a037a CGSRegionPathEnumerator + 62
9 com.apple.CoreGraphics 0x999a029f CG::Path::Region::append_to_sequence(CG::Path::Sequence*) const + 23
10 com.apple.CoreGraphics 0x999a021d CG::Path::Region::get_sequence() const + 55
11 com.apple.CoreGraphics 0x999a01cb CG::Path::Region::apply(void*, void (*)(void*, CGPathElementType, CGPoint const*)) const + 17
12 com.apple.CoreGraphics 0x999a01b5 CG::Path::apply(void*, void (*)(void*, CGPathElementType, CGPoint const*)) const + 33
13 com.apple.CoreGraphics 0x999a018b CGPathApply + 64
14 libRIP.A.dylib 0x01e879cc RIPRenderPath + 190
15 libRIP.A.dylib 0x01e865a9 ripc_GetClipState + 4501
16 libRIP.A.dylib 0x01e850fa ripc_GetRenderingState + 148
17 libRIP.A.dylib 0x01e84f1b ripc_DrawRects + 123
18 com.apple.CoreGraphics 0x9999f6b8 CGContextFillRects + 115
19 com.apple.CoreGraphics 0x9999f500 CGContextClearRect + 77
20 com.apple.HIToolbox 0x98437b72 HIMenuBarView::DrawOnce(CGRect, CGRect, bool, bool, bool, bool, CGContext*) + 104
21 com.apple.HIToolbox 0x98437ac8 HIMenuBarView::DrawSelf(short, __HIShape const*, CGContext*) + 920
22 com.apple.HIToolbox 0x98437561 HIView::DrawCacheOrSelf(short, __HIShape const*, CGContext*) + 361
23 com.apple.HIToolbox 0x984373ec HIView::SendDraw(short, OpaqueGrafPtr*, __HIShape const*, CGContext*) + 518
24 com.apple.HIToolbox 0x984f9e7e HIView::RecursiveDrawComposited(__HIShape const*, __HIShape const*, unsigned long, HIView*, CGContext*, unsigned char, float) + 784
25 com.apple.HIToolbox 0x984fa11a HIView::RecursiveDrawComposited(__HIShape const*, __HIShape const*, unsigned long, HIView*, CGContext*, unsigned char, float) + 1452
26 com.apple.HIToolbox 0x984f9364 HIView::DrawComposited(short, OpaqueGrafPtr*, __HIShape const*, unsigned long, HIView*, CGContext*) + 890
27 com.apple.HIToolbox 0x984f8f9e HIView::Draw(short, OpaqueGrafPtr*, unsigned long) + 84
28 com.apple.HIToolbox 0x984f8f43 HIView::Render(unsigned long, CGContext*) + 45
29 com.apple.HIToolbox 0x9843d761 WindowData::BaseHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 1133
30 com.apple.HIToolbox 0x985cad89 _InvokeEventHandlerUPP(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*, long (*)(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*)) + 36
31 com.apple.HIToolbox 0x9841e34f DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1452
32 com.apple.HIToolbox 0x9841d668 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 386
33 com.apple.HIToolbox 0x98430811 SendEventToEventTarget + 88
34 com.apple.HIToolbox 0x98709486 SendEvent(unsigned long, WindowData*, OpaqueRgnHandle*) + 204
35 com.apple.HIToolbox 0x9843ef88 PaintWindow(WindowData*, OpaqueRgnHandle*, PaintReason, bool) + 138
36 com.apple.HIToolbox 0x9843ee94 EndWindowReshape(WindowData*, ReshapeWindowInfo*, unsigned char) + 200
37 com.apple.HIToolbox 0x9870b470 MoveResizeWindowInternal(WindowData*, long, long, long, long, unsigned char, unsigned char, unsigned char, unsigned char, Rect const*, unsigned long) + 1400
38 com.apple.HIToolbox 0x9870aebd WindowData::SetBounds(unsigned short, Rect const*, Rect const*, unsigned long, unsigned char*) + 373
39 com.apple.HIToolbox 0x9870ac5b WindowData::SetBounds(unsigned short, unsigned long, CGRect const*) + 139
40 com.apple.HIToolbox 0x9843e4da HIWindowSetBounds + 55
41 com.apple.HIToolbox 0x9843e3e3 ___ZN15MenuBarInstance28SetBoundsAndUpdateResolutionEv_block_invoke + 239
42 com.apple.HIToolbox 0x98425a39 MenuBarInstance::ForEachWindowDo(void (unsigned int, unsigned int) block_pointer) + 259
43 com.apple.HIToolbox 0x98425720 MenuBarInstance::UpdateWindowBoundsAndResolution() + 150
44 com.apple.HIToolbox 0x986194ce ___ZN9MBWindows14DisplayChangedEjj_block_invoke + 17
45 com.apple.HIToolbox 0x98440d54 MenuBarInstance::ForEachMenuBarDo(void (MenuBarInstance*) block_pointer) + 50
46 com.apple.HIToolbox 0x98619474 MBWindows::DisplayChanged(unsigned int, unsigned int) + 54
47 com.apple.HIToolbox 0x98619436 MenuBarDisplayNotifyProc + 96
48 com.apple.HIToolbox 0x985d0fb1 DisplayConfigChangedNotifyProc + 42
49 com.apple.HIToolbox 0x986e9fef QDDisplayConfigChangedNotifyProc + 17
50 com.apple.QD 0x9838645d HandleDMChangedNotification + 1105
51 com.apple.QD 0x983a6f8c InternalDisplayChangedProc + 110
52 com.apple.QD 0x983a7c2a QDDisplayChangedNotification + 1849
53 com.apple.CoreGraphics 0x999c5e3d CGSPostLocalNotification + 477
54 com.apple.CoreGraphics 0x99a0a5df (anonymous namespace)::notify_datagram_handler(unsigned int, CGSDatagramType, void*, unsigned long, void*) + 76
55 com.apple.CoreGraphics 0x999c3c21 CGSDatagramReadStream::dispatch_next_main_queue_datagram() + 269
56 com.apple.CoreGraphics 0x999c3022 CGSDatagramReadStream::dispatch_next_datagram() + 46
57 com.apple.CoreGraphics 0x999c2fe7 CGSDatagramReadStream::dispatch_datagrams() + 47
58 com.apple.CoreGraphics 0x999c2df9 CGSDatagramReadStreamDispatchDatagramsWithData + 160
59 com.apple.CoreGraphics 0x999c2adf CGSSnarfAndDispatchDatagrams + 385
60 com.apple.CoreGraphics 0x99d07ec8 CGSPeekNextEventRecordInternal + 42
61 com.apple.CoreGraphics 0x99d07e43 CGSPeekNextEventRecord + 40
62 com.apple.CoreGraphics 0x99c3fbec CGRestorePermanentDisplayConfiguration + 169
63 libGameEngine.dylib 0x00fac193 BaseApp::ExitAPI() + 51
64 libGameEngine.dylib 0x00fabe26 BaseApp::Do_Exit() + 582
65 libGameEngine.dylib 0x00fabbc3 BaseApp::Stop() + 99
66 com.larian.dos 0x00002eb1 0x1000 + 7857
67 com.apple.Foundation 0x92044732 __57-[NSNotificationCenter addObserver:selector:name:object:]_block_invoke + 49
68 com.apple.CoreFoundation 0x962de5a4 __CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__ + 20
69 com.apple.CoreFoundation 0x961c005b _CFXNotificationPost + 3435
70 com.apple.Foundation 0x9203321f -[NSNotificationCenter postNotificationName:object:userInfo:] + 92
71 com.apple.AppKit 0x9a2d0595 -[NSApplication _postDidFinishNotification] + 367
72 com.apple.AppKit 0x9a2d0235 -[NSApplication _sendFinishLaunchingNotification] + 239
73 com.apple.AppKit 0x9a2ccb64 -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] + 840
74 com.apple.AppKit 0x9a2cc451 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 277
75 libobjc.A.dylib 0x93f5e304 -[NSObject performSelector:withObject:withObject:] + 77
76 com.apple.Foundation 0x9205347a __76-[NSAppleEventManager setEventHandler:andSelector:forEventClass:andEventID:]_block_invoke + 121
77 com.apple.Foundation 0x92052fb1 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 430
78 com.apple.Foundation 0x92052dbb _NSAppleEventManagerGenericHandler + 218
79 com.apple.AE 0x9bae7b15 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 387
80 com.apple.AE 0x9bab6ed6 dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44
81 com.apple.AE 0x9bab6dce aeProcessAppleEvent + 318
82 com.apple.HIToolbox 0x9844f571 AEProcessAppleEvent + 55
83 com.apple.AppKit 0x9a2c8168 _DPSNextEvent + 1089
84 com.apple.AppKit 0x9a2c7890 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 119
85 com.apple.AppKit 0x9a2ba17c -[NSApplication run] + 727
86 com.apple.AppKit 0x9a2a3018 NSApplicationMain + 1165
87 com.larian.dos 0x000026c5 0x1000 + 5829

Thread 1:: Dispatch queue: com.apple.libdispatch-manager
0 libsystem_kernel.dylib 0x94b7d992 kevent64 + 10
1 libdispatch.dylib 0x96cae899 _dispatch_mgr_invoke + 238
2 libdispatch.dylib 0x96cae532 _dispatch_mgr_thread + 52

Thread 2:
0 libsystem_kernel.dylib 0x94b7d046 __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x93421dcf _pthread_wqthread + 372
2 libsystem_pthread.dylib 0x93425cce start_wqthread + 30

Thread 3:
0 libsystem_kernel.dylib 0x94b7d046 __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x93421dcf _pthread_wqthread + 372
2 libsystem_pthread.dylib 0x93425cce start_wqthread + 30

Thread 4:
0 libsystem_kernel.dylib 0x94b7d046 __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x93421dcf _pthread_wqthread + 372
2 libsystem_pthread.dylib 0x93425cce start_wqthread + 30

Thread 5:
0 libsystem_kernel.dylib 0x94b77f7a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x94b7716c mach_msg + 68
2 com.apple.CoreFoundation 0x96226c09 __CFRunLoopServiceMachPort + 169
3 com.apple.CoreFoundation 0x962261e1 __CFRunLoopRun + 1393
4 com.apple.CoreFoundation 0x962259fa CFRunLoopRunSpecific + 394
5 com.apple.CoreFoundation 0x962e8221 CFRunLoopRun + 129
6 com.apple.MultitouchSupport.framework 0x930afd2a mt_ThreadedMTEntry + 76
7 libsystem_pthread.dylib 0x934205fb _pthread_body + 144
8 libsystem_pthread.dylib 0x93420485 _pthread_start + 130
9 libsystem_pthread.dylib 0x93425cf2 thread_start + 34

Thread 6:
0 libsystem_kernel.dylib 0x94b77f7a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x94b7716c mach_msg + 68
2 com.apple.CoreFoundation 0x96226c09 __CFRunLoopServiceMachPort + 169
3 com.apple.CoreFoundation 0x962261e1 __CFRunLoopRun + 1393
4 com.apple.CoreFoundation 0x962259fa CFRunLoopRunSpecific + 394
5 com.apple.CoreFoundation 0x9622585b CFRunLoopRunInMode + 123
6 com.apple.AppKit 0x9a471b88 _NSEventThread + 283
7 libsystem_pthread.dylib 0x934205fb _pthread_body + 144
8 libsystem_pthread.dylib 0x93420485 _pthread_start + 130
9 libsystem_pthread.dylib 0x93425cf2 thread_start + 34

Thread 7:: DeviceDiscovery
0 libsystem_kernel.dylib 0x94b77fce semaphore_timedwait_trap + 10
1 libCoreLib.dylib 0x011098cd ls::ThreadEvent::Wait(unsigned int) + 189
2 com.larian.dos 0x005e54e1 0x1000 + 6178017
3 libCoreLib.dylib 0x01118483 0x108b000 + 578691
4 libsystem_pthread.dylib 0x934205fb _pthread_body + 144
5 libsystem_pthread.dylib 0x93420485 _pthread_start + 130
6 libsystem_pthread.dylib 0x93425cf2 thread_start + 34

Thread 8:: CVDisplayLink
0 libsystem_kernel.dylib 0x94b7c7ca __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x93422d1d _pthread_cond_wait + 728
2 libsystem_pthread.dylib 0x93424bd9 pthread_cond_wait$UNIX2003 + 71
3 com.apple.CoreVideo 0x93db0540 CVDisplayLink::runIOThread() + 936
4 com.apple.CoreVideo 0x93db0180 startIOThread(void*) + 159
5 libsystem_pthread.dylib 0x934205fb _pthread_body + 144
6 libsystem_pthread.dylib 0x93420485 _pthread_start + 130
7 libsystem_pthread.dylib 0x93425cf2 thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x0535d800 ecx: 0xbfff493c edx: 0x94b7c952
edi: 0xa05fd1a8 esi: 0x00000006 ebp: 0xbfff4958 esp: 0xbfff493c
ss: 0x00000023 efl: 0x00200206 eip: 0x94b7c952 cs: 0x0000000b
ds: 0x00000023 es: 0x00000023 fs: 0x00000000 gs: 0x0000000f
cr2: 0x00000000

Logical CPU: 0
Error Code: 0x00080148
Trap Number: 132


Binary Images:
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0x9c5000 - 0x9e5ff3 +gameoverlayrenderer.dylib (1) <B9EF607E-D8D8-3313-AA27-068AD5F23A7C> /Applications/Steam.app/Contents/MacOS/osx32/gameoverlayrenderer.dylib
0xa03000 - 0xa04ff3 +steamloader.dylib (0) <B203BC3A-0BB3-3693-B6EE-1CAD86A1BFDE> /Applications/Steam.app/Contents/MacOS/osx32/steamloader.dylib
0xa07000 - 0xb7eff7 com.apple.GameKit (1.0 - 781.62) <8AA0C6CE-5A99-383C-9551-429B4AF3ABF0> /System/Library/Frameworks/GameKit.framework/Versions/A/GameKit
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0xc8e000 - 0xcbafd7 +libBinkMacx86.dylib (0) <2392FE49-7D12-8192-E93A-94D4E7E81C01> /Users/USER/Library/Application Support/Steam/*/Divinity - Original Sin.app/Contents/Frameworks/libBinkMacx86.dylib
0xccc000 - 0xdaeffb +iggy_mac.dylib (0) <33C9E06F-8E4A-3A0C-B49E-DF24C054A14A> /Users/USER/Library/Application Support/Steam/*/Divinity - Original Sin.app/Contents/Frameworks/iggy_mac.dylib
0xdd6000 - 0xe1cff9 +libOsirisDLL.dylib (1) <667A33F4-0887-3B69-A444-12D953A319C1> /Users/USER/Library/Application Support/Steam/*/Divinity - Original Sin.app/Contents/Frameworks/libOsirisDLL.dylib
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0x11bb000 - 0x1246ffb com.apple.GameKitServices (2.0 - 586.16.4) <98965854-D51A-3F8D-BC4C-9EC004D8B5D4> /System/Library/PrivateFrameworks/GameKitServices.framework/Versions/A/GameKitServices
0x1274000 - 0x1274fff com.apple.LegacyHandle (2.0 - 586.16.4) <58B210B9-10A1-3DBB-88E2-9FD4BC399B67> /System/Library/PrivateFrameworks/AVConference.framework/Frameworks/LegacyHandle.framework/Versions/A/LegacyHandle
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0x17e4000 - 0x17ebffb +com.googlecode.google-breakpad (1.0) <1FB65688-E4F2-3A2B-A6FA-8254B38161CB> /Applications/Steam.app/Contents/MacOS/Frameworks/Breakpad.framework/Versions/A/Breakpad
0x1ba6000 - 0x1bbbfff +libtier0_s.dylib (1) <5194CFF6-8452-331A-B319-8A009334B62E> /Applications/Steam.app/Contents/MacOS/osx32/libtier0_s.dylib
0x1bd9000 - 0x1bf9ff3 +libvstdlib_s.dylib (1) <B6AF6126-8292-3902-9073-3CE604EFE675> /Applications/Steam.app/Contents/MacOS/osx32/libvstdlib_s.dylib
0x1c22000 - 0x1c49ff7 com.apple.audio.OpenAL (1.7 - 1.7) <EC0F1D6B-0340-3F9F-A5CE-A0AC7CAA2CAC> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL
0x1c5a000 - 0x1c66ff3 +crashhandler.dylib (1) <ED1D8A36-8CAA-30B9-A4BD-5ACDDA63E0A6> /Applications/Steam.app/Contents/MacOS/osx32/crashhandler.dylib
0x1c7d000 - 0x1c8cff3 +breakpadUtilities.dylib (1) <B0D2A474-3BAE-3040-902B-B2BE375E7405> /Applications/Steam.app/Contents/MacOS/Frameworks/Breakpad.framework/Versions/A/Resources/breakpadUtilities.dylib
0x1cc3000 - 0x1ccbff7 libCGCMS.A.dylib (599.23.13) <ACC64750-863E-3EA1-B306-F63B96572A8F> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCGCMS.A.dylib
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0x1cf3000 - 0x1d94ff7 + (???) <47241B50-FFF9-3773-AEF1-ADDFD92A81CA> 
0x1e83000 - 0x1eabff7 libRIP.A.dylib (599.23.13) <2A8EE9AF-728D-3867-8A0A-E065CE14BA20> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/Resources/libRIP.A.dylib
0x3000000 - 0x3bdaf8b +steamclient.dylib (1) <ED6B0DE8-F93B-38AD-9BCD-5E5818519D67> /Applications/Steam.app/Contents/MacOS/osx32/steamclient.dylib
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0x18967000 - 0x18968ff3 +cl_kernels (???) <7F5580FB-50A6-4D5C-8D2D-A5BF80154F04> cl_kernels
0x18a0d000 - 0x18a0dff5 +cl_kernels (???) <74329C05-CD75-4F2E-A0D1-D94F3F61F80D> cl_kernels
0x18aa3000 - 0x18aa4ff0 +cl_kernels (???) <A0B78FBE-BCE4-493D-A3B6-5FF5A091E334> cl_kernels
0x18b8b000 - 0x18b8cffb +cl_kernels (???) <58EFEE7B-593E-4EA2-8A84-A28D145A0E97> cl_kernels
0x19741000 - 0x19741ffd +cl_kernels (???) <7B3A6948-824D-443E-A975-4FCA2DD3D11F> cl_kernels
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0x1e79c000 - 0x1e99cff5 com.apple.audio.units.Components (1.10 - 1.10) <8CAB2F87-4A23-3812-A2CA-CD1107F51E20> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio
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0x90481000 - 0x90483ff2 com.apple.EFILogin (2.0 - 2) <A884A315-7857-3BF8-97FA-1EB4A61C97F8> /System/Library/PrivateFrameworks/EFILogin.framework/Versions/A/EFILogin
0x90484000 - 0x905bbfff com.apple.desktopservices (1.8.3 - 1.8.3) <3574872B-435C-3AB8-A453-02A33A771CDB> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv
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0x91272000 - 0x912d3ff7 com.apple.Symbolication (1.4 - 129.0.2) <774BC6EC-450B-3AE8-BBED-F1F140B93E7E> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication
0x912d4000 - 0x915d5ffb com.apple.CoreServices.CarbonCore (1077.17 - 1077.17) <02C72D54-E3D3-32B0-A081-E85A7038489D> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore
0x915d6000 - 0x9160efff com.apple.LDAPFramework (2.4.28 - 194.5) <4399D209-B119-3ACC-97AF-F2E14DD207CB> /System/Library/Frameworks/LDAP.framework/Versions/A/LDAP
0x9160f000 - 0x916faff4 com.apple.DiskImagesFramework (10.9 - 371.1) <6979AEDF-AF1E-390F-A208-50D642621B16> /System/Library/PrivateFrameworks/DiskImages.framework/Versions/A/DiskImages
0x916fb000 - 0x9174cffb com.apple.CoreMedia (1.0 - 1273.54) <086865CC-7B9A-3B96-A3CB-4B90DAD5DC91> /System/Library/Frameworks/CoreMedia.framework/Versions/A/CoreMedia
0x9174d000 - 0x917b7ff7 com.apple.framework.CoreWiFi (2.0 - 200.21.1) <4B96CA5D-2670-3B66-B648-3F2B5BAE5238> /System/Library/Frameworks/CoreWiFi.framework/Versions/A/CoreWiFi
0x917b8000 - 0x918c8fed com.apple.MediaControlSender (2.0 - 200.34.4) <48A88743-4EB7-364B-968F-43C17FFCEB97> /System/Library/PrivateFrameworks/MediaControlSender.framework/Versions/A/MediaControlSender
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0x96e61000 - 0x96e63ffe libCVMSPluginSupport.dylib (9.6.1) <C2071F9E-72A1-360C-BF7E-286F9681922F> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib
0x96e64000 - 0x97165ff1 com.apple.AOSKit (1.06 - 176) <D2467816-0871-3CED-A1E2-A418EDEF25AE> /System/Library/PrivateFrameworks/AOSKit.framework/Versions/A/AOSKit
0x97166000 - 0x97176ff5 com.apple.LangAnalysis (1.7.0 - 1.7.0) <8106E9A2-F2A7-392C-B404-E88A20843F0C> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis
0x97177000 - 0x97183ff7 com.apple.OpenDirectory (10.9 - 173.90.1) <E264995C-298E-3DA4-8AFD-11C941BA5E40> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory
0x97184000 - 0x98023ff5 com.apple.WebCore (9537 - 9537.75.14) <9A09AC09-98E4-3CFE-B37E-3AB405396FD7> /System/Library/Frameworks/WebKit.framework/Versions/A/Frameworks/WebCore.framework/Versions/A/WebCore
0x98024000 - 0x981a2ff0 libGLProgrammability.dylib (9.6.1) <26DFAFFB-1706-3BEF-91D9-06F1655880EE> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib
0x981a3000 - 0x9824fffb libvMisc.dylib (423.32) <43873EFF-FB43-3301-BEE8-F2C3A046D7A6> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib
0x98250000 - 0x98281ffa libsystem_m.dylib (3047.16) <7BF40745-1A2D-3DB2-8D49-3F149851AE15> /usr/lib/system/libsystem_m.dylib
0x98282000 - 0x9829cff7 com.apple.GenerationalStorage (2.0 - 160.3) <D39634C9-93BF-3C74-828B-4809EF895DA0> /System/Library/PrivateFrameworks/GenerationalStorage.framework/Versions/A/GenerationalStorage
0x9829d000 - 0x982a1ffa libGIF.dylib (1043) <276F48A6-766B-3D40-85C4-C9E8E6051DF7> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libGIF.dylib
0x982a2000 - 0x982a3fff com.apple.AddressBook.ContactsData (8.0 - 1371) <A44F73DB-01BC-37E1-94D5-BD6957FA306B> /System/Library/PrivateFrameworks/ContactsData.framework/Versions/A/ContactsData
0x982a4000 - 0x98372ff7 com.apple.backup.framework (1.5.3 - 1.5.3) <03BFC83E-A086-3CA8-A3E6-2EA6F1D388AF> /System/Library/PrivateFrameworks/Backup.framework/Versions/A/Backup
0x98373000 - 0x98378ff3 libsystem_platform.dylib (24.90.1) <0613F163-9A7A-3908-B30B-AC1627503933> /usr/lib/system/libsystem_platform.dylib
0x98379000 - 0x98415fff com.apple.QD (3.50 - 298) <39109A21-3337-3F6D-B33B-53737C2187E5> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD
0x98416000 - 0x9878bff9 com.apple.HIToolbox (2.1.1 - 698) <FE3938F3-6338-3C5E-AAB3-47B2F5FAC762> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox
0x9878c000 - 0x987dfff3 com.apple.CoreMediaIO (407.0 - 4561) <09C5A94C-39BD-36D8-A483-77F9CA3C5F2F> /System/Library/Frameworks/CoreMediaIO.framework/Versions/A/CoreMediaIO
0x98885000 - 0x988a9ff7 libxpc.dylib (300.90.2) <5ACBBE2C-74EB-3E88-BCBF-C573095318A5> /usr/lib/system/libxpc.dylib
0x988aa000 - 0x988c0ff9 com.apple.aps.framework (4.0 - 4.0) <DAA9FAF9-369F-325A-987B-0504B658CCB0> /System/Library/PrivateFrameworks/ApplePushService.framework/Versions/A/ApplePushService
0x988c1000 - 0x98988ff7 com.apple.DiscRecording (8.0 - 8000.4.6) <149C7C83-4260-39E9-9258-3B43CB3962EA> /System/Library/Frameworks/DiscRecording.framework/Versions/A/DiscRecording
0x9898a000 - 0x98997fff com.apple.Librarian (1.2 - 1) <AA456CBE-F102-3FC5-8980-E4C0ED6DEA3B> /System/Library/PrivateFrameworks/Librarian.framework/Versions/A/Librarian
0x98998000 - 0x98999ffa libsystem_sandbox.dylib (278.11) <1A6276FC-9204-3A59-8024-2D572BA9D2F2> /usr/lib/system/libsystem_sandbox.dylib
0x9899a000 - 0x989efff7 com.apple.framework.internetaccounts (2.1 - 210) <3E555C08-C8FA-3175-8C3F-E49F6F5238A6> /System/Library/PrivateFrameworks/InternetAccounts.framework/Versions/A/InternetAccounts
0x989f0000 - 0x989f0fff com.apple.Carbon (154 - 157) <33457512-4EA2-373B-BB04-A6A7B6D4E54A> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
0x989f1000 - 0x98a0dfff libCRFSuite.dylib (34) <FFF76EBA-DF35-3A5F-857F-3F4B1C9F4C77> /usr/lib/libCRFSuite.dylib
0x98a0e000 - 0x98a0ffff libremovefile.dylib (33) <E6B6F0CD-1700-31DC-93DB-3D33EC85DA0C> /usr/lib/system/libremovefile.dylib
0x98a10000 - 0x98a1eff7 libz.1.dylib (53) <3D1E738F-D26C-3721-8E16-52473B560A8F> /usr/lib/libz.1.dylib
0x98a1f000 - 0x98a23ffc libpam.2.dylib (20) <763AC655-931B-3891-AB6A-F2CD4A21F906> /usr/lib/libpam.2.dylib
0x98a24000 - 0x98a79ff7 com.apple.QuickLookFramework (5.0 - 622.7) <215A2C74-801A-39AE-85E4-A1E5031CFD38> /System/Library/Frameworks/QuickLook.framework/Versions/A/QuickLook
0x98a7a000 - 0x98a85fff com.apple.CrashReporterSupport (10.9 - 539) <10FE9B2D-404F-32B8-B3CA-CBA3524B4CFF> /System/Library/PrivateFrameworks/CrashReporterSupport.framework/Versions/A/CrashReporterSupport
0x98a86000 - 0x98ab5ff1 com.apple.frameworks.CoreDaemon (1.3 - 1.3) <E497D7C3-B41F-3C83-94A3-CDD6F312258A> /System/Library/PrivateFrameworks/CoreDaemon.framework/Versions/B/CoreDaemon
0x98ab6000 - 0x98b1ffff com.apple.SystemConfiguration (1.13.1 - 1.13.1) <3AD9C90B-40A9-312B-B479-3AB178A96EA1> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration
0x98b20000 - 0x98b4cff7 com.apple.DictionaryServices (1.2 - 208) <59E9F98C-9C58-34C6-9D78-1FD4649DCBC5> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/DictionaryServices.framework/Versions/A/DictionaryServices
0x98b4d000 - 0x98b4dfff com.apple.Accelerate.vecLib (3.9 - vecLib 3.9) <DDAC0B59-F886-3AB1-98E8-C71FFF161CD4> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib
0x98b4e000 - 0x98b53fff com.apple.MediaAccessibility (1.0 - 43) <F7B5A9CB-2F38-32AF-8B8E-B6CDB31D68C5> /System/Library/Frameworks/MediaAccessibility.framework/Versions/A/MediaAccessibility
0x98b54000 - 0x98b5cfff libcopyfile.dylib (103) <3442BBA3-ABB7-3A7D-9F8A-DB55A3CA2151> /usr/lib/system/libcopyfile.dylib
0x98b5d000 - 0x98bacff9 com.apple.HIServices (1.23 - 468) <B0534B49-A137-363A-9FC2-44FAA6F0894F> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices
0x98bad000 - 0x98baefff com.apple.marco (10.0 - 1000) <B2919576-E00C-330C-8FBE-5349C8DC5AAD> /System/Library/PrivateFrameworks/Marco.framework/Versions/A/Marco
0x98baf000 - 0x98bbefff libGL.dylib (9.6.1) <885E9C1F-11C7-347D-BE10-522A40A46596> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib
0x9951a000 - 0x9952cfff libsystem_asl.dylib (217.1.4) <F4B8D4CC-71BC-3C45-8669-91747B456739> /usr/lib/system/libsystem_asl.dylib
0x9952d000 - 0x99558ff7 libsystem_network.dylib (241.3) <FA1F2F7B-93B9-37FD-8070-A60725749A1F> /usr/lib/system/libsystem_network.dylib
0x99559000 - 0x9955afff libSystem.B.dylib (1197.1.1) <789CF4BE-5A0B-310E-9515-E515EA033D03> /usr/lib/libSystem.B.dylib
0x9955b000 - 0x9955bfff com.apple.ApplicationServices (48 - 48) <6766DF5C-6A98-3AAF-A222-D99599BB5A80> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices
0x9955c000 - 0x996beffb com.apple.CFNetwork (673.4 - 673.4) <3B6BDE2F-BFA3-3B7E-BC53-7B6B75EB12D3> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork
0x996bf000 - 0x996bffff com.apple.Accelerate (1.9 - Accelerate 1.9) <E8443BE8-482C-300A-BEDA-EDB07242A64B> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate
0x996c0000 - 0x996d8ff7 com.apple.CFOpenDirectory (10.9 - 173.90.1) <184471C6-C810-3346-B7C7-D86E695D0FA1> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory
0x996d9000 - 0x996ddfff com.apple.CommonPanels (1.2.6 - 96) <CDB85D69-FF93-31CF-B530-5DA366C9288C> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels
0x996e7000 - 0x99956ff6 com.apple.security (7.0 - 55471.14.4) <4C9E60A9-6861-3AFF-BEB8-637771FEC78B> /System/Library/Frameworks/Security.framework/Versions/A/Security
0x9998a000 - 0x99d82ff3 com.apple.CoreGraphics (1.600.0 - 599.23.13) <3077671B-1AEF-33EF-AF9C-D3A9208646E0> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics
0x99d83000 - 0x99d8aff1 com.apple.phonenumbers (1.1.1 - 105) <E3A7BD44-1821-327A-BC27-6FCAC2F7B72F> /System/Library/PrivateFrameworks/PhoneNumbers.framework/Versions/A/PhoneNumbers
0x99d8b000 - 0x99dd1ff7 libFontRegistry.dylib (127) <BB1B8711-BEC9-3D0B-8C8D-9697039EE033> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib
0x99dd2000 - 0x99de0ff3 com.apple.opengl (9.6.1 - 9.6.1) <B8205F16-6435-3062-89C9-2D8FF1799B3C> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
0x99e30000 - 0x99fa0fff com.apple.QTKit (7.7.3 - 2826.19) <5F386E3B-ED51-3850-993E-12552FD25708> /System/Library/Frameworks/QTKit.framework/Versions/A/QTKit
0x99fa1000 - 0x99fc5ff3 libc++abi.dylib (49.1) <43A04ACF-97A5-35ED-B454-6B5C0CF0F99D> /usr/lib/libc++abi.dylib
0x99fc6000 - 0x9a0d3ff7 com.apple.ImageIO.framework (3.3.0 - 1043) <3AA4C524-1B31-39AC-A641-189D0D6EA427> /System/Library/Frameworks/ImageIO.framework/Versions/A/ImageIO
0x9a0d4000 - 0x9a0dffff libcsfde.dylib (380) <821ACD5D-E4BD-3626-B7AC-8EE2637268C3> /usr/lib/libcsfde.dylib
0x9a0e0000 - 0x9a0e1ffc com.apple.TrustEvaluationAgent (2.0 - 25) <064B485D-56E0-3DD7-BBE2-E08A5BFFF8B3> /System/Library/PrivateFrameworks/TrustEvaluationAgent.framework/Versions/A/TrustEvaluationAgent
0x9a0e2000 - 0x9a148ff4 com.apple.ISSupport (1.9.9 - 57) <4A78B016-5F12-327B-83A5-9B5F8FBD06C9> /System/Library/PrivateFrameworks/ISSupport.framework/Versions/A/ISSupport
0x9a149000 - 0x9a29fff0 libBLAS.dylib (1094.5) <5A53FE27-32DE-322C-BAB3-E03B93D37F88> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib
0x9a2a0000 - 0x9aebeff3 com.apple.AppKit (6.9 - 1265.20) <777988C0-5AC9-3015-93E6-7493F9530464> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit
0x9aebf000 - 0x9b284ff6 libLAPACK.dylib (1094.5) <E6286E68-3501-31AC-813E-75B3B3968011> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib
0x9b285000 - 0x9b2e1ffa com.apple.print.framework.PrintCore (9.0 - 428) <68C13032-D1B7-31C7-968B-E4C6325A0DA7> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore
0x9b2f0000 - 0x9b352ff3 com.apple.imfoundation (10.0 - 1000) <13F1519A-2896-36D6-B6DD-75D3D6099E21> /System/Library/PrivateFrameworks/IMFoundation.framework/Versions/A/IMFoundation
0x9b353000 - 0x9b3caffb com.apple.framework.IOKit (2.0.1 - 907.100.13) <D1308EE0-96AA-3442-A27B-264F58AE12B4> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit
0x9b3cb000 - 0x9b3cbfff com.apple.quartzframework (1.5 - 1.5) <95E39CD5-E118-323F-9F0F-EE605EC029CF> /System/Library/Frameworks/Quartz.framework/Versions/A/Quartz
0x9b3cc000 - 0x9b3cdff7 com.apple.diagnosticlogcollection (10.0 - 1000) <CFF35D68-C835-3A74-BB0F-7344A4A7EFE6> /System/Library/PrivateFrameworks/DiagnosticLogCollection.framework/Versions/A/DiagnosticLogCollection
0x9b3ce000 - 0x9b3dbff7 com.apple.AppleFSCompression (56 - 1.0) <32474B4B-209F-3A35-A66D-53B90879F02B> /System/Library/PrivateFrameworks/AppleFSCompression.framework/Versions/A/AppleFSCompression
0x9b406000 - 0x9b40dff2 com.apple.NetFS (6.0 - 4.0) <D295AB6B-CB1D-39E3-9D2F-42273D928D70> /System/Library/Frameworks/NetFS.framework/Versions/A/NetFS
0x9b40e000 - 0x9b6f8fd2 com.apple.vImage (7.0 - 7.0) <D94F266B-B1E3-3734-8C6C-CB4EF655F411> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage
0x9b6f9000 - 0x9b6fafff libsystem_blocks.dylib (63) <2AC67D5E-ECD4-3644-A53C-9684F9B7AA33> /usr/lib/system/libsystem_blocks.dylib
0x9b6fb000 - 0x9b705ff2 com.apple.AppSandbox (3.0 - 1) <FE0793BE-50CF-3E3B-82C9-71F7A294E10F> /System/Library/PrivateFrameworks/AppSandbox.framework/Versions/A/AppSandbox
0x9b706000 - 0x9b74efff com.apple.PerformanceAnalysis (1.47 - 47) <5C6FA727-EAC9-3924-8662-AF01090A9EF4> /System/Library/PrivateFrameworks/PerformanceAnalysis.framework/Versions/A/PerformanceAnalysis
0x9b74f000 - 0x9b9b3ff7 com.apple.CoreData (107 - 481.3) <8EB45FB9-CF78-36E1-919C-E976AE4C8146> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData
0x9b9b4000 - 0x9b9bbff7 com.apple.XPCService (2.0 - 1) <34C02E62-62C2-3BA5-95F2-0B5A9AC092F2> /System/Library/PrivateFrameworks/XPCService.framework/Versions/A/XPCService
0x9b9bc000 - 0x9b9d8ff9 com.apple.Ubiquity (1.3 - 289) <64DEF1B4-F874-3DF2-9D58-ABBF0A15C5BB> /System/Library/PrivateFrameworks/Ubiquity.framework/Versions/A/Ubiquity
0x9b9d9000 - 0x9b9f7ff5 com.apple.frameworks.preferencepanes (16.0 - 16.0) <B91EFB41-2157-38FE-BEE7-5CA9B021F8F7> /System/Library/Frameworks/PreferencePanes.framework/Versions/A/PreferencePanes
0x9b9f8000 - 0x9ba0bff7 com.apple.idsfoundation (10.0 - 1000) <67D0D240-D471-3882-8FAA-922FD91C3846> /System/Library/PrivateFrameworks/IDSFoundation.framework/Versions/A/IDSFoundation
0x9ba0c000 - 0x9ba82ff3 com.apple.securityfoundation (6.0 - 55122.1) <B35A6BA6-D6B5-3743-8F03-1FE0900A9C22> /System/Library/Frameworks/SecurityFoundation.framework/Versions/A/SecurityFoundation
0x9ba83000 - 0x9ba85fff com.apple.SecCodeWrapper (3.0 - 1) <066E1E30-2EEA-3166-8F86-D1054B50875B> /System/Library/PrivateFrameworks/SecCodeWrapper.framework/Versions/A/SecCodeWrapper
0x9ba86000 - 0x9baabff7 com.apple.quartzfilters (1.8.0 - 1.7.0) <1B4BADEA-EEE1-33C4-8063-DAEBE3E6C9F3> /System/Library/Frameworks/Quartz.framework/Versions/A/Frameworks/QuartzFilters.framework/Versions/A/QuartzFilters
0x9baac000 - 0x9bb0affd com.apple.AE (665.5 - 665.5) <58CF4AC0-2F2E-3C4F-8075-636CD45A6130> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE
0x9bb0b000 - 0x9bb0bfff com.apple.Cocoa (6.8 - 20) <63DA3D59-5D81-3340-A985-A11CE4A3E83F> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa
0x9bb0c000 - 0x9bbcfff1 com.apple.CoreText (367.20 - 367.20) <42445623-3BDD-3678-8B46-845C441B6251> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText
0x9bbd2000 - 0x9bcc6fff libFontParser.dylib (111.1) <D8F9B2A4-41A6-3407-8D80-13A841F97BE5> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontParser.dylib
0x9bcc7000 - 0x9bcc7ffd com.apple.audio.units.AudioUnit (1.10 - 1.10) <9515158F-3A33-39CF-AD5A-201C2B121F33> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit
0x9bcc8000 - 0x9bd07ff5 com.apple.ids (10.0 - 1000) <D28CFCBA-F7C4-3456-92E4-0B1ABA86BB87> /System/Library/PrivateFrameworks/IDS.framework/Versions/A/IDS
0x9bd08000 - 0x9bd08fff com.apple.CoreServices (59 - 59) <BF15253B-242B-378A-8546-8F7619764AAC> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices
0x9bd14000 - 0x9bdacff7 com.apple.Metadata (10.7.0 - 800.28) <D8C2153B-6D0F-3B75-97C7-742BDCA430FC> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata
0x9bdad000 - 0x9be99ff7 libxml2.2.dylib (26) <32040145-6FD6-3AD2-B98B-39F73BF9AC47> /usr/lib/libxml2.2.dylib
0x9be9a000 - 0x9c046fff com.apple.QuartzCore (1.8 - 332.3) <DA347693-5E26-3E47-A2B3-3824C52EB08B> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore
0x9c047000 - 0x9c04bffc com.apple.IOSurface (91.1 - 91.1) <70637267-4D54-3EFF-A929-54FC0A8A907A> /System/Library/Frameworks/IOSurface.framework/Versions/A/IOSurface
0x9c060000 - 0x9c226ffb libicucore.A.dylib (511.32) <9DC4CADF-6F5C-3D6F-A0FE-D8BC868915F2> /usr/lib/libicucore.A.dylib

External Modification Summary:
Calls made by other processes targeting this process:
task_for_pid: 1
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 11669
thread_create: 0
thread_set_state: 0

VM Region Summary:
ReadOnly portion of Libraries: Total=273.1M resident=144.0M(53%) swapped_out_or_unallocated=129.1M(47%)
Writable regions: Total=733.8M written=301.3M(41%) resident=428.2M(58%) swapped_out=0K(0%) unallocated=305.5M(42%)

REGION TYPE VIRTUAL
=========== =======
CG backing stores 7060K
CG image 24K
CG raster data 13.5M
CG shared images 212K
CoreAnimation 4K
Foundation 4K
IOKit 87.9M
IOKit (reserved) 4K reserved VM address space (unallocated)
Image IO 1312K
Kernel Alloc Once 4K
MALLOC 375.1M
MALLOC (admin) 48K
MALLOC_LARGE (reserved) 8192K reserved VM address space (unallocated)
Memory Tag 242 12K
OpenCL 52K
OpenGL GLSL 6272K
Stack 69.1M
VM_ALLOCATE 246.7M
__DATA 32.3M
__IMAGE 528K
__LINKEDIT 61.9M
__OBJC 4064K
__PAGEZERO 4K
__TEXT 211.2M
__UNICODE 544K
mapped file 103.9M
shared memory 68K
=========== =======
TOTAL 1.2G
TOTAL, minus reserved VM space 1.2G


Model: MacBookPro11,3, BootROM MBP112.0138.B02, 4 processors, Intel Core i7, 2.3 GHz, 16 GB, SMC 2.19f3
Graphics: Intel Iris Pro, Intel Iris Pro, Built-In
Graphics: NVIDIA GeForce GT 750M, NVIDIA GeForce GT 750M, PCIe, 2048 MB
Memory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533641465238412D50422020
Memory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533641465238412D50422020
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x134), Broadcom BCM43xx 1.0 (6.30.223.154.63)
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Network Service: Wi-Fi, AirPort, en0
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When you use the skills menu and switch from character to character, it gets really confused about what trees they have unlocked and how many skills they've allocated.


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I think I triggered some unintended results at the orc beach battle prior to first entering Cyseal.

Having played this many times, I knew the fight was coming and ran my melee character down to the same point I always run him (towards a corpse near the water's edge). Usually that places me into fight mode as the orc ship arrives, the orcs (and a human) debark, and rush into their positions on the beach and the turn-taking begins. This includes the NPC guards who are already fighting another large orc who is already on the beach.

Instead, what seems to be happening now is this: I run down to my spot, the orc ship arrives, and before the invading force has even gotten both feet on the sand the battle goes into turn-mode. In other words, the orcs are all clumped up by the boat. The consequence of this is that this battle is now far enough away from the NPC guards (who are fighting a different large orc) that they're never included in the fight. I end up having to kill the human cultist, orc shaman, and his two orc guards with my two character party (while the guards just pace around on the beach in real-time after slaying the orc we spotted them fighting from further up the cliff).

This seems to be repeatable now, so it's not a fluke. I can get the battle to play out "normally" by initially running my character towards the guards instead, but otherwise it seems to break down pretty reliably.

Here's a screenshot of what I'm talking about:

[Linked Image]

Note the guards standing around at the top right of the screen, not engaged in the battle. You can see they're not even present in the portraits up top. You can also see over on the left how the orcs have barely departed the boat and not had an opportunity to complete their run onto the beach.


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I guess that's a consequence of the interrupted MoveTo fix, although it shouldn't be changed in *this* instance 0_o

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I found a gamebreaking bug that makes telekinesis OP again. You can carry objects in your inventory that exceed your weight limit by putting objects that are already in your inventory in a crate/backpack etc. that is already in your inventory.

EDIT: I've noticed that it does not always work. You can't put things that exceed your weight limit in containers.

Last edited by darkeisbein; 17/05/14 10:19 AM.

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Dont run towards and into a boat full of Orcs?

Zenkimoto... could you shorten that list maybe? hide it behind spoiler tags or something?

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I used Teleport on an Exploskeleton, and the explosion when it landed did no area effect damage. It used to, I'm sure. I was trying to use it to cause AoE damage. In this case I was being a bit dumb because I teleported it next to my Rogue, but still...

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hehe... i think they actually dont create AoE damage anymore. Or it was reduced a lot. Im not sure why. Now they create a small burning area where they explode.

I found another small area where the height differences in terrain prevent me from shooting elemental arrow over a very short distance.

Was going to make a screenshot of it but the game CTD because i alt-tabbed out to start fraps.
be right back...

Ok, this is the problematic area, when approached from this particular direction or angle:

[Linked Image]
As you can see, i cannot reach the arches in front, even though it isnt any kind of big elevation, or distance at all. This is the maximum distance at which i can aim with the poison cloud arrow when aiming at them, from my position.


but,

[Linked Image]
I can reach them with ordinary arrows and they can shoot at me from that position.

I can aim the poison cloud arrow and hit these guys down here:
[Linked Image]

And,
[Linked Image]
I can also almost reach the archers with a flare, only the distance is just a bit too far to actually hit them. (which is alright)

Another thing that happens is, when i shot the flare at the poison could an it exploded in a quick series of small explosions - that doesnt do any damage a single undead at all.

Im not sure if they just made some kind of a saving throw - all three of them, or is it something that devs missed.

The explosion of the poison cloud when set on fire - should cause damage.

Last edited by Hiver; 17/05/14 03:22 PM.
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Originally Posted by Hiver
Dont run towards and into a boat full of Orcs?

How utterly unhelpful as usual. Are you going to be available and standing by every instance of a person playing this game to instruct them of that?

It's supposed to be a battle with the guards + player characters versus the orcs, not the player character versus the orcs while the guards stand idle on the other side of the screen.

That whole section pre-Cyseal is meant to be tutorial-esque. It's an action that breaks the encounter and obviously needs fixing. It used to work correctly, now it doesn't. Comments from the peanut gallery don't help resolve it.

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Yes, yes - advising you to use common sense is utterly unhelpful.


Quote

It's supposed to be a battle with the guards + player characters versus the orcs, not the player character versus the orcs while the guards stand idle on the other side of the screen.

Then dont make it into a private fight with a boat full of Orcs by running into it - intentionally. And then complaining that guards didnt run to help you.

I wouldnt either. (and i shouldnt do this kind of help, obviously)

I would say: "hey guise, look at that special case running into the Orc boat, lets watch the fun."


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Bug Issue: Equipment Tooltips when Trading Multiple Items

Description: When trading/selling a stack of items, when you click to add the item you get a small dialog asking for the number of items. Unfortunately in this beta, the tooltip for the equipment comes up and partially obscuring the dialog making it impossible to click on the dialog buttons (typically on the left). Previous beta was fine.

Work Around: You can click Enter to force moving of all items and closing the dialog.




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Small issue, not a bug really.

In the first fight of the "escort Wulfram back to the city" mission. This tends to happen a lot:

[Linked Image]
[Linked Image]

The area in which you fight tends to be obstructed by that tree. A lot.
It is possible to zoom in now, so you dont see the tree itself but... i think the whole situation would look much better if the undead was positioned a bit further away from the tree to start with. Maybe something like this:

[Linked Image]
I marked one of the possible better positions for the enemy, by the movement pointer there.

In that case, the tree would be behind us and would not obstruct anything. And all that needs to be done is to move the place where the undead springs up from the ground.



In the fight against the three little burning chimeras (as they are called now) there is a small kind of buggy effect that looks bad, when you approach close but dont engage them immediately.

They are visible but, only partially. It looks as if their torsos and heads are missing, and they obstruct each other as they pass by each-other, which makes the one in the background almost entirely disappear - as the "box" of the one in the foreground passes over him.

[Linked Image]

[Linked Image]

Its something easy to see if you just come a bit closer to them but remain behind that big rock.


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Originally Posted by Hiver
Yes, yes - advising you to use common sense is utterly unhelpful.


Quote

It's supposed to be a battle with the guards + player characters versus the orcs, not the player character versus the orcs while the guards stand idle on the other side of the screen.

Then dont make it into a private fight with a boat full of Orcs by running into it - intentionally. And then complaining that guards didnt run to help you.

I wouldnt either. (and i shouldnt do this kind of help, obviously)

I would say: "hey guise, look at that special case running into the Orc boat, lets watch the fun."



You're being purposely obtuse. I'm not "running into the orc boat". I'm running down towards the corpse.. like any player who intends on looting it (since it's at the bottom of the ramp you run down) might do. You can clearly see my characters standing right next to the corpse, so why do you suggest I'm on the boat?

But why don't you go on and keep pretending you're not being stupid about this. What's your next piece of brilliant advice.. to not be greedy with corpse loot if I want the battle to work correctly?

Since you're so intent on being slow to understand, let's explain this more plainly: the battle is supposed to start and freeze your characters in combat mode. The orcs are supposed to depart the boat and run up to their starting positions on the beach. You've played the alpha/beta enough to know this. What's actually happening now is the orcs are also being frozen before they can reach their positions. That's a bug, and it's easily repeatable.

That would be like the first encounter at the entrance of the tutorial dungeon, where the cultists run out, deliver a bunch of dialogue, and then summon skeletons for you to fight before fleeing.. all while you sit there frozen in battle-mode waiting for the turns to start. If they instead froze at the doorway and the rest of the script broke, would you be advising people which side of the stairs to run up? Probably, because you're ridiculous like that.

What you're doing here is trolling in a bug report thread because you disagree with my position on other topics. QQ for you; deal with that on your own time - without starting arguments in places where people are trying to report bugs to the developers.

Originally Posted by Hiver
Small issue, not a bug really.

In the first fight of the "escort Wulfram back to the city" mission. This tends to happen a lot:

The area in which you fight tends to be obstructed by that tree. A lot.
It is possible to zoom in now, so you dont see the tree itself but... i think the whole situation would look much better if the undead was positioned a bit further away from the tree to start with. Maybe something like this:

I marked one of the possible better positions for the enemy, by the movement pointer there.

In that case, the tree would be behind us and would not obstruct anything. And all that needs to be done is to move the place where the undead springs up from the ground.


Or, you could just hold down your middle mouse button and rotate your camera so the tree is not obscuring your view. Or maybe just don't run up under a tree right before triggering an encounter, then you wouldn't have to complain about it being in the way.

See how that works, my hypocritical friend? ouch

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nah, because the rotation of camera is limited you cant really rotate it so that the tree does not obscure the view a lot. Its not complete obscuration but it is there in a large way.
That is not really necessary - unless the devs really wanted to make it so.

You cannot not run to the tree because you have to keep up with Wulfram otherwise he runs straight into undead who kill him dead, very fast.

Besides, i may have misunderstood your previous post but you did say that you ran very close to the boat so you get a "better position" or something? You are rushing in intentionally? right?

I dont - and the fight triggers properly while im still on the road above the beach.
So... dont run towards a boat full of Orcs? Or, in other words - "into" it. You log.

Therefore - im not pretending about anything and you are someone who keeps loosing every argument he starts and then pathetically tries to pretend otherwise in some other thread or a post.
This will be the last time you address me in a derogatory manner too.

Understand?

now,...

If you take a look at your own screenshot you will see that by running that close to the boat you are preventing the Orcs to come into the range of the guards - which of course results in them engaging only you in combat because you are the only thing they see at that point.

Admittedly, the range is not so big that the guards shoudlnt be able to see the fight and then join in, but such events are happening across the game where all enemies or NPCs that are left behind some specific range dont engage in combat - which is a known deficiency of the mechanic that enables you to disengage from combat if you want - and it is something that the devs are obviously working on.

For the time being though, one should not run into Orcs and then complain that they attack him - meaning, my comment was made with tongue in cheek sentiments. I was jostling you. Pulling your chain, as it were. Or - joking witcha.

Should have guessed that will fly over...



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Originally Posted by Hiver
This will be the last time you address me in a derogatory manner too.

Understand?

If you don't wish to be spoken to in a derogatory tone, you might try to ease up on the trolling and the insults to other members of the forum. Otherwise, expect to be treated as you treat others.

Understand?

As for the rest of your statement - perhaps instead of trying to be a smart-@#$ and failing horribly, you should actually test out the bug and find out how easy it is to trigger yourself.

While you're at it, quick picking fights with me because you disagree with my opinions on other topics. That's just petty and childish. It also gives off that creepy stalker vibe.

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Oh great, great. Good of you to say so.
Now i will treat you as you really and actually deserve, you pathetic dimwit gasbag.

There is no "other member of the forums" connected to this, there is just you. Dont talk as if youre a part of some group of people. You are not. Thats just another pathetic lie and a fallacy.

Your incoherent false statements, pathetic laughable lies and utter nonsense statements that you regularly and repeatedly fail to prove with anything at all will be treated as they are.
No amount of crying or trying to falsely imply i am "insulting" or "trolling" will change that.

But your own insulting manners will not get the nice treatment anymore.






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Originally Posted by Hiver
There is no "other member of the forums" connected to this, there is just you. Dont talk as if youre a part of some group of people. You are not. Thats just another pathetic lie and a fallacy.


I'm referring to the way you began lashing out at other posters opinions regarding respecs, and again with a discussion on dual-wielding. Anyone who doesn't sing the same tune as you eventually comes under fire.

You are extremely hostile and rude to other people on this forum, including myself. You apparently like to troll. A case in point is me taking the time to post details for a bug in this thread.. a report that then received a snide response from you for no legitimate reason. You may think you're being funny, but you're just trolling.

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We have been over this already.

You are one of those internet people that start playing victims and start inventing various personal accusations - when youre actual arguments are shown for what they really are, with facts and actual logic and common sense.

A piles of personal bullshit and outright lies.

And because you then cannot find any actual counter arguments based on any facts or truth, you revert to playing a victim and accusing others of whatever comes to your dimwit mind.

Case in point.
none of those replies to other posters about their fantasies about "respeccing" and level scaling (yours) or dual wielding were actually insulting in any way.
Its just that to you and other asshole clones like yourself get insulted by facts.

Thats what you call "insulting". When someone replies to your inane posts with some facts.
Thats what insults you.

Not any actual real insults that you feel free to use as you see fit, because your false "victim" status somehow excuses that.

Besides, its certainly not your business to invent accusations about any of my debates with other posters.
And just claim whatever you want, obviously with pathetic actual motives being blatant - without providing a single fact about any of it.

Understand?


Now, instead of spamming this thread, you are free to PM me with any further complaints and arguments, mkay?


BUGS:


[Linked Image]

I can move the paper by click and draging it, at least using the telekinesis.
and then i can pick it up,

The cabinet behind dr. Thelyrons desk (from our PoV) is still unreachable too.

[Linked Image]
Here too. I can reach the box if i stand on the side of it, closer to the Lighthouse.


[Linked Image]
This happened after the exploskeleton exploded. But just that one time.
This disappeared when i went below into the Lighthouse and then came back later.


[Linked Image]
Talking to the dog...





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Originally Posted by Hiver
<trashtalk removed>

Understand?


Now, instead of spamming this thread, you are free to PM me with any further complaints and arguments, mkay?


What I understand is that I disagree with your comments and the way you present your arguments. You can't seem to create a reply without resorting to namecalling and insults.

In fact, your very first interaction with me (in another thread) was to create a dozen multi-quote nonsense rant responding to a simple statement I made, where you accused me of lying, instructed me that my "personal opinions are worthless", and basically instructed me to shut up. And now you question why I label your responses as insulting when one only has to look at the trash-talk you just posted above for proof.

Here's a tip: if you're going to ask someone not to spam a thread with responses to your questions, don't ask questions in your response. This whole game you're playing of getting in the last lob of insults before instructing someone to speak with you privately in PMs is too obvious. Had you been sincere about that you would have just sent the response you posted above in a PM to begin with rather than placing it out there like the spam it is for everyone to read.

Feel free to respond to me in a PM if you must respond. Hopefully that offer sounds genuine; I'm just following your lead here. To be fair I didn't ask you a question, so a private response isn't really necessary.

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Originally Posted by Gyson

What I understand is that I disagree with your comments and the way you present your arguments. You can't seem to create a reply without resorting to namecalling and insults.

No, in fact that would be you, because youre incapable of coming up with any actual counter arguments or any kind of facts to support your nonsensical personal opinions and then resort to inventing insults and calling it "trolling" which is a pathetic half-witted strawmn/ad hominem. Which is the only thing you are capable of.

Originally Posted by Gyson

In fact, your very first interaction with me (in another thread) was to create a dozen multi-quote nonsense rant responding to a simple statement I made, where you accused me of lying, instructed me that my "personal opinions are worthless", and basically instructed me to shut up.

that would be because you just splurged some ridiculous personal "opinions" and havent been able to provide any actual counter argument to what i said about any of those.

Youre so pathetic, ignorant and devolved that you resort to name-calling and insults, but then try to accuse me of those in a pathetic attempt to role play a victim of someones abuse.
Just because it turned out that whatever you prefer is a load of inane rubbish.


Originally Posted by Gyson

And now you question why I label your responses as insulting when one only has to look at the trash-talk you just posted above for proof.


This only tells me you have some serious psychological problems, because what "everyone" can see in that thread you linked is that you lost an argument - well before that specific post - and then resorted to calling that trolling and "lengthy rants", and advised me to "group my thoughts", told me you "didnt read any of it" (obviously, right?) and other such utter pathetic attempts to weasel out of each of your "arguments" being properly addressed with facts and actual logic.

Instead of being able to respond to a single thing i said.

And yes, you really ought to shut up, for your own sake. Not that you are smart enough to realize even that.


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Originally Posted by Hiver
Youre so pathetic, ignorant and devolved that you resort to name-calling and insults, but then try to accuse me of those in a pathetic attempt to role play a victim of someones abuse.

...

Are you just not even aware of how offensive you make your statements when insisting that you're not being offensive?

You might as well be typing "I don't toss insults around, dumb@#$". It's the same thing.

Cripes.

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Of course i am aware, unlike you. Those are just - returning the favor - which you should be aware of. But you are not because you think about yourself as a victim who is then because of that free and excused to be as insulting and offensive as you like - but when that is returned your way - you cry and complain painting yourself as even bigger victim.




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Great bug reports, guys!

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It is happening for all characters when they are the active character and you are looking at their inventory specifically. It appears to be a regression, as it was definitely not this way in the previous release.

For example, I can have Scarlet as the active character, open Scarlet's inventory screen by pressing 'i' and look and a weapon in her inventory. It will have DEX 8 in RED, as if Scarlet does not meet that requirement, but if I look up at the box with Scarlet's Stats, she has a DEX of 9, so she meets the requirement, and the requirement should be grey, as it was in the previous version of the game.

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I mostly have that when a different character portrait is selected then the character whose inventory im looking at.


***


I also cannot identify or repair any item in the companion inventories, when trading with vendors. At all.

Quite often, right clicking on the portrait does nothing until i repeat it a few times or switch between characters.

Right clicking also tends to do nothing inside inventories more often then in previous version, until i click over the portraits some more.

Almsot all items that need to be identified i find have just loremaster 1 requirement. Even several golden armors and weapons. Ive only found about ... five items with loremaster 2 req, so far - in half of the beta.

When i identify very often the animation of that little bar repeats a second time. It mostly happens in the outside world. Less inside the city. cant figure out what triggers it or makes it stop. Seems almost random except it happens much more outside the city - and especially in the underground locations like Lighthouse interior or Black Cave.

A few times i couldn't identify loremaster 1 items when dealing with Arhu, with my main characters. But going out of the trading window and then starting trading again fixes that.


I cant apply resurrect scroll spell onto the character portraits at all - ever.
I have to aim at the body or pile of ash of the deceased character to resurrect them.






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Originally Posted by Hiver
Of course i am aware, unlike you. Those are just - returning the favor - which you should be aware of. But you are not because you think about yourself as a victim who is then because of that free and excused to be as insulting and offensive as you like - but when that is returned your way - you cry and complain painting yourself as even bigger victim.

Well, at least you admit you openly and intentionally troll. For a moment there I felt like I was stuck in an argument with someone suffering from tourettes.

Originally Posted by Stabbey
Great bug reports, guys!

I foolishly thought I could post a simple bug report regarding the orc battle pre-Cyseal without being trolled by Hiver, all because he dislikes my opinions on other topics and apparently can't get past his desire to pick additional fights with me elsewhere.

Who knew? I certainly didn't post a bug report hoping I'd attract a stalker. But apparently he saw an opportunity to go trolling and pounced.

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Originally Posted by Hiver
I cant apply resurrect scroll spell onto the character portraits at all - ever.

You can if you use the Resurrect scroll from the hotbar.

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Tourettes would be an improvement for your brain, gyson. Obviously.


Originally Posted by Raze
Originally Posted by Hiver
I cant apply resurrect scroll spell onto the character portraits at all - ever.

You can if you use the Resurrect scroll from the hotbar.


It use to work from inventory before.

Seems repairing equipment through vendors with companions works if you use them to start trading, by just clicking the trade button when the vendor refuses to deal with them.
If i start with one of my characters it doesnt work.



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Arhu is having more copies of skillbooks to sell as time passes.
I'm level 6 and he sells more than 200 books now !

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Yeah, his inventory is absolutely enormous. Stuff just keeps piling on and on.

I wanted to mention that but i figured everyone see that and devs are aware of the problem there.

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Hi, I had exactly 1h30m to try out today's version, and bumped into 2 bugs. Might already have been reported?

(#1) Selecting 'identify item' in the trade menu, identifying some of your items for a price, then switching character and identifying one of the other one's items. For the second character, all went well, a message appeared saying 'you're gonna lose this much coins if you want this identified' but the item was, after all, not identified, not even after several times clicking on it with left mouse button (popup reappeared each time), and no coins were removed from inventory. A pretty innocent bug. Unfortunately I forgot to repeat the process, but it should be easy enough.

(#2) Facing Arhu on the Cyseal Bridge, it's possible to attack him with one character only and leaving the other one out of the fight (and resurrect the first after Arhu's had his fun). But the trigger (Arhu greeting the player, ...) is gone, nor is interaction with Arhu possible.

[Linked Image]

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Perhaps I should add that I used 'teleport' on Arhu to get him away from his usual spot.

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Damn, I think I'm in the wrong thread, today's version was not .56

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Menu bug - last key binding position is not fully visible and there is no scroll down option, screen resolution 2560x1440:
[Linked Image]
Also, video settings require tooltips that explain what all those god rays, screen space reflections and whatnot actually do in the game.

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-Kelvania gender bug is still not fixed.

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-Can't put identifying glass into quickslot

-There is no option to read Treasure Maps

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-Items stat prerequisites are messed up. They show red color for those items which you can equip and grey for those you cannot. Should be in reverse:
[Linked Image]

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it is showing requisites for the active character which is not the same a the one of the inventory.
You also need to have your character active to put something on his quickbar.

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I think that happens because you have a different character selected - by selecting the portrait.
Switching between characters in the inventory screen does change that main selection or hotbar anymore... - for some unfathomable reason.

I hope that is a bug.


***


End of time


When i get the first room (the mysterious green babe is fixed now, nice) i can push or pull the camera out of the borders of that small location and basically move it around, seeing bits and pieces of all other locations and some unfinished parts that are in that bigger space.

The same can be done from the second room i get too, and from there i can see several other future areas or rooms - although i didnt really spend much time with it.
I checked the observatory and main hall. Cant be done from those places.


Zixzax conversation after the second room is still bugged with killing Braccus Rex sentence, while there is no option to talk about the demonic creature.
That is fixed for the first room with the green woman.

I cant talk to any of the party animals.


Aureus should be informed about dr. Thelyron as soon as i discover doctors journals and messages to and from the Conduit in his secret lab.
Then it becomes clear he was the one raising the undead and discovering that is one of my tasks Aureus gives me.


Not a bug:
[Linked Image]
I can move the whole group right in between these two surfaces and no one gets damaged at all. Its great.

I sometimes have one companion singed by the poison slime in front of the western gate, the smaller one around that corpse a bit further way. please leave that as it is. The damage isnt big and it serves as a nice little warning. Besides, it is more believable if my guys get a little bit damaged by these surfaces from time to time.





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Originally Posted by thorska
it is showing requisites for the active character which is not the same a the one of the inventory.
You also need to have your character active to put something on his quickbar.

I gotta do all that? That's ridiculous and counterintuitive. This is probably a bug or an oversight. I don't remember this happening in previous version.
I recall saying a few times and seeing other people do so as well that switching to other character's inventory should automatically make that character the active one\selected. Making that heppen would resolve these kinds of counterintuitive UI bugs\features.

Last edited by Aramintai; 19/05/14 06:35 PM.
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-Thelyron's bookcase right behind him is still unreachable for whatever reason.

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Bug: Mechanics

Priority - Low / Medium

Using the 'summon oil pool' earth spell results in a pool that gives slow. However igniting it leads to a much smaller burning patch. i.e. an enemy can be standing in the oil pool, not leave it & be slowed, but remain unburnt when it is ignited. [SW corner of pool].

Will test this further, but it's a little irksome: unsure if it's that the oil isn't all igniting, or that the pool burn template is smaller than the oil template.

I note that there's a post above stating that they can run between two floor effects (burning + poison) and be unaffected - it might be a larger issue with radii of effects being smaller than the graphical indication.


p.s.

Having a two page troll fest over not understanding triggered radius flags kinda sums up my dead horse picture. (AKA - why you need to understand the basics of game mechanics before shitting over every forum thread possible in an ignorant fashion. If you need a quick lesson, here's a random sample: Learn)

Here's how it's done:

***

Bug: Mechanics / Content

Priority - Low

Some event flags are interrupted by combat starting.


***


I tested it, and it doesn't really qualify as a bug, because the event is obviously scripted & triggered by a radius flag, but interrupted by the combat start. If you then ran >>> towards the guards, and they didn't trigger into combat, then there would be an issue; they happily join in once in range, so it isn't.

Last edited by SteamUser; 19/05/14 07:29 PM.
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Running through the deadly surface - thats not a bug.

I just wanted to post something proving how much that particular problem was improved from previous version.

Now i can just click behind that space and my whole team will run - single file - through the gap in between those two surfaces without any one of them making a wrong step.

They even stop and wait for others before them to safely pass through, before they also run through themselves.

Now, if only the devs would make the "resurrected back into flames" - insta death problem go away, by teleporting the resurrecting character out of the area of the burning or otherwise deadly surface we would be golden.
There is even an animation of wings now, as part of the resurrection. So our character who is in the process of being resurected could just fly out of the deadly area.


***


THE FIRE itself is a big problem, since it creates crazy amounts of damage too quickly.
In the Black Cove i had Roderick die several times just from standing NEXT to a burning surface.
And being r4esurected just next to it. not even into it.


In front of the Black Cove, in the place where new deadly mines are now set, there is several burning torches that are also shooting sparks around, as they burn.
I had Jahan searching for mines (highest Perception score) and he merely brushed one of those torches - burst into flames and died in two seconds before i could even click on a healing spell or anything.


I mean sure, fire should be deadly, OK. But Torches? Torches should not be able to set a whole character on fire.

My characters behave as if they are made out of gasoline right now.
I can see how undead would burn so much and so quickly as they do now... but my guys?


***


Also, for some reason i cannot figure out, Jahan - having only 2 points in both air and water magic, has five slots for water and seven for air.

here are the screenshots:
[Linked Image]
[Linked Image]



In Esmeralda cellar (i already reported this), the book shelf thats covering the secret room cannot be reached at first. But then can be reached and looted after you push the button and it slides to the side.

Screenshots:
[Linked Image]
[Linked Image]


And the painting in the small room with all the explosive traps in the Black cove cannot be "reached" either.
[Linked Image]


I cannot shoot (in front of Black Cove) at this mine from this position:
[Linked Image]



But thats all insignificant compared to the probably greatest bug i ahve found so far.
Observe the horror:

[Linked Image]
[Linked Image]

:P

Seriously though, i realized there isnt a single barrel of beer in the game. Nor is there a way to brew some through crafting. We can only find some rare cups of beer already full.

And that in a Belgian game?

If it is at all possible... this has to be corrected.
Either that or a pint of beer has to be the most expensive item in the whole game.
and serve as greatest treasure you can find.

(no wine barrels or crafting either)

At least, at the very least - mark some barrels as containing beer and or wine. So they "create" glasses, cups, pints of beer and wine when empty ones are dragged onto them. That should be relatively easy.

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I think I've encountered a game-breaking bug.

During the murder investigation I found all the smelly clothes (except the one from Evelyn) and had Jake's dog rule out the suspects. However when speaking to Thelryon he won't give me the dialogue option of searching Evelyn's backpack, and when I try to pickpocket her I always instantly get caught even though it doesn't say "skill too low"

So I thought maybe breaking down her door would progress the quest. I got the spell and headed to her hideout. Got inside and couldn't open the locked door.

Went back to town and told Aureus to arrest Esmerelda, hoping it would advanced the quest line. But Esmerelda didn't go to jail, she's just standing in her shop and now I cant even click on her.

Then I broke into the abandoned undertaker house and found the letters showing Thelryon collaborating with the cult. I went back to his clinic to confront him, but now he and Evelyn are both gone and nowhere to be found.


So now as far as I can tell the murder quest is unsolvable.



-edit forgot to mention that I also dug up Jake's corpse, but when I go back to speak to the Mortician he doesn't have any new dialogue options about the corpse.

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Once you find the proof of Thelyron involvement, he runs away. You can find him in another place, later.
When Evelyn disappears - that means she went to her secret lab, so if you go there now you will probably find her there.

- In my case Aureus always refuses to arrest Esmeralda on account of lack of real evidence for it.

Evelyns backpack should be in the room with the patients.

My problem with it was that it is called a "pouch" - so i was searching for some kind of a very small - pouch. And it took me a while to even notice a small dark backpack on the cabinet.

At least that should be corrected. When that dialogue happens.

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There are 3 pieces of evidence you need for Esmeralda (2 in her house, one at the crime scene).

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I find them all (the murder book, the knife and letter from that duke) but she has good explanations for them and Aureus basically says the same when i try to present those as evidence.
Resulting in not being able to blame her or arrest her.

Which was one of the reasons i suggested maybe having such false positives - getting other NPCs arrested, as one of the ways to theoretically maybe make the murder quest more diverse for consequent playthroughs.
LarQ (that is Swen i believe?) chimed in and said that may be only done as a mod, though.




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My apologies if this has already been reported;

There seems to be some unusual itemization bugs still present in the current Beta release. I understand things are still likely in flux as final passes are made for release. However, I thought the following should be posted, just in case something slipped below the radar.


The two main issues I came across are garments and bracers. All garments I've found so far require intelligence, and there seems to be some strange requirements for legendary bracers (screenshot below).

[Linked Image]

Perhaps there are garments for each base stat type that I haven't seen yet, or I just got an unlucky requirement roll for the bracers. In either case, it seems to me that this was not intended.


I would venture to say that most characters that would make use of those bracers would not have 8 strength to use them. Furthermore, what might the requirements be at higher level?


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That seems like the random loot rolled a couple Ranger mods on the warrior-type Mail armour.

All I'll say about that was that it was a little dull in Divinity 2 when certain types of gear only ever had stat mods for that class archtype. You only got mage-type boosts on Warhammers, for example.

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I prefer "smart loot" systems where pairings between equipment and bonuses make sense. Players should be excited when a rare piece of equipment finally shows up for them, not annoyed because it finally showed up and has completely odd stats on it. Random is fine, but it should be random with restrictions that make sense.

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Originally Posted by Raze

There are 3 pieces of evidence you need for Esmeralda (2 in her house, one at the crime scene).


Ill have to correct myself here. Just tried it and i can in fact convince Aureus to arrest Esmeralda.
Although he and Madora immediately make very sure to strongly emphasize how wrong and very probably incorrect that is.


On the other hand... Evelyn says she wasnt the one who killed Jake, just before i have that last fight with her in secret lab. She just resurrected him as a zombie... - how these things could have gone completely differently if all those necromancers and evil doers just went to some trader and saw all those resurrection scrolls, eh?

But no, why have things easy when you can make all this hubbub about Star stones and "undead" and "evilnecromancers" ....


Jake wasnt there - again. Instead she was shouting her lines at some poor rat - again.
Or it looks like it because there is a rat standing on that carpet in front of her. (its an ordinary rat - i talked to it after)

This time i didnt go to the church before that, intentionally, just cleared the graveyard around it, nothing else. Although i did go to dr. Thelyrons secret hut, so... that might be what is mixing things up.


***


I cannot inform Aureus about killing Evelyn after ive been in her secret lab and finished that.
I can mention that she apparently stole Jakes body and he says the previous line about that, that i need to go and find her and deal with it.

And of course, cant tell Arhu anything about destroying his sparkmaster 5000.

Those three guys i save cannot be seen anywhere later on.


Originally Posted by Aramintai

-There is no option to read Treasure Maps

True. I bought fist three and i cannot read any of them.

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When you get access to the end of time you get the option to send objects to your homestead, but you only get access to the chests when you get the third stone.

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This is a fun one:
First, place a teleport pyramid somewhere in the world, and then wander off elsewhere. Then have Scarlett as your lead character, and try to use the second pyramid which is in Roderick's inventory. Even if all your characters are linked together, Roderick will ping off all by himself to the pyramid's location, and then a second later, he'll ping off somewhere else (watch the party-member direction indicator) and come rushing in from offscreen.

Good luck, QA department!

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After i defeat Braccus and the gang, dr. Thelyron is still outside of that chamber, lying almost dead (even if i heal him to almost full health previously) and can only repeat i should go and kill Braccus.

The "twin of fire" boss can then still be found outside in the burning area. Seems tougher and harder to kill there too.


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For no apparent reason, earlier when quicksaving, I got a "Save to levelcache failed, please report this" error. I was able to load it just fine, so at first I thought nothing was wrong. It was only when I returned to town that I saw the consequences. The shroud, most of the containers, and all enemies had reset as if I'd never killed them.

I don't know what caused the bug.

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I Don't know if this bug is already been reported but at the king's tomb, at the starter beach, you can put a vase(the one close to the tomb) on a pillar, unable to move it anymore but still able to loot it if you click on it(the party will move close to it).
[Linked Image]

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Originally Posted by Hiver
Those three guys i save cannot be seen anywhere later on.


If you give the lighthouse cowards credit there, one of them gets a job guarding the Legion treasure chamber. The three Sparkmanster guys then disappear without a trace when they leave the cave.

If you *don't* give the lighthouse guards credit, they run to the lighthouse to see for themselves, run back out and then disappear completely. If you then save the three guys from the Sparkmaster, one of *them* gets the job guarding the treasure chamber.

A quest that ends up giving you a friend on guard gives you a prompt to check up on them.

I expect that if you screw up / screw over both sets of guards, the generic unfriendly legionnaire remains as the treasure chamber guard. I somehow can't see Blossius or Livia getting the job...

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Oh, right. Thanks for that info. I usually let them take the credit and so get the pass back home.
I wouldnt call them cowardly either. More like... exhibiting quick tactical thinking on their feet.
There was nothing they could have done - anyway.


BUGS:


Any sort of cloud spell or special arrow effect seems to completely prevent me from aiming at anything inside or behind it.
Some spells can aim but do no damage. For example - i cannot aim with Headvice, but can aim with Blitz Bolt - which does no damage.
The only thing that did damage was Boulder dash.


The bloody Ice Wall spell now show "cannot target area" if i try to use it to imprison an enemy inside of it, which is in the spell description and which worked in previous version. Now i can only complete the spell in some surface completely free of any obstructions - including enemies.


... more later.

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Originally Posted by Gyson
I think I triggered some unintended results at the orc beach battle prior to first entering Cyseal.

Having played this many times, I knew the fight was coming and ran my melee character down to the same point I always run him (towards a corpse near the water's edge). Usually that places me into fight mode as the orc ship arrives, the orcs (and a human) debark, and rush into their positions on the beach and the turn-taking begins. This includes the NPC guards who are already fighting another large orc who is already on the beach.

Instead, what seems to be happening now is this: I run down to my spot, the orc ship arrives, and before the invading force has even gotten both feet on the sand the battle goes into turn-mode. In other words, the orcs are all clumped up by the boat. The consequence of this is that this battle is now far enough away from the NPC guards (who are fighting a different large orc) that they're never included in the fight. I end up having to kill the human cultist, orc shaman, and his two orc guards with my two character party (while the guards just pace around on the beach in real-time after slaying the orc we spotted them fighting from further up the cliff).

This seems to be repeatable now, so it's not a fluke. I can get the battle to play out "normally" by initially running my character towards the guards instead, but otherwise it seems to break down pretty reliably.

Here's a screenshot of what I'm talking about:

[Linked Image]

Note the guards standing around at the top right of the screen, not engaged in the battle. You can see they're not even present in the portraits up top. You can also see over on the left how the orcs have barely departed the boat and not had an opportunity to complete their run onto the beach.



I just want to add to this report and show additional locations that cause this fight to fail, with failure defined as 1) the guards not joining in on the battle and 2) shared XP not being awarded to the party for the orc killed on the far right of the screen (mainly because the guards aren't being merged into the battle with the players).

[Linked Image]

Moving your characters down to the locations outlined in red typically cause the encounter to fail (as defined above), where as moving them to the area outlined in green causes the battle to involve the guards (and shared XP is awarded for the orc (when killed) on the far right of the screen). I believe the two outlined areas combined represent the extent to which characters can move before being drawn into battle-mode.

In fact, I worry that some new players may find themselves stopping at this location:

[Linked Image]

That is the spot where the incoming boat animation is first triggered, which might cause some first-time viewers to come to a sudden stop and watch the animation play out before attempting to move further. That location also causes the encounter to fail to include the guards.

Clearly this is not a simple case of "running up into the orc boat and breaking the encounter" as one poster erroneously argued, as there is a lot of room here for this encounter to trigger incorrectly (if we define "correctly" as "the way it worked prior to this latest patch, where all orcs and humans on the field were always involved in the same battle").

Hope the additional information helps!

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Minor Spelling Mistake :

Something that caught my eye, as you enter Cyseal and talk to Arhu, he talks about Sourcery and Sourcerers. That should be Sorcery and Sorcerers.

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Originally Posted by CamTor
Minor Spelling Mistake :

Something that caught my eye, as you enter Cyseal and talk to Arhu, he talks about Sourcery and Sourcerers. That should be Sorcery and Sorcerers.


No, it's not a mistake, that's referring to Source magic, which is a specific thing in this game. So that spelling is correct in this context.

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[Linked Image]

Why is doctor displaying my Leadership bonus?

His health is not a bug, i did that. Because i wanted to question him more thoroughly after the fight. (i cant really do that but, its the thought that counts)

I can also trade with him in that state. He still has full inventory. I can also open trading window when Jake is there and i talk to him - but that displays good doctor inventory again.

(i can still trade with Evelyn in her secret lab, during our final dialogue)


[Linked Image]
Baron of Bones can freely pass right through this pillar here, from his starting position, as can i and my whole team later on.


"Twin of Fire" (too lazy to write full name) seen from afar.
[Linked Image]
[Linked Image]
Torso and head... - heads, are missing when seen from distance. When he gets closer it looks fine.


[Linked Image]
The air elemental is also missing parts of its head - hair and lower parts around hips. I presume some kind of special effect should be there...? (the missing hair pieces are not visible in this particular screenshot but there are parts of its "hair" or head that disappear and flicker.

Ends and edges of the world box can be seen very close to the edge of this Air element room, like this:
[Linked Image]

I can move the camera outside the boundaries of this location too.



***



Ive figured out why some characters show open slots of magic skills they have not invested a single point in.
Its a kind of multilayered freakish bug.

I opened Roderick spell and skills list to check have i assigned all i need to the hotbar, then i switched through others to check them too. This time Jahan had everything in order but Madora was suddenly showing this:

[Linked Image]

I keep her as pure fighter and as you can see she doesnt have a single point invested in any magic skill.
so, naturally i went - wtf?

And then... i noticed her spanking High level golden armor with all those elemental effects. So i took it off.

Whamo.
The spell slots disappeared.

[Linked Image]

Of course, i then put the armor back but, nothing happened.
No spell slots opened.

Then i went - what the... wtf - Wtf?

I turn off the skill list, turn it on - nothing again.
Then i remembered... i havent started looking at the skill window with her selected, but Roderick.
I switch back to - select Roderick, open the skill window - switch to Madora inside it and - bingo.
The spell slots are open again. Only different element this time.

[Linked Image]
[Linked Image]


... - which turns out to be a copy of one of the main characters skills and slots, only without the spells. And with few more slots open.

Unfortunately i cannot test if she can now learn some spells because she doesnt have enough Int for any of them.

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Ah, ok. I was wondering if it was some old English spelling as well. Thanks for the explanation. hehe

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Addendum to the above described bug:

In retrospect im not sure if it was the armor that does it. because it seems that the skill list window displays the originally selected character skill slots, although somehwat distorted in some cases.

I posted the thumbnail of the pics to cut down on their size, but that doesnt look usable so im going to switch them back to the full resolution of screnshots of 1200x700 approximately.


***


Another bug, again a matter of dialogues displaying at wrong times. Aureus after i finished with Braccus - i can talk about Jake murder and he says this:

[Linked Image]
[Linked Image]

From the point of internal consistency and setting internal logic though... that kind of opinion about unnatural elements seems completely ridiculous. Any of those unnatural elements are everyday ordinary events in that world and the setting. And that is a city besieged by actual undead and Orcs - so a captain of the Legion who is directly dealing with those would not be so surprised or so "sarcastic" about any of the things my Source Hunters discover.

Is that some dialogue he was supposed to say much before that point in the story?


But - i can also ask him about the legion business and Braccus and Baron of Bones and then he displays the proper dialogue about that.
He even acknowledges the fact that Evelyn is dead now, at the very end.


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It's clear that Aureus does not like Source Hunters, and thinks that they have been overzealous and have tortured and killed people based on flimsy, non-existent, or outright fabricated evidence in the past.

He's no so much doubting the facts of the claim as he is doubting the origin of the claim.

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Thats rather unclear in those sentences since he does try to ridicule the facts of the case as fantasy tales told to little children - in a high fantasy setting and actual situation he is in. I dont know if he actually means it like that or not - but it sure as hell looks like it.

As for fabricated evidence - he seemingly refuses to arrest Esmeralda, at first - based on those three things you can discover about her - but then for some reason you can just convince him to arrest her anyway on the basis of those same circumstantial "proofs" he derided and refused a second ago.

And you dont even need to play RPS for that, but only argue with the other character.


Additionally - i dont see how this specific dialogue should appear AFTER i defeated Braccus, discovered Thelyrons role in all of it (which you have the options to talk about in that same conversation) - and practically finished the beta.


Clearly, there are problems with the order of you discovering and finishing with any of these places on the map and quests they hold - and reactions from NPCs in the game.

For example, if you discover and visit doctors secret hut - you never see Jake in Evelyns secret Lab - you only meet him later infront of Braccus chamber.
And obviously Aureus dialogues and reactions get all mixed up.


He also displays all the starting dialogues he has - even after all of this.



-edit-

[Linked Image]
[Linked Image]

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I'm not sure if this is a bug or if I'm doing something wrong, but I'm currently unable to turn in the Lost Archaeologist quest. I've saved the little feller and he's happily swinging back mugs of ale in the tavern. When I speak to Aureus there is no dialogue option to say I've saved the guy.

Another issue I'm having is upon loading a saved game, the shield for one of my main characters (female cleric) is unequipped.

I've also noticed on loading a saved game Madora is invisible for a little bit. Her portrait is there, but she's no where to be found on screen. There is still a spot in the party formation there for her, and I have full access to her inventory, skills, etc., she just doesn't appear on screen.

In the same vein as invisible Madora, sometimes instead of putting on her invisible cloak she'll be running toward my party from offscreen. She'll get close, disappear and reappear toward the screen edge and begin running toward my party again. After a while she gets the hang of it and chills with the party. I'm guessing this is probably a spawning issue. I don't know if this helps but I was next to the lighthouse when this particular issue occurred and I haven't been able to repeat it as of yet.

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Aureus should have a response to that under this dialogue tree:

"Let's talk about other matters concerning the legion"
> "Expeditions into hostile territory" (I forget if this is here or not)
> "About the Burial mounds"

The burial mounds one is the answer you want. If it doesn't show up, then that is indeed a bug, although I just turned that quest in and it was there for me.

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Originally Posted by Stabbey
Aureus should have a response to that under this dialogue tree:

"Let's talk about other matters concerning the legion"
> "Expeditions into hostile territory" (I forget if this is here or not)
> "About the Burial mounds"

The burial mounds one is the answer you want. If it doesn't show up, then that is indeed a bug, although I just turned that quest in and it was there for me.


I'll give that a shot when I get home for lunch. I don't recall that dialogue option but I'll double check.

EDIT: Stabbey was right. I just didn't associate the Archaeologist with these dialogue options. It is working just fine.

Last edited by JoeBart; 21/05/14 08:02 PM. Reason: Quest working as intended
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(post transfered to the proper version thread)

Last edited by Exca; 22/05/14 10:16 AM.
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Good list, Exca.

Bug: The new Resurrection animation is very pretty, but the wings don't always line up with the body correctly, so it looks odd sometimes.

EDIT: Just remembered this one:

Bug or WaI?: Explodokeletons only have a blast radius if you let them blow up on you. If you use melee weapons to kill one, they don't hurt you at all when they explode.

Last edited by Stabbey; 21/05/14 07:59 PM. Reason: expllodkeletons
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Its a minor bug but The Winterblast spellbook has the 3Dmodel of an air book instead of water.

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Hi everybody! I found some breaking game-mechanics bugs and some of other type. First I decribe them and the second I`ll write down some minor suggestions about gameplay here we go!

Bugs
1)When you try unlock door with\without key "locked\unlocked" feedback displays above Heroes` heads and no matter how much distance beetween me and the door.Personally I think it`s strange and help to spoil in advance
http://steamcommunity.com/sharedfiles/filedetails/?id=245225777

2)Graphic bugs http://steamcommunity.com/sharedfiles/filedetails/?id=245225571
http://steamcommunity.com/sharedfiles/filedetails/?id=245225592

3)Bug of burning metal thing ,in this case Metal Vase,I know this is fantasy game but Could you tell me is Metal can burn?Maybe it`s fusing not burning? http://steamcommunity.com/sharedfiles/filedetails/?id=245225709

4)Not exactly bug,but with help of combat log we can spot our enemies far from theirs dislocation,and pay attention they are NOT shouting and logically we can spot and hear them
http://steamcommunity.com/sharedfiles/filedetails/?id=245225810

5)Bug with Russian text, I cannot write any Russian letters(maybe game doesn`t supporting Russian language yet) and some keys are not correctly shows at Keyboard menu
http://steamcommunity.com/sharedfiles/filedetails/?id=245225521
http://steamcommunity.com/sharedfiles/filedetails/?id=252917772

6)Graphic bug with DOF I guess http://steamcommunity.com/sharedfiles/filedetails/?id=252917826
Just look on the skull

7)Bug with camera at Shelter Plane http://steamcommunity.com/sharedfiles/filedetails/?id=253127446

8)Bug with sneaking animation on the bench. I have to say there is no animation\or not correct animation of some spells, if you try to cast spell when just sitting on the bench
http://steamcommunity.com/sharedfiles/filedetails/?id=253338408 -Sneaking on the bench glitch
http://steamcommunity.com/sharedfiles/filedetails/?id=235756100 -Glitch with animation while sitting

9)There is no describtion of how many APs need to sneak at the Combat mode http://steamcommunity.com/sharedfiles/filedetails/?id=245225837

10)Collisions bugs.I don`t know is it possible to fix this http://steamcommunity.com/sharedfiles/filedetails/?id=245516361
http://steamcommunity.com/sharedfiles/filedetails/?id=262133208
11)Not bug just question -Can male be Witch?Maybe Witcher will be more logical?
http://steamcommunity.com/sharedfiles/filedetails/?id=245583805 -Take care to the Roderik`s class

12)Possibly it`s bug of Relationship between fractions-Why bulls attacking peaceful citizens too ? http://steamcommunity.com/sharedfiles/filedetails/?id=245847376

13)Bugs of lockpicking-I can to unlock not only containers!!!!In my case it`s Coal Basket-))
http://steamcommunity.com/sharedfiles/filedetails/?id=247373694

14)Not exactly bug,but if I through something flammable on the Coal basket it is not burning why?
http://steamcommunity.com/sharedfiles/filedetails/?id=247373737

15)Bug of animation -if I try to dig in sneaking mode ,sneaking mode doesn`t turning off
http://steamcommunity.com/sharedfiles/filedetails/?id=247379714

16)Bug of interaction with items
http://steamcommunity.com/sharedfiles/filedetails/?id=249163392

17)Just look in it http://steamcommunity.com/sharedfiles/filedetails/?id=259502694

18)Bug of gameplay-I managed to attack and injure Undeindefied Mages at very first battle because something went wrong with scripts I guess
http://steamcommunity.com/sharedfiles/filedetails/?id=260357210 -Before attack
http://steamcommunity.com/sharedfiles/filedetails/?id=260357275 -After attack

19)Camera bug *Note I used 360 degrees camera fix* Maybe it cannot be recon as bug http://steamcommunity.com/sharedfiles/filedetails/?id=255540743

20)Perfomance bug-For some reason if I select something (see the screen) near water then FPS is becomes ungodly low
http://steamcommunity.com/sharedfiles/filedetails/?id=261844773
http://steamcommunity.com/sharedfiles/filedetails/?id=253338349 -I did`nt manage to find this chest at lates update

21)Little breaking atmosphere bug-If I make note on the map in any interior, at "Arhu`s Study" for example and visit another interior, well let it be King`s Crab basement,then if I open my map I can see dislocation of Arhu Study
http://steamcommunity.com/sharedfiles/filedetails/?id=262133144

22)Bug with shadows and lighting-when I went out from Tutorial Dungeon I saw a strange shadows movement(see the screens)
http://steamcommunity.com/sharedfiles/filedetails/?id=258720053 The first screen
http://steamcommunity.com/sharedfiles/filedetails/?id=258720098 Second screen after few seconds,take care to the shadows

23)Camera bug at dialog mode-For some reason I could move my camera around when I had dialog with Evelyn,I used 360 degrees camera fix
http://steamcommunity.com/sharedfiles/filedetails/?id=262132959

24)I could open my inventory and operating with it during dialog http://steamcommunity.com/sharedfiles/filedetails/?id=262133012

25)Bugs related to teleportation tricks
A)Normally we cannot sell pyramyds but if we put it on the container we could sell it
http://steamcommunity.com/sharedfiles/filedetails/?id=262133472

B)After selling of pyramyd you will be able to teleport to this person who bought it from you,but we cannot teleport between regions I`ll write about it further-I think this possibillity is big bug

C)To prevent of losing pyramids they are cannot be divided if you change the region I.E if your leaving Cyseal and teleporting to the Shelter you can find two pyramids in you INV,but try outsmart the game and you`ll see another couple of bugs

Just try to put pyramid in any container or sell this container with pyramid for anyone
1)If you Sold at Cyseal region and teleported to Shelter and then use it, you will find youself there --http://steamcommunity.com/sharedfiles/filedetails/?id=262133545

2)If you did the same at the Shelter you will find yourself there ---
http://steamcommunity.com/sharedfiles/filedetails/?id=262409020

3)If you put it in the container in Cyseal and teleported to the Shelter and use pyramid there then you`l find yourself there
http://steamcommunity.com/sharedfiles/filedetails/?id=262133048

4)If did the same at Shelter etc/... you will find yourself there
http://steamcommunity.com/sharedfiles/filedetails/?id=262133100

26)Just question-when I try to max out my setting by Preset quality I see this
http://steamcommunity.com/sharedfiles/filedetails/?id=262150285

My computer is pass through recomended specs of the game what`s wrong?

P.S Some suggestions I write down later,and I have to say ,some of bugs, quite crazy was found at 1.0239 or higher versions I browsered forums but I didn`t find any mention of it mostly I bugs was from 1.0.59 build ,so Larian don`t be angry with me if they already fixed it`s not intentionally!

Last edited by James 540; 22/05/14 08:31 PM.

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Divine Light currently does nothing. Even if the damage was removed, it was at least supposed to set a status effect. It doesn't. Even if you click the spell on a person, it just says it was "cast on the ground".

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Originally Posted by Stabbey
Divine Light currently does nothing.


It's faith based.

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Originally Posted by Horrorscope

It's faith based.


I tested it with a cleric, who has it as one of their starting skills. It should be useable. If the problem was that you don't meet the requirement, then usually you simply can't use it at all. For example, make a Fighter and lower your Strength to 5 - the skills are greyed out and you can no longer use them. In Divine Light's case, it is not greyed out and you can cast it just fine, it does the animation - but it does not highlight anything in it's AoE and has no effect on anything there.

The Knight also has a starting skill which has a trait requirement, and yet they can cast it just fine from the start

So, no matter what's going on, I feel confident in calling that a bug.

In any case, trait requirements for skills are probably not sticking around, because it prevents companions from using them.

Last edited by Stabbey; 23/05/14 02:15 AM. Reason: knight works
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Something new, i think.

When you finish with a fight and go forward, walk or run away from that area so it goes outside of your view, but then quickly return towards that same area, before you completely reach the space where enemies dead bodies or remains are - you can see various spell effect firing off in empty air, as if there was someone there. Most of those are healing spell effects but there are some others too.

It is most noticeable in front of the Black Cove though ive noticed it in the western and northern areas, so far.

You can take some time before returning back.

First time i noticed it, i lured the new group of Orcs in front of the Black Cove onto those new mines.
Then i went to the entrance and had a separate fight with that group. After that, when i was returning towards town, when i came close to the place of the first fight i saw various spell effect firing off above the ground where the mines were, which is where most of the first orcs died.

When i ran back to the entrance i saw a few healing spell animations firing off in the air too.

It mostly stays at the edge of the screen. I think they start happening before the camera can actually come over that area so you will mostly notice them firing off just at the edge of the screen as you are moving towards some place of finished battle.

Joined: Dec 2013
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I don't know how to report/reproduce this particular bug, but the Mayor's cat, Maxine, disappeared from my current playthrough. I just got petpal and talked with Unsinkable Sam. But when I go to the Mayor's office, she's no where to be found. When I walk around the mayor's office, I hear a cat meow, but no cat. I also pressed the ~ (tilde key) to see the available NPCs, but also no cat.

If there is a place to submit my save game, I'd gladly do so.

Joined: Mar 2014
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She is not gone. i had that same thing.

She is in the corner of the house where you cannot see her because of how camera works. Its the corner on the right side of the doors. There is a few boxes there and those wooden screen things?
You only need to walk closer to the corner, or into it and youll see her then.



----------


Dietmar and Thugs bug. (i use to kill him so fast that i never even knew they are there, if i kill him fast they never appear or make a sound)

First, the invisible thugs body outlines become visible in red color when i try to use the Leadership shout there. That makes a big yellow overlay at first, before i cast it and the invisible thugs red body outlines can be clearly seen then.

I can also aim and hit them with the poison arrow spell - skill, although i cannot aim at them otherwise.

Dietmar waits too long to call them, which mostly results in him dying too quickly for that to happen. He should call them out to join the fight at half of his health, but i usually catch him inside subsequent turns of my characters -and maybe a summon creature - so we kill him before he gets his next turn.

If i postpone long enough intentionally and he manages to call them, the thugs are friendly to me - with green circles - and enemies to Dietmar. They attack and kill him.

I can attack them and kill them one by one - but they dont react at all.


-------------


In the homestead main hall, if i climb up the highest stairs and make my characters walk closer to the big portal there, or go behind it - that enables me to pull the camera out of the borders of that area and then move it around over various textures, unfinished pieces and over areas of rooms i get later.

Same as i reported for few other rooms.

That is the only way to do it in the main hall that i found so far.
If i dont order my characters to come closer to that portal - the camera cannot be forced any further. Only if they move closer to it or go behind it.


Also, if i go up to the top of those stairs, i can pull the camera back over the main hall - camera then remains on that height - which enables me to see the "roof" above the part where Zixzax and Weaver are.


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Hi, I tried a search but can't see any reports of this issue.

I fired up the game and during the loading screen(s) my cursor was flickering, not a big deal but definitely new for this game.

Things worked fine but when I got to the first encounter with the undead guys, a few turns in my cursor disappeared altogether. I could still click on stuff and could see what was highlighted by moving my mouse around, but I could not see the cursor at all.

This is new to this version, I've tried several others and never seen this happen before.

Cheers, loving the game!

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Idon't know if this has been reported before, but you have to make room in your inventory to drag and store items, using you portrait.
Try it: drag and drop crates and baskets and whatever on your character portrait, until your inventory is full. You won't be able anymore. Now lower your inventory bar to make some room, and you are able to drag and place crates directly in your inventory.
I thought it was a feature at first, that some crates were moveable, and others not, until I understand this "space making stuff". Not a big deal, tho.
I would tend to think it is not a feature, nor an opinion, but some people will probably "prove" me I am wrong.

Last edited by Cromcrom; 24/05/14 05:45 AM.

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Did you try changing the game resolution or graphics options, to see if that would make a difference with the mouse cursor?

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Hi everyone!There is another one portion of bugs\glithes relating mostly to summon mechanic plus another bunch of bugs of diffrent types and plus my minor suggestions as I promissed.My game build is 1.0.59
Here we go!

1)Do you remember my previous post about teleportation tricks? See 25th point .So I found interesting pattern, big thanks to Chaotica,it`s only this guy helped me very much to reveal this.
So as I described we should
A)Sell to anyone the crate which contains the pyramid inside or just put this crate
B)teleport to another region\map if you situated at Cyseal then teleport into Shelter and vice versa
C)Now use your pyramid-and there is most interesting part begins
For example I sold my crazy crate to Arhu,he situated at X-750 Y-258

http://steamcommunity.com/sharedfiles/filedetails/?id=262968911

and after stage "C" you will be teleported into the same coordinates where Arhu was but at another map!!! http://steamcommunity.com/sharedfiles/filedetails/?id=262972008 -take care about coordinates
Thus you can to get into places where you are not supposed to be at all,if you don`t believe me try it out by yourselves!!
Now about bugs of summon mechanics
2)There is no animation of sneaking of summoned creature(spider)
http://steamcommunity.com/sharedfiles/filedetails/?id=262655253

3)There is no animation of sitting of summoned creatures http://steamcommunity.com/sharedfiles/filedetails/?id=262655299

4)Summoned creatures at least spider can drink potions and other stuff like that which lays on the ground!!!! http://steamcommunity.com/sharedfiles/filedetails/?id=262655338 -pay attention to the spiders status

5)I`ve managed to summon 2 spiders by one hero, I don`t know it`s bug or feature http://steamcommunity.com/sharedfiles/filedetails/?id=262655367
Stabbey said me it`s not bug.

6)We can take to our summoned one, everything but if\when it will die you won`t be able to take it back,it will lose!!!
http://steamcommunity.com/sharedfiles/filedetails/?id=262655504

7)Spiders can read books. WHAT!? Guys I really afraid of spiders!!!
http://steamcommunity.com/sharedfiles/filedetails/?id=262655540

8)If you give telepoting pyramid to spider and then kill it or anyone kill it or it will be banished
Then you WILL BE ABLE to teleport to it`s body,but you WON`T FIND any pyramid there!!
http://steamcommunity.com/sharedfiles/filedetails/?id=262655641 -Spider is receiving the pyramid
http://steamcommunity.com/sharedfiles/filedetails/?id=262655677 - Teleporting to already dead spider pay attention that there is no any pyramid!
Note-If you change region\map then taken pyramid will lose forever!!!

9)Glitch-item was hang in the air I think it`s not unusual http://steamcommunity.com/sharedfiles/filedetails/?id=262874198

10)Problem with collisions in tutorial dungeon
http://steamcommunity.com/sharedfiles/filedetails/?id=262874240

11)Graphic glitch or I just pressed wrong key?
http://steamcommunity.com/sharedfiles/filedetails/?id=262983797

So my minor suggestions about gameplay
1)I`m insisting to add "trading status icon" when my partner is trading,it could be showed at combat log "%Username% is trading for now" or it could be shown as special icon of hand with wallet next to his\hers portraits,or mix of both

2)To add FPS-counter to the game to measure perfomance and find lacks of that

3)To add sound and highlighting warning when you receiving message at local chat likewise Steam chat

4)I think you should add info about your dislocation and plus other useful stuff
Example-Date:21.09.2014
Time:23:03:21
Dislocation:Arhu`s Study
Time played:150Hs 48Ms

5)Gameplay suggestion,to add possibility not only open doors\containers by lockpicking but and close\seal them too!
For example-Imagine you were outnumbered ,so you decide to fall back to house,and to win the time you decide to seal the door,thus you force your enemy to beat\explose this door or find another way to you,while you`re drinkng potions or summon someone or fearlessly teleporting away!
I think it`s not bad idea!

Epilogue- I many times asked our guru of bug finding and balancing etc... to help me at various matters about the game,of cource it`s THE Stabbey ONE,I hope you read this.
Stabbey I know you most likely hate me very much for that,so I`m so sorry and big thanks for your help and patience!

Last edited by James 540; 24/05/14 12:11 PM.

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No, seriously, stop calling me that.

I will say thanks to James540 for taking the time to try and find all these glitches that I no longer think to try.

Last edited by Stabbey; 24/05/14 12:55 PM. Reason: fixed typo
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Ok I won`t you call like that,I promise!


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These bugs are for the mac version.

1. Talking to the ghosts in the pirate cove, there seems to be a problem with the filter applied to them:
http://steamcommunity.com/sharedfiles/filedetails/?id=262872064

2. Sometimes when running from a high place to a low place, the camera ends up remaining at high altitude. Talking to something or saving seems to clear it.
http://steamcommunity.com/sharedfiles/filedetails/?id=262745848

3. Sometimes I can't heal my party members by clicking on their portraits, even when they're right next to me. Clicking on their bodies works ok.
http://steamcommunity.com/sharedfiles/filedetails/?id=262745748

4. Sometimes the Option key won't highlight loot on the ground. I don't have a screenshot of this.

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Previously interactive object is now static - only seen one so far.

Of the 3 or 4 collectible purple shells on the starting beach that don't light up for Alt, the first one - bear left at the first branch point, and it's on the right bank, sitting on a big rock - is now just part of the beach.

---------------------

The mini-map at the docks shows the orc ship in it's starting position - beside the burning ship - not in its current position on the beach.

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Originally Posted by wdarkk
2. Sometimes when running from a high place to a low place, the camera ends up remaining at high altitude.

The camera height isn't automatically reset if it isn't locked onto the lead character. You can hit whatever the Mac equivalent of the Home key is, double click on the lead character's portrait or click and hold to move, to re-centre the camera and adjust the height.

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I teleported from the lighthouse area to the north gate and two of my characters have the rain status stuck on. It persists through save/loads. If I go near a fire it'll go away, but come back when I leave.
http://steamcommunity.com/sharedfiles/filedetails/?id=263247256

If I go into Esemerelda's basement and click on the bookshelf before it's moved by the button, I get an error message that makes no sense at the time, that it's too far away.
http://steamcommunity.com/sharedfiles/filedetails/?id=263247193

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When trying to persuade Gallagher to switch entertainers, there's a typo in his Charm option "I suppod".

I am occasionally getting "Saving Levelcache failed" errors when quicksaving or autosaving, but quicksaving again after works.

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Northern gate Arhu ballista... issues?

If i position my Hunters like this -
[Linked Image]
- Scarlet doesnt notice the zombies even as they come closer towards Roderick on the bridge, when he instigates and starts the fight.

She cannot "see" them even from this position -
[Linked Image]
- regardless of how i turn her or move her around. Roderick is in combat mode. Scarlet is not.
They have to be separated because otherwise she runs down towards Roderick ... and then cannot shoot the ballista, obviously. (that also makes guards see the zombies and run out)

I can make her run down - join the fight and then have her walk back towards ballista to shoot it, which takes two or three turns. As she goes through the gate - the legion guards see the zombies and run out and join the fight.

If i shoot the ballista then - i kill the guards too.

The only thing i can do to avoid that is to have Scarlet use one of the spells she has to hit the zombies from her position above - which then makes her join the fight properly.

Since the distance is so small, i think she should be able to see the zombies and join the fight without these extra moves by me. Or have that guard use the ballista himself.

- i think this would be even harder to pull off in the western gate area since enemies are even more distant when i start the fight and guards run towards them very early - instead of shooting the ballista at them as they come close - in range.



***



The armor texture on the wayfarer Roderick is very, very, very low res.
[Linked Image]
He also looks very much like Swen when wearing that hat... - which removes all the hair from the model...

So... im not sure should i call that a bug or not, really?
I think its best if i leave this ... feature for their own internal discussion.



***



[Linked Image]
no words necessary, eh?


well, a few are necessary to be said about those green feet you see on the right there. Those are the feet of Lillian and the headless Nick body.

Apparently - if i leave Nicks head to its new illustrious career, which is what he wants - when i return and try to convey his message for Lillian to "stop waiting for him and move on ..." - the reaction is that she and the body attack me and i have to kill them.

Which is, so far, the worst result of some quest decision i have seen in this beta. On par with the very low quality of the Ebenezer quest ending.

Im not sure which one is worst...

Considering the relative high quality of other quests and their results, these stand out even more.

With the ending of the Lighthouse ghost story trailing behind these two at some distance.



***



best for the last:

If i try to pickpocket dr. Thelyron in front of the Braccus Rex room in the church - he starts calling for help, gets up and starts running around - and then he disappears - runs away.

:lol:



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I'll be collecting bugs and dialog errors I discover in this post.

Dialog Errors

  • Mayor Cecil: when asked about Jake's murder says "...I've known Esmeralda for years. That business between SHE and the Duke..." => "between HER and the Duke"
  • Mendius: introducing the Fab Five "...sign our WAVER..." => "sign our WAIVER"
  • Zixzax: "...the ones Star Stones can tame..." seems like the object and subject are switched. Do we tame Star Stones or do Star Stones tame us?
  • Bibius: "...doesn't have a horn on HIS head..." regardless of gender.


Bugs

  • Pressing shift+tab to get the Steam overlay makes you draw or sheathe you weapons as if you had pressed tab only.
  • Not sure if this is intended or not but I'll add it to be sure: finding a Star Stone with a character in jail teleports that character to the End of Time along with the others.

Last edited by dubiouschicken; 25/05/14 10:06 PM.
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The WInterblast spellbook has a wind icon when it's a water spell.

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Somehow I managed to trigger an infinite exploding poison cloud by shooting a zombie in some fire terrain by the church.
http://steamcommunity.com/sharedfiles/filedetails/?id=263711373

Also managed to prevent the body from showing up in the hidden lair area just by entering the church without going to the lower level.

Last edited by wdarkk; 26/05/14 02:28 AM.
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- Carrots are listed as food items, but can't be used.
- Raw potatoes can be consumed, but they're in the Common category, not Consumable. (All food you can consume should be under Consumable)
- I was able to duplicate the "rapidly cycling Alt labels" thing. Just make several items in a mobile kitchen, and they'll appear in the same spot, creating the cycling labels.

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Combined hammer with skull and crafted yet got no item.. only happens sometimes.

Also repair with generic bartering npc's wasn't working.. told me the price to repair i agreed yet repair didn't happen.

Last edited by ynotndalton; 27/05/14 03:08 PM.
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So 1.1.59 bugs go here, too?

Might have been reported already, but anyway:

- Had my wayfarer-Scarlett summon a spider, Scarlett died, for 1 or 2 rounds the spider seemed to be invincible - its health was at almost 0, yet it wouldn't take any damage from being attacked (always displayed 0 damage when it was hit, spider survived ~5 hits like that)

- Same fight, Roderick tried to revive Scarlett, who had succumbed earlier to a nasty "burning" effect from being hit by fire arrows. She also did lie close to a puddle of poison. The moment I revived her, the "Burning" text popped up again, she took damage (maybe poison damage as well, was too fast) and directly died again (funnily her health bar wasn't empty, but she was dead anyway).

Last edited by El Zoido; 27/05/14 09:46 PM.
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Originally Posted by El Zoido
So 1.1.59 bugs go here, too?

Might have been reported already, but anyway:

- Had my wayfarer-Scarlett summon a spider, Scarlett died, for 1 or 2 rounds the spider seemed to be invincible - it's health was at almost 0, yet it wouldn't take any damage from being attacked (always displayed 0 damage when it was hit, spider survived ~5 hits like that)

- Same fight, Roderick tried to revive Scarlett, who had succumbed earlier to a nasty "burning" effect from being hit by fire arrows. She also did lie close to a puddle of poison. The moment I revived her, the "Burning" text popped up again, she took damage (maybe poison damage as well, was too fast) and directly died again (funnily her health bar wasn't empty, but she was dead anyway).


Never heard the spider one.. but the too fast to react death from the elements is well known.

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Originally Posted by ynotndalton


Never heard the spider one.. but the too fast to react death from the elements is well known.


Ok, not sure what exactly is going on there, it might be related to damage types. Did the same fight against the Lighthouse Horror again, this time without losing anyone.
The Horror went against the spider, first did his poison-cloud, but I guess the Spider is immune to poison, so Spidy wasn't very impressed. Then he attacked the spider with his melee attack, but didn't do any damage. This went on for a few rounds until the summon was over. Damage taken: 0.
When he then attacked Roderick he nearly killed him with his poison attack.
Is the LH only doing poison damage? However, the first time it happened with the undead dogs/wolves there as well.

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Originally Posted by El Zoido
Originally Posted by ynotndalton


Never heard the spider one.. but the too fast to react death from the elements is well known.


Ok, not sure what exactly is going on there, it might be related to damage types. Did the same fight against the Lighthouse Horror again, this time without losing anyone.
The Horror went against the spider, first did his poison-cloud, but I guess the Spider is immune to poison, so Spidy wasn't very impressed. Then he attacked the spider with his melee attack, but didn't do any damage. This went on for a few rounds until the summon was over. Damage taken: 0.
When he then attacked Roderick he nearly killed him with his poison attack.
Is the LH only doing poison damage? However, the first time it happened with the undead dogs/wolves there as well.


Maybe they all are registered as poison damage? as they are undead?

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You can only identify the items in the inventory of the person who spoke to the shopkeeper If you switch to the inventory of another character and try to identify you get the usual dialog about the price but clicking yes does nothing.

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These kind of little interface-inconsistencies seem to be all over yet.

E.g. I can open the skill menu with one char. In the bar to the left I now see the number of skills she has learned and can learn in a given category (e.g. 1/3 earth-magic skills).
If I now switch to another character, the skill menu switches over, but not completely, instead I see some wierd mix between the old and the new char.
E.g. the new char is a fighter, so I get warrior skills, but while he doesn't have any magic slots open, they get "carried over" from the previous char and show up as available, even though they aren't for that new char.

Likewise switching characters and inventory independently form each other can produce some inconsistencies in the displayed requirements for equipment. Meaning it's unclear whether requirements are calculated for the chars that are selected or for the char whose inventory is open.

Last edited by El Zoido; 28/05/14 01:19 PM.
Joined: May 2014
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I'm having the odd tooltip or menu go off the side of the screen in Fake Fullscreen with the mac version.
http://steamcommunity.com/sharedfiles/filedetails/?id=264581576

EDIT: Here's another one: repairing a totally broken item isn't updating its icon.
http://steamcommunity.com/sharedfiles/filedetails/?id=264582880

EDIT2: Here's a third one. The journal says Bauccus Rex drops a star stone, but it's actually in his chest.

Last edited by wdarkk; 28/05/14 06:07 PM.
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