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#506811 03/07/14 01:40 PM
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Well, it's been a while... fell of the face of the earth after the early beta due to... "issues" but now I should really get back with release.
Profit of missing so many beta versions is a lot of new stuff even in Cyseal!
Gotta say, pretty good so far... voices are less disturbing and actually helpful unlike I imagined (probably good I start playing after the patch though).

Going to use this thread, as usual, to place a whole bunch of bugs and observations. And potentially praise (prob starting after Cyseal since I said most I can about it already I think). Without further ado, first bugs... pretty early ingame, so nothing spoilerish yet. One major bug so far...

* Weight +110 on STR on startup that doesn't change properly with STR adjustment. Probably get rid of it on that screen then? (none of the others display anything but base 5, even if it would still be nice if bonusses already were displayed there on creation).
* How long does "encourage" work? (I can test it ingame, but would have been nice to be onscreen during creation)
* I find it kinda funny the giant lettered intro text was subtitled with the exact same words, but smaller... seems a bit redudant.
* Despite not giving a kickstartercode I do have Zandalor's trunks?
* "Hearing" mouseover still can't count... Base 8 + perception 6 is... 13? (I thought it was 14)
* Not sure why my armour rating is blue if just from gear. Lead has armour specialist (but so early it adds nothing) sure, but my second character doesn't, and the +4 is really only from gear.
* Luck still isn't displayed in offensive mouse-over (yet is calculated into the total properly).
* Tutorial popup: Talk with the person with ! over them... I was also expecting an explenation of the +rational/romantic for new players afterwards, but that was lacking.
* "Hold ctrl over enemies" Popup could probably include mention of Loremaster for new players wink
* Found a trap disarm kit, read tutorial... still wonder why I would ever want to disarm one rather than boom...
* Is it intended rats say 'Let me know if you need a thing' to people WITHOUT Pet Pal?
* Random bench (tutorial cave), no tutorial... missing?
* "Lucky Find!" 106 gold in chest... is that also a form of lucky find, or was something missing (tutorial cave chest). I'm used to it always being an item...
* Seems the only way to trade with Junius (from Junius and Biblius) is to have an unsheated weapon... then he will talk to you and offer trade with his inventory, otherwise it immediately goes over to Biblius. Intended?

Serious issue:
If you go to a tab, and click on an UNUSED slot, it will instead use whatever item is on that slot in the *all* tab, leading to your items mysteriously being able to vanish due to being used up.

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A few more walking around Cyseal...

* "Latest gossip" screwup in Cyseal, instead of text turns the portrait ? and gives you the generic options again. Screenshot attached.
* Found a backpack (empty) inside a basket. I found it a bit odd, though probably intended. It's worth 375 compared to my team's 3 each.
* Same for cow's. Greetings and farewell for my non-Pet talk companion too.
* Same trick as before for Ninnius (sharmed orc). Can probably use it to trade with all NPc's normally re-directed to another NPC to talk. Not sure if intentional though.
* Mysterious stranger; Tidy it up (no dot!) Yup, I'm nitpicking wink
* Loremaster 2(+): No space between max HP and AP
* Orc escorted me to grave... it's not showing up (I did load a savegame, accidentily triggered autosave and wanted to keep it, may have effected it's appearance?).
* Digging no longer removes shield (thanks!). It does leave you with your weapon sheathed though. I was wondering why so many people said to me to remove my weapon, now I know why I unsheated it in the first place (although it's not the only time it auo-unsheaths)...
* Anvil has hand instead of gears icon, and no name.
* The waterbarrel at the Western gate (towards lighthouse) still is a regular container.
* Broad skull and skull item. Same, but don't stack.

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please, do continue laugh

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Oops, forgot the screenshot at the last report;

[Linked Image]
[Linked Image]


New ones;
* Think Murphy has the wrong soundeffect talking to him.
* Approaching Nemris with sheated weapon; "I fear loosing my head"... eeeeehm... he's a ghost?
* North-West Gate; No longer a warning when underleveled and without team??? They open the gate just fine for us 2 lvl 2's.
* Ehm, plates suddenly went from weight 1, worth 1 items to weight 0.2, worth 750(!). Shouldn't alt show them if they became so valuable all of a sudden (it shows the golden goblets, who are heavier *and* less worth now than the plates). Alternatively, cut their insanely raised worth down?
*** EDIT: Seems to be just Cecil's plates. Maybe have them appear with alt, and given a proper distinctive name like golden plate instead of just plate?

* Cecil's pants are now 'used' instead of 'smelly'? Do slightly bug murphy as his first response is fast-forwarded and you need to scroll up to read his full response.
* In the library "rat extermination" still remains a book marked as 'theft' after getting permission to take books.

Quest-breaking bug (?):
* "The philosophy of death" is empty! This makes solving Nemris quest rather difficult... (or is that some eleborate joke I miss?)
EDIT: The book also appears in ingredients instead of miscellanous, so something is definitely amiss.

EDIT (update):
* Intentional that if the conversation initiator has barter, all members profit, but if one initiates that doesn't, no-one (including the one with barter) profits? Still like the old beta "xx lower cost due to barter" indicator back too smile.
* Also changing characters in barter makes it so weapons get compared to the conversation instigator, not the currently selected character (who probably would need the comparisson more ;)).
* Probably needs to be stackable; Nine Inch Nails, Light Gold Cup, (more to follow)
* Quite a few ingredients are consumable, but don't appear in consumables, or even says you can eat them (mushrooms for example).
* Strange citizen in inn (thinks he's a wizard) first option just reads "You"...
* The bookcases near Francis (inn) only give empty boxes instead of a name when moused over.
* If you use the golden globe on unindentified items, the price doesn't change. Identifying them, then using the globe, again; no change. Is the identified item price now properly updated or not is my question smile.
* If you attack Shereth (inn upper level) through convo, the citizens also turn hostile against you!!!

Last edited by Hassat Hunter; 04/07/14 12:35 AM. Reason: more bugs/questions
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* For some reason some items are sometimes missing from the tabs, equipment most noticably. Picking them up and placing them in the same slot in all makes them re-appear in their tab properly, but it's annoying (and baffling) all the same. I've no idea (yet) what causes it. See screenshot.
Images made after one-another, shopped the inventory of one in the other and market all the items from all missing from the equipment tab. Shortly after loading the game, I'll give it a test if that's the cause next time I launch...
[Linked Image]


* Fighting Shereth; everyone saves against her daggers bleeding. Also no roll displayed in the combat log. Makes me wonder if it works properly.
* For some reason folded shirts appear with ALT. *And* they have ? as icon instead of a proper one.
* Pillows still don't appear using alt frown
* Allow pillow stacking? (and cutting them all open at once?) As someone else already stated, feathers gained from this don't auto-stack with each other.
* Touching candleholder (marked 'theft') in Egleander's room; combat... 0_o
* Just like Shereth do citizens fight you with Egleander.
* Killing Egleandar doesn't close the "Elf-Orc Blood Feud" quest (quest state; talk to him in the inn, rendered unfinishable except for...). Oddly enough killing Victoria afterwards (for no reason since you don't know what he wanted, so it's an assault) *DOES* close the quest, even if there is no quest-update.
* Similarly, trying the above, Cecil's maid Charlene died, rendering the Tom the Wanna-be adventurer quest unfinishable, but it's also still open.
* My female PC starts the dialogue about being 'heartless'... but my male PC is the one who has that trait high!
* Some more trying, accepted Egleander, attacked Victoria. Killed her, quest updated properly as expected. Didn't want to kill Charlene, so we all teleported out. Summon was still present though, and even though I could switch characters HUD acted like my summoner was active until the summon died off. Also, each time I return to the library now, Victoria's death GFX/SFX plays (big loud boom). Returning to Egleander he starts casting (purple smoke) but it gets cut off rather quickly, and he walks away to the stairs. Items in the room wont recognise he's gone and remain listed as owned by Egleander (including Zandar pants thieving VO).

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Concerning the trunks, you can pick some that look like them on charcter creation, but the "real deal" is an ingame item, maybe that's causing some confusion?


* as usual this is imho (unless stated otherwise); feel free to disagree, ignore or try to change my mind. Agreeing with me is ofc also allowed, but makes for much worse flamewarsarguments.

It is a full moon night and ... bèèè! ... the Weresheep are out...
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Not quite sure what you're aiming at... I do got the item.
Of course, using someone else's (kickstarter backer) early-access beta key, which apparently should be revoked, but isn't... although didn't give a KS code at the start (since; not having any)... but I do have the trunks and the golden goblet.

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* Do Egeander quest proper now... do I close his door before talking; attack... *sigh* Reload
* Browse vendor (enchantress); see 3 jeweller kit; ring. One costing 188, one 625 and one 813. Is there a difference between them? They're called the same!
* Same vendor it seems wooden figurines don't stack.
* And this time, my male PC starts talking about being compassionate, while the female PC has the boost. I guess all of these convo's are reversed?
* "A source hunter's journey" mentions 'Homestead in log without end '. Also "The Teleporter Pyramids" says Zixzax gave us both pyramids, rather than the thruth (one, and the other to find).
* Followed the sailors to Jack and then to the ship, impressive! (yup, no bug, just feedback :))
* More feedback... Detective Kip! Genious... smile
* Beggar asks for some gold, has 16 gold already in inventory first I talk with him... probably make his inventory empty instead of random wink
* Jail key in pocket? It's simply lying there on the ground!
* Not quite sure what the technical term is again, but the texture-loadin on doors probably could benefit to be a bit further away distancewise than the current. Especially on the city doors of Cyseal is the pop-up very noticable, pop-in the walls around it don't have.
* Other items I let Murphy smell do the same, fastforwarding the first line rather quickly, forcing you to scroll.
* Chicken, roosters, sheep, cats and dogs are yellow on mini-map? While cows and rats are yellow. Also nemris (ghost) is yellow. I fail to see the patern... I thought all animals used to be yellow?
* Murphy says 'have you found anything for me to sniff yet?' only after you found the perpertrator's scent. Seems a small mixup in startup lines? (and thus the post-sniff not triggering?)
* The end of time table got special worthless items to prevent giving a bunch of money early on. Problem is; The plates are very expensive! They easily give 4000+ gold if you collect them all. Probably needs changing. Also with the items being worthless the goblet (at the end of times) and spoon (at the end of times) probably should no longer appear with ALT. Knife/fork are still weapons, so they could.

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Moving out of Cyseal... getting more spoilerish...!

* Another teamconvo... male PC did the crit, female PC claimed the credit.
* Another convo after that; Male PC taking damage, female PC healing, and the conversation was also in the right order this time!!!
* If you try to link a character from the top you always get a message "Target group is too far away" even if all 4 characters stand together. Rather annoying having to 'downgrade' characters rather instead unlinking and linking your main simply from the top (and if I attach #2 to #1, #3 gets untached, and same for #3, should be easier!).
* While the off-map icons for upper levels got fixed, I can see my self-made flags from the tunnels underneath on Cyseal's citymap.
* Why is Evelyn's Secret Lair marked on the map? SECRET? (just came out of the well, and pop, there it is... ruins searching for it IMO, enough hints and the entrance is pretty obvious I found from beta)
* The explodotrap skeleton trap (lvl 3) was pretty sweet in beta... now that it rains... the bomb can no longer explode (out of itself)! Oops?
* Seems an issue where you can use Staff of Malgus and then hover over the portraits and it shows incorrect distances (like 0.7 or 2.0 for me, while the targets are 17.0 away). Casting them does use up AP, but doesn't do damage as the target is too far away!
* Also "far-out man" (talent) doesn't work on Staff of Magus/Tempest?
* That items do not appear in subtab is rather annoying (skulls didn't appear when I found a mortar and pestle). Anyway, more items that probably should stack; bone dust!
* Same as the trap... the 2 explodoskeletons in the house can not explode due to terrain rain. Making the encounter a LOT easier/less dangerous.
* You can trade with Snorri, and his items are still unidentified.
* Same bomb-stuff with the Ghoul at lighthouse. Also funny; broke an oil-barrel in order to ignite it later. But didn't have to, as an archer used an explosive arrow... BOOM. Everyone but the Ghould died (including the archer). Thousand of XP for me, with no work at all... oops AI :p Should have made the battle easy if he's build up action points didn't insta-kill one of my characters and the other one died later smirk
* Seemed like the resurrected wolves didn't mind my party much. They didn't even join combat until attacked.

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Played quite a bit more... found a lot of issues that are better said with screenshots (a picture saying 100 words and all) so... be prepared for a long and screenshotheavy (still in spoiler tags to prevent insane sizing) update. Still around Cyseal, still spoilers for that area though, so be aware of that if you want to read this all (If you're not Raze/Larian, you're crazy, but whatever floats your boat... maybe you're crazy like me!) Also still not only bugs, also some findings and compliments wink.

REPORT:
* Minor graphical glitches with the water in the mine under Cyseal;
[Linked Image]
[Linked Image]

* Swordfish might be a bit too big? (especially compared to other fish)
[Linked Image]

* So yeah, again, those explodoskeletons in the rain only serve to make an easy bomb to kill enemies rather than a risk to the player (since they can't get off unless detonated by said players). Kinda counter-the-point.
* Blood next to electrified water gets electrified too? (see screenshot). Doesn't make much sense to me 0_o. Or is that intended since it's a 'liquid'? (guess so, since a next encounter I got it and an enemy used fire to explode the 'electrified blood')... pretty nice actually 0_o
* Ghoul retry; explosive arrow on my oil again, all dead (for me just my summoned spider)... probably make an AI exception *not* to do so (explode oil if allies on) wink
* Jahan tries to respond to Samsom before the conversation is over, making it hard to see, and if he's supposed to play VO, it doesn't run!
* Telling Lucia and Mallius to see for themselves, they run to lighthouse, then flee without VO or overhead text!!!
* Was wondering why Madora was having so many AP's... turns out "What a Rush" still has the same bug as in beta, that ANY damage (not just <30% HP) toggles it. Screenshot;
[Linked Image]

* Now the infected dogs (no unique icon anymore? Even if the other was a placeholder) are yellow dots on the map again (Murphy green). So confused, so confused. Desdemona is also yellow. No consistency?
* Esmeralda's arrest; Guard lacks VO. Kinda odd hearing one line (Es), reading one (guard), hearing one (Es).
* Beer and wine taps are all marked as 'stolen' yet you can use them without repercussions. Also, both lack names.
* Ore vines lack name (is it always iron? Who knows!)
* Portraits suffer the same issue as icons on top... and summons always give 'invalid target' even if you can cast on them.
* It would be great if there was a display why something fails if the enemies resistance makes rolls unnecessary. Makes people wonder now why they resisted (even me at times and I know the system). A simple "impossible to affect. 45 chance, 70 willpower" would go a long way wink.
* "It's just the wind Blossius [...]" lacks voice-over. Same as Esmeralda convo.
* Still CYS_BlackCove at loading (and location internet name). Also saw a LUC_ checking the online tab. Both (more?) probably should get a proper area name wink
* The parchment the Dying Orc in Black Cove drops cannot be read.
* Still not sure if willpower/bodybuilding against weapon chances is intended. Most usually grant like 10%, so one level nullifies it. Making it worthless. Can't be the intention?
* Seems Flare and Lightning Blitz are still extremely powerful (1 round cooldown helps). Spider also very potent, but maybe just because Cyseal is poisonheavy. We shall see. Thinking about giving all of my crew Geo 1 to have 4 spiders in each battle... overkill.
* "The merchant and the apple tree" (book)... eat it should probably become ate it wink.
* Can't pick up the painting of a landscape in Belleh Gahr's hideout ("out of reach").
* The 2 parchments in the Pirate's office in the Black Cove have no text.
* Blew myself up in the harbor (didn't expect the flames to reach so far back 0_o). So second attempt we all went back, Female PC alone, spider to lure them... boom. Nice convo afterwards about male PC being useless smile (with the proper people speaking the lines this time aswell). Very nice, Larian!
* Did I say Nemris talking about loosing his head being hilarious... think of this convo with Headless Nick!!! (see screenshot). Also funny was the RNG gave him a tooth in his shop. Funny stuff XD. I'm easily amused wink.
[Linked Image]

* Failed the roll for the crowdwarmer, saw no way to get Nick's head otherwise, so let Jahan interact with him till the guards arrived, then attacked them. -2 rep for Jahan, but since he cannot interact with NPC's anyway. Way to get around the -rep penalty. Then killed them all. Bit exploity I think though... (Got some nice XP too... 3x 500 for the called guard, 3x 300 for the crowd legionaires and 750xp (reginald) +85xp (crowdwarmer).
* Egocentric convo; again roles reversed in convo compared to traits. Altruitive correct though. Seems simply the character you talk to acts like he/she gained the trait to talk about, instead of there being a check who really is and him/her getting the first option. Probably intended since there is always one line before the first multiple choice anyway.
* There are many more !'s than crabs actually appearing out of the floor (and I recall in beta). If it's intended there are less foes, probably the animations need adjustment not to raise many more then?
* "Exotic lever" result in Black Cove result isn't voiced for me (male PC). Maybe intentional though?
* More animations repeat. Just entered lower level again and saw a dead hard-shelled crab launch the water spell at me he used during our battle... just animation though no damage target etc.
* Raze's Switch eh? Funny... wonder what this item does...
* Killed Pontius Pirate's whole crew before him, just 1 revive though. Did fix the respawned XP issue, so I don't see why it's made so easy on the player if they do it "wrong"...?
* Ah, the "fake boss" of Black Cove was cut... Whyyyyyy? frown
* Not sure what to make of leveldependant resistance-rolls. Can't say I'm a big fan of them at all. Does it explain ANYWHERE ingame (or the manual) that you get +10 to your rolls per level enemy under you and -10 per level on top of you? I can't recall it anyway. Was wondering for the longest time why the values of my spells and the combat log didn't collincide, until I discovered this being the actual reason. Again; not really a fan, and should get better feedback ingame.
* Why I notice these things? I have no clue... but here's a comparisson of weight for wine, beer and water per bottle and mug (haven't found wine/beer in cup if possible at all)... it has some oddities;
[Linked Image]

* And more weight/money stuff... backpacks;
[Linked Image]

* Big walk-through rock in Black Cove...
[Linked Image]

* Female PC not getting appointed the proper talent modifier in this conversation. Full convo and talent modifications seen below:
[Linked Image]

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I'm gonna play till 1AM... *stops at 4AM*
Not good for my nightrest this game... small update of the last couple hours... about 50% done with Cyseal now wink

* Unconsumable shells also appear in the 'consumables' tab (at the vendor I sold them to anyway. Probably own inventory too).
* Anna's inventory is not identified.
* Okay, I mentioned resistance-leveling before... but now apparently fighting lvl 5 as lvl 7 that doesn't happen. Is my assumption incorrect? I remember getting +10 bonus in the rain areas (being one level higher) and -10 to the orcs on the beach (being 1 level lower). Did that had to do with something else. So confused now about those rolls, and the unexplained deviation from the statistics provided to me!!! Again during Evelyn's Lair I let it rain and use lightning on a wet opponent. Chance; 45% He had to roll for 75%. Wet's only supposed to give 20% extra. Where's the other 10% coming from? As soon as wet ran off it was back to 45% again.
* Seaside thug fight... my spider is next to one. Archer #1 uses fire arrow, hits both. Archer #2 (the guy next to my spider) uses poison arrow on the spider next to him... still in fire! Big boom, he himself poisoned, almost dead without any effort on my part smile.
* Pinchers random lines have VO, but her response to the dead body ("are you okay?") do not.
* Hmmm, the barrels are gone. Also the watcher statues look AWESOME now. Nice work! Only one has a name though (Anger) the other not?
* I figured farseer useless (from the description). It didn't mention however it would give +10% to hit, something actually casting the spell on me showed. Should probably mention in description that this effect is present!
* After the broad skull and the skull there's now a third copy, the jawless skull smirk
* Different types of lab equipment stack (nice), I understand not all with each other due to the different items defined as such. However vials and vial racks do not stack, even if they use the same item.
* There is even a vial rack still using the vial icon instead of the proper vial rack one on the table near the Pot Stills (Evelyns lair). The kleptomanic in me is shocked :p
* Evelyn's Lair: I get XP for Charred-Bone Scout, which are summons (and can in theory be farmed indefinitely).
* You can get an infinite number of materalistic trait by refusing the Staff of Pergamon to Cecil over and over and over.
* Poor Esmeralda, innocent in jail and now *someone* robbed everything in her store. Don't know who... XD
* If Aureus goes downstairs and you close the door, he suddenly spawns back in the middle of the room again instead of walking in properly.
* Arhu's Failed Expiriment: Can't seem to find the 3 survivor's at Legion HQ to finish the quest?

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Finished up a bit around Cyseal... much combat, little roleplay, so the list is short... Spoilers for Cyseal applenty!!!

* Spawned 2 lvl 8 spiders, -30% INT penalty and +15% int bonus... and then looked at them using loremaster. Everything is equal. Is that right?
* And with my melee fighter I checked too. Cure Wounds did update, but the damage numbers of other skills did not even with additional damage. Or are they not supposed to update the number?
* If you try to lockpick, then cancel, you still loose the lockpick.
* Shouldn't lore masters "change to be hit" read "chance to hit"... (ctrl targets)?
* Foiled again by the lava under the twins-joined-by-fire... smirk Atleast this time only 1 character died instead of all though XD
* Jacques the Nudists gravestone is almost completely burried, hard to see and click.
* The parchment on the graveyard (church) still can't be read.
* I see the graveyard keyhunt reward is no longer just a generic chest as any other, but actually contains pretty good stuff now... good, good smile
* The legionnaire corpse in the Church has no name (blank mouseoverbox).
* Melee precision stance book says "decreases damage"... but the statistics mention no such damage penalty?
* Using a ring allowing me to use Blitz Bolt (without any points in the ability) then I accidentily had that character use the Blitz Bolt skillbook, it got used up and immediately gave an error it was deleted due to a lowered skill level.
* Jake mentions to meet you at the graveyard, but after the Braccus Fight using his tomb doesn't wield results (or was he just lying?)
* For some strange reason once Esmerelda has returned to her shop (released from jail) her attitude towards you takes a major step forwards again?
* Not really a bug, but funny how Bless and Bless earth write "chance-to-hit/chance to hit" different and one has simply 30 and the other +30. Figured you would just copy+paste the line since same status effect (or the same line is read from a central dialogue file so you only need to change it once if need be), but apparently not smile
* Noticed during the Ebenezzar fight that Initiative got screwed up (14-13-17-12, 17 being the convo instigator). Need to keep an eye on more post-convo fight to see if this happens in other instances as well...
* We traded, we talked, he died... I got tired... hey move along will ya, dead man. Corpses these days... smirk
[Linked Image]

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Apparently the big patch is incoming, so wrapping up the few things I got before it hits. As usual, no-one's giving me time to game, so it's rather few and still early on in the game smirk

* Still find it odd Vargos and counterpart just dissapear after beating the Black Wolf. You can still talk to them if you're fast enough to click even if they vanish... smirk
* Lowered armour mouseover doesn't explain it's effects (-50% armour). Needed to mouseover armour rating in inventory to learn that.
* Sees all "Waypoint Portal" on map, then suddenly notices "Waypoint Shrine" Does that mean they can be renamed? Or is it actually a completely different placable altogether?
* Elemental Statue choice displays bonus to roll (see screenshot), only for male PC speaker though, if my female PC instigates, it doesn't happen.
[Linked Image]

* Astarte discussion with Peat; Peat is unvoiced.
* I chose earth... and it sells earth and... Witchcraft? Doesn't make sense to me 0_o
* Just as another user mentioned, I found the "King West Key" trap already triggered upon arrival.
* Withered Gardens has 2 map points... not needed, just useless clutter.
* Diederik: "Tell me more about Braccus" line is pretty humurous if you already killed Braccus (and he should know that).
* Court Ministrel uses Invernability... it's apparent target isn't affected though, as I simply killed it afterwards. Broken spell? (also not used on himself) Later in the battle he did use it on himself (successful), so seems the targeted version isn't working properly.
* For some reason switching maps will give 'spider' location on the map, having no summons (nor having them changing areas). Spawning spider again fixes this though, and it's just a minor graphical glitch.
* Flowers (near Silverglenn) drop animal hides(?) and EYES(!!!)?
* Arrows point wrong way to Silverglen (who is right east to it, not west. See screenshot)
[Linked Image]

* Nadia's store welcome sign; I think it should be "while I plot revenge" no "while I am plot revenge"
* You can steal the shields in Nadia's shop (where she stands) from her backroom through the wall.
* The bookshelf in said mentioned Nadia shop backroom can't be looted from the room itself, only through the wall beyond the room.

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Some Silverglen before sleeping... finds;

* Hearing is still not fixed. 8+10+1.8 = 14.85... eh? As well as Lucky Charms addition to offensive rating.
* Theory for the 'wrong order after combatinitiated combat'... Leadership. Leadership adds +5 initiative. But during talks it will be disabled for the talker. Seems combat-order (initiative) is calculated before the leadership bonus is re-applied again, leading to the wrong location down the line for the entire fight.
* Hiver tried to sell me 2 unique "Old Sabre's"... not that unique then wink. Also the Buffalo Saber is normal, not unique.
* Ramon still doesn't care about followers (Madora and Jahan) making him extremely easy to beat (he's atleast quite a bit tougher than he used to be but still no match).
* While Ramon doesn't drop his money, he does drop his bought items. Solution I think would be to simply drop the money aswell (IMO).
* Or maybe for Ramon/Ruby it takes one chained person. I left my female PC upstairs, went down for round 2. She refused to tell me until 'my friend' left, but she was already outside. Only when moving Madora outside she spoke to me now...
* If you pick up items in Nadia's shop, they're appearing her inventory. Exception: Nadia's Cellar Key, which then vanishes smirk.
* Another useful item found that doesn't show up with alt; Soap. Soap's also missing an item description.
* Somewhat strange you're not allowed to take the book says Loic (dialogue) but once you pick it up he happily sells it to you...
* Ruby now asks 2050 gold for the Troll, but the conversation option for the PC still says "150". The proper amount is deducted however.
* Both Fumble and Ruby can still take gold from the other player if the talking PC doesn't have the required money.
* It appears if Ruby's 2050 fee is paid by the other player (as above) Fumble will pay *BOTH* 2050 gold back (so 4100 total).
* The Pavillion of Death fails a bit in delivering his death part... it does next to no damage at all?
* Seems Alfie doesn't properly die if you try to heal him too many times with ordinary magic. Intended?
* Mara; "You're blessing" should be "You're a blessing"
* Pretty sure Alfie's use of 'rein' should be 'reign'
* Bjorn; "He's right as rain again is Alfie" probably should read "again our Alfie"
* Escorting Bjorn, Mara and Alfie the Source Hunters will properly give overhead text if trying to talk to them. The companions however still go in conversation mode. All of the talks allows you to break up the party at will (since they will stop to talk), the second method slightly easier than the first.
* Alfie also instantly skips his turn without helping ???
* Crippled Blow skill doesn't show it's range (it's less than 3m???).
* "made it safely to the village" quest entries miss end dot.
* Alfie suddenly gained an inventory and trading options once arriving in Silverglen.
* Alfie's response to "Tell me about your masters" with Mara dead still talks like both Mara and Bjorn are alive!
* Bjorns items are all unidentified. Probably not intended behavior.
* Bjorn's "I see the guardtowers" lacks VO (3 out of 3 times anyway, makes it suspicious...)
* Bjorn's 'save me' lines all lack VO. Mara does properly call out for aid.
* Another apparent incorrect waypoint indicator (east of Silverglen, so it should say West, not North):
[Linked Image]

Joined: Apr 2011
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Made it WAY too late again... almost finished Hiberheim, expect a lot of spoilers from there. Also some (less) from Luculla forest.

* Got to put some questionmarks at intelligence lowering the cooldown of spells, making most 1 turn if high enough int, which can be very powerful... but physical skills (STR-based, haven't checked the DEX) do not profit from such a decrease of cooldown time...?
* Hall of Secrets; "what have we here, a study?" (female PC) is unvoiced.
* "The Coming of the Divine" is simply called "Book" in the Hall of Secrets.
* Barrier removal spell/Well transportation spell are ingredients rather than magical item (and can thus be used up in crafting before it's purpose)?
* Again with Grumble I see (for my male PC) the modifiers of each choice. Intended? *What* (ability?) enables that?
* Made a topic of another question for Charisma I had; http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=521843
* Digging site in Luculla Forest near Orc Fighter and Tree trunk (x: 283, Y: 98) doesn't work; manually using the shovel says nothing's there.
* Minor heal's description is off (or atleast confusing). Should read it heals that amount PER turn for 3 turns, instead of healing X over 3 turns (which would imply each turn doin 33% of mentioned healing instead of 100%)
* If Garkulda and companion are voiced (the leadup lines, I did hear 'humans are attacking'; they cannot be heard ingame... smirk
* Mushrooms also fear loosing their head if you brandish weapons 0_o
* Mushroom; "Thing or to" should be "Thing or two"
* Witch's Grotto door is nameless.
* Patchnotes read 50 convo's get stored rather than 10, but I still have just 10 (or did that require a re-start?)
* The first rat in the Witch's Grotto cannot be interacted (talked) with, no dialogue cursor when hovering over it.
* Likewise as I could see underground markers in Cyseal I can see my aboveground markers wandering the Grotto (but not the actual quest or location indicators)
* LOL at Dead Chicken container icon XD
* Summon Wolf or Summon Pet (spider) are very informative what special stuff they can do. Summon Fire Elemental? Nothing smirk
* Boulder Dash description does not mention poisoning ooze generation at all 0_o
* Weird battle-start in Grotto (see screenshot) Took them 3 rounds to reach me, and by then I had a lot of AP to counter their initial wave.
[Linked Image]

* Vaellana; "savours quite so much the flesh" should be "savours quite so much as the flesh"
* Boulder Dash followed by a fire-spell is an *extremely* powerful combo 0_o
* Quite interesting how the snow in Hiberheim doesn't seem to help put out fires/burning state wink
* I think Fabrizio got his genders mixed up? Unless he call my male PC "love" (too)? (could be, just checking)
* Fabrizio tells me about the Elemental Forge and 'some staff' and suddenly my journal knows the exact staff and a name (Jijix) we haven't heard yet as well. Oops.
* Killing the Scar-Faced Warden for Hopper triggers the 'innocent person killed' conversation.
* Axyx; "The fates must me conspiring against me" should be "must be aspiring"
* Antzigar Prison Ward; "accursed eye upon a the Winter Ring" (no a there!)
* Dhruin; "You" is the 'who are you' option...
* End of Time dialogue error (screenshot). They both picked different stances; Huntress should have gotten the 'cautious' trait instead.
[Linked Image]

* Like the Hall of Secrets, the Fire Room "Good gods, what an infernal heat" is skipped. Seems triggering a VO straight after a teleportation doesn't work...
* The Trife and Daremos; Daremos unvoiced
* Flurry skill also missing range indicator.
* I do so much effort to save the Tamed wolves (Infront of Forge - Hiberheim)... and then post-combat they walk into poison and attack me smirk. Well, here's to reload 6 to try again 0_o
* So, 7 or 8 reloads later I succeeded. And saw a dialogue window above them! Sadly... that only made them wooooooo and not talk frown. Oh well, wolves savd I guess smile
* I've cleaned the Forge, went back to Axyx, but the offer of an entrance to Boreas castle was no longer an option?
* King Boreas; "A worm of no import"... importance?
* Pretty sure I saw a rat mention having to bring fire to King Boreas, but he gets healed by it?
* Boreas Castle; Found a wall-ring (killswitch) with perception, but I cannot use it??? (Looked up a guide online who showed that I need to do a very specific thing with my camera to make it work, should not be this hard/obtuse!)
* Bookicons for Magical Tragedies part I and part III vary. Also Secrets of the Scroll IX has the wrong icon compared to the other books of the serie (found in Boreas treasury).
* Solved the puzzle with the statues near the wishing well (Hiberheim), PC's talk about something near the well. What well? The wishing well (I just beamed away)? Google time! Seems it opens the chest next to it. That chest I bashed in a good... 40 hours before because it had like 200HP or less. Ehhhhhm...?
* Comparing stats (screenshot) from Spider and Fire Elemental at lvl 11 the Spider is pretty much better in all ways, speed (more AP per turn, less spend), melee damage, armour, HP, max AP). Elemental just has it's spell it can use once then not till a new casting... was expecting better 0_o Guess back to spider unless I really need fire damage for something.

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Wow that is a lot of cool observations. I am sure the devs can use that.

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Almost finished of Luculla Forest now (I think). Got slightly confusing though where I had to go and what to do next, so I went already to Hunter's Edge, maybe they can give me a clear path again... didn't do very much there yet... still; SPOILERS!

* Moloch; "what's for more relevant" should be 'far more'
* Sua; "I'll find a way to make it so" < no enddot. Yes, extremely picky here wink
* Icara said 'import' as 'importance' too... is it really a proper shortening? Never heard it before...
* Mapnotes keep vanishing of the map at the End of Times.
* Wishing well (Cyseal); 750 and 1500 gold options lack proper descriptive text.
* Wishing well; Something tells me the 100, 400 and 700 rewards are broken/switched around. 100 gets you 2 magical items, 400 a total crap item, 750 gold gives 1 magical item that's worse than 100 gold rank (and that has 2!). 1500 rank works properly. That or 100 should be 1000 instead.
* Good idea from a thread here; icon ontop of unidentified items (just like now with damaged items) for easy ID.
* Returning to Luculla Forest the "Immaculates test" and "Troll cave" are no longer marked on my map as they used to (although they appeared both again once I neared the test location).
* Kadraskaz, like others, wont drop his gold. He does however, like others, drop the items you sold him, so you can easily get his 6000-8000 gold or something by selling stuff to him, then take them from his corpse. If you don't know this trick though, no gold for you...
* Encouraged and farseer icon besides portraits overlap. You can only see one, even if both are in effect (can check encouraged from stats screen, farseer not though)
* Aside from the earlier mentioned issues with soap, I notice now it also doesn't stack.
* Hehe, Chicken Corpse item 0.5 weight. Dead Chicken container... 30 weight... hmmm...
* Mysterious Stranger in Luculla Forest, first option just says "You"
* Interestingly the "well teleport spell" item doesn't display anything if hovered over in the inventory after being used properly. Was it intended to be removed but something went wrong?
* Shame, lucky charm used to give nice stuff during the beta... now it only seems to give bad stuff, merely useful for gold. And it's not like I'm starving for gold...
* *googles for weresheep* So yeah, like many other people I solved the puzzle, hit the switch and have no access to the side-cave anymore where this next step is (I knew it was somewhere in the cave, but apparently solved it without finding the weresheep mound). Not exactly very well setup smirk (especially seeing that you can solve it way before getting any hints)
* Heh, remembered the 'Invisible mines' thread as the mine just vanished infront of my eyes nearing the temple near the Sacred Stone village. Also noticed a whole bunch of Students triggered a whole bunch of them and almost all burned to death. Wonder what that group was, as I can't talk to the sole survivor, just standing there now...
* The gigantic fire at the Temple near Sacred Stone also creates a mobile kitchen in your inventory instead of on the spot.
* Attenberah; After asking her to shop, and win the charm roll convo breaks, can't even read her reply properly; have to do so in the log.
* Francis (in the Sacred Stone prison) has ? as avatar, until I say something to him (he has no opening line either, just immediately some options)
* Eastern Hunter; "Madora"... let Madora interact with him... "Who the hell are you?"... was expecting some custom text.
* Imps in Sacred Stone prison; convo doesn't end after "I'll leave now" another line needs to be chosen (unlike all other convo's there and elsewhere)
* Francis and the Eastern Hunter seem to have blank banter lines, noticable by watching the log.
* Drog; Non pet-talk people get the 'can't speak' opening, but will still get the options the pet-talk person got, and Drog will respond with actual talk! (including the 'good bye' option)
* Malbini's crowd is unvoiced? (as well as Madora's comment)
* The wolf and boar in Malbini's crowd will happily sell you their internal components (intestines, meat) 0_o
* It doesn't seem Kirill's song-selection is working?
* Bruce's "fleeing" banter seems unvoiced.
* If sending the animals back to Cyseal Doreen says Maurice "Moo" line (yup, picky picky :))
* Contraption; "You will be a friends to the Source Hunters" either a freind, or getting rid of the a.
* Slightly confused about this fight; Guy told me Spider Queen charmed them. I killed her, they still want to convert me to their spider religion. Battle starts. They attack spiders and spider eggs, and me. Spiders kill them; no XP. I kill them; 1500XP (can't recall seeing that in other battles like the Black Cave one, where enemies killing enemies also wields XP). Are they supposed to be untranched if the Queen is dead? Then them still saluting her is the problem. Are they still supposed to be charmed? Then them attacking the spiders seems unintended. Again; slightly confused what the intention was here...
** The Doomspinners in the Canyon do seem to work properly. Even if they do stupid stuff like hasting eggs XD
* Jahan death graphical glitch;
After dying I noticed he appeared like this;
[Linked Image]
So I tried to take off his headwear, then it looked like this;
[Linked Image]
After that I tried to re-equip his head, and he became properly just a smoldering remain, and completely visible upon revival.
So it's just a minor display issue

* Gardulka's Orders typo: "Silveglen" should be "Silverglen"
* Hmmm, the rat in the cave of portals (first map) and the trollcave (before blockade) say the same. Intentional? I don't see what stomping there would be in the portal-cave...
* Roy still uses his banter in the Cyseal Inn... even though he long lost his cows... and then he dissapeared smirk
* Bertia is confused about wheter her herd is back or not;
[Linked Image]

* Mines; Convo with other PC about not being able to teleport is weird... I pick "We can take whatever comes our way" and the other person only has 2 differently written replies saying exactly the same! ("Iron will is enough to face this")
[Linked Image]

* Prison Guard diary: "Got to bed for his life" should be "beg for his life"
* Using the detonator ("A long fuse") will detonate the explosives immediately... even if you afterwards pick the option not to detonate them??? (I've freed the imp beforehand)
* After refusing Lawrence's bribe asking about Ben wields -20 attitude each time.
* Noticed in Hunter's Edge some giant pumpkins turn into regular ones in the inventory. Something for the skulls and other such items that have multiple ingame versions due to rotational needs?
* Infront of the mountain waariors infront of the entrance to Hunter's Edge there's a campfire clipping into the rockwall.
* The Fishrack infront of the Hunter's Edge teleporter has sunken into the ground.
* Another broken campsite - mobile kitchen; infront of the Hunter's Edge Armoury.

Joined: Apr 2011
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* Guess that wasn't the armoury after all (last post) but rather just a guard guarding the start of the bloodtrail.
* The "hidden" bloodstains (Hunter's Edge) appear on the mini-map in the path to the Temple area (even if you cannot detect them!).
* Immaculate Necromancer: "I've a success rate is nearing ninety-nine percent!" Should be "My success rate" or "rate that is nearing"
* Most replies from my female PC lack VO in Hunter's Edge (probably due to the VO limitations?)
* Asking mountain men about villagers; "when we found them, I'll slit their throat"... "found" should be "find"
* Although the room of Grutilda cannot be robbed, the main Inn area can, and contains a lot of valuables just for the taking. The table's cutlerly clips through the tables (apparently once you pickup the plates).
* Seems I was wrong... the big pumpkins are a different item than the smaller pumpkin...
* Ratting out Nurt, Gratilda and Ogmer are voiced, however Nurt is not.
* Ratting out the lovers the VO is pretty buggy once she arrives at them. Their banter still runs, the new lines are cut short or don't run at all. Ogmer's line runs fine though. Also, their campfire is another one of those who places a mobile kitchen in your inventory.
* If you confront Hershel about his trap and want to kill him, the Orcs (And Gratilda!) turn hostile too!!!
* Lorr's and Kasanda's answer to the test are immediately fast-forwarded (much like Murphy in Cyseal)
* Lorr and Kasanda lack VO if they left Noran (including the conversation about how the human won the test), and Noran still screams like he's being tortured by the Orc ("harm of yours")
* Nolan's "they're coming" speech and following lines do not quite work proper. It goes from 'continue' to simply dropping you out of the convo into combat, and you have to read them from the log. I think that continue is supposed to be an end?
* Nolan keeps bantering during combat... and may he die during the fight (oops) Lorr immediately plays his cutscene (that I think should run if you kill Nolan, as it makes no sense at this situation), invoking potential Attacks of Opportunities and other erroroneous behavior.
* The prisoner uses his regular response before going to "our saviour" dialogue branch.
* Prisoner; "I think you for your kindness"... probably 'thank you'
* Prisoner; "Until they're all of them destroyed"... ehm, what? Either "until all of them are destroyed" or "until they're all destroyed"
* More stackable requests; Light golden spoon and various types of goblets.
* Well, the armoury they all squable about in Hunter's Edge was dissapointing smirk. So much ruckus over not even a single unique item or plotforwarding note or anything.
* Prisoners told me the way to Griselda's secret cellar. Problem is, there's a Cupboard on the hatch... and it's not selectable to be destroyed or moved... I cannot select the hatch!
* Gural; "t'Cyseal" space missing after t'
* If you talk to the Rat King with someone without Pet Talk, he will just dissapear afterwards without quest-update (didn't check if he did appear in the tavern afterwards though, but you have no hint to go there at all)! Also, you can trade with him...
* Slain cat is immune to Destroy Summon?
* Hirelings (Madora etc.) should not be able to choose the Politician talent!
* Probably shouldn't be able to move the washtube in Zandalor's house... the magical animation keeps running after moving it, looking very silly!
* Secret of the Scroll Volume 3/Patty Cake vol. 4 (found in Zandalor's Home) lacks the proper icon, looks like a generic book in inventory.
* A few items in Zandalor's house (the stews and the objects near the PSI-book) cannot be gotten, even my telekenisis person says 'can't reach'
* I guess it makes sense Encouraged and Inspired don't stack, but description should probably reflect this too?
* Victorus at the Cyseal prison first option just says "You"
* Have to admit, had to look up Maradino's cave... wandered around the desert for ages, couldn't find it. In the end it's "doh, of course it was there"... but yeah, just for full report sake...
* Why are all Bloodstone simply Blood Stone but Maradino's is "Blood Stone Shard" even being the same item?
* After refusing Frederick the Blood Stone, he ran away. Later on, I found his belongings in the puddle of blood. Now also Yox acts like he died on that spot. Probably shouldn't run away in the first place then?
* Another diggingspot that cannot be dug up- straight next to the Luculla Mines Chasm teleporter.
* Heh, lured a Deathknight to Kaden and the Immacualates. No XP for me, but it was sweet none-the-less smile Nice this game allows such options.
* How long did it take me to notice you can bash in the Luculla Mines cave-ins? Far far too long 0_o
* Like any other NPCs Jaline and Kaden do not drop money, but they do drop what you sold them, so you can first take their money, then fight them for all of it, and one unknowing gets nothing.
* Enchanted miner "rescued" banter has no VO? (the grunting is voiced before they are released)
* Luculla Mines Plaques are unvoiced (unlike all other tombstones etc.)?

* Leadership 5(+) claims it improves armor. This is not true. It does however grant an unmentioned (on the ability, the spell icon next to the characters do) immunity to fear.
* I saw someone mention this before, and can now confirm it... Leadership 6 does not grant Bodybuilding to PCs having a bonus from the Obidient trait. There's also a bonus of +5% to hit regular characters get the Obidient PC will miss out on.

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Completed the game... here are probably about the final reports... I'll probably still boot the game up to fiddle a bit with crafting. Since I kinda hate RPG crafting I left it aside for the entire game, but should be somewhat of a short diversion now that the main game's up and waiting to see what 'more content' means from Larian.
Needless to say... THIS POST IS RIDDLED WITH SPOILERS. DO NOT READ IF YOU HAVEN'T FINISHED THE GAME!

* Secrets of the Scroll VII has the wrong inventory icon (Immaculate Cathedral)
* "Mangoth cast Reign in Blood, making everyone in range wet for 3 turn(s)" - Yeah, last part is incorrect here.
* A sourcy Hunters Journey entry; "Now Icare can point is in the direction of our [...]" - is should be us.
* Observation; Pretty much all books weigh 0.5, but the Immaculate books weigh 1 instead. Intended?
* Found another reason for why I often talk to people with weapon sheethed... Steam overlay being shift+Tab (tab being drawing weapons). Game registers it for that too.
* There should really be a portal near the Demon-infested lava area of Luculla... wheter be it to easily go there (indoor to the Trial isn't ideal) or to quickly return later if you arrive without proper Tenebrium gear, a pain having to re-send people through the entire terrain again then to reach the stone.
* Kinda expected an achievement for opening "The Final Chest" but... nothing. Oh well...
* Ogmer usually walks away proper, but it seems for the Ratcatcher it's an instant jump instead.
* 3 more areas that could use an areaname; DAF_King_Tomb, DAF_Druid_Dungeon and DAF_Inner_Sanctum
* The Imps are the "Codex" and the "Watch" hunts them down, eh... very clever... RPG Codex/RPG Watch reference... taken pretty far into the game 0_o
* Finding the Mysterious Stranger in the End of Times the only option you have is "You" instead of a proper response.
* This is what you get when you talk to Spiderpig (buggy);
[Linked Image]

* Dark underlord also says "I think you" instead of "I thank you" after sending the Watch to Cyseal.
* Hunter's Edge: Cat & Hershel don't recognise fighting is over and city is 'free'?
* Hunter's Edge; Ulor and Olfrig (the lovers) killed each other? I found their dead bodies after the fighting ended 0_o. Doesn't make much sense if that's what occured.
* Still says 'stealing from Grutilda' (if picking up her items) even once she's dead?
* Ah, ignore the 'immovable cupboard' for Grutilda... seems I simply needed to use the torch to lift it... my bad.
* Doh, use the lights to activate the portal at Zandalor's... never would have tought of that without looking at a guide smirk
* A few of the corpses at the start of the Phantom forest lack names (same as the ones from Cyseal's church)
* Now that 'The King's Dark Deal' started, Jahan has a lot less questionairy options. However, even having finished Madora's questline, there are still many questions we can ask her about stuff that's resolved, like the people mentioning her being Hunter's Edge's guardian...
* Oddly my blinded-cursed melee guy could melee attack still (70% hitchance too). Don't think that regularly works. Maybe the combo? Also seems blinded removes the leadership bonus even if the leader is still near. Intended? Later on I noticed my blind-blessed hero could attack too, at 100%. Hmmm...
* A Forge of Souls quest entry 'some skills in the temple are hidden switches' - skills should be skulls
* Balberith; "And for too much compassion" - far too much
* Soulsapped description is fairly lacking, for example it doesn't even mention it damages resistancs, like it does. Also x% chance to hit, but intended there's no saving against it at all?
* Shearah will talk about Balberith being alive before going to the 'he's dead!' description
* Talking to the Enchanted Chicken/Cat in Bellegar's maze gives the same as the Spiderpig; nothing at all with ? as icon. Dog and rat can't be talked to.
* Vampiric Touch says it'll heal 5 vitality. Using it in combat fortunately that was 155 (lvl 19). Description probably has an error?
* North of the Dead Lord, Dread Orcs camp there's a grassy area covered in mines... but without anything there *at all*... something missing?
* Drain Willpower {E} debuff icon near character is overruled by or inspire/cursed. Shouldn't happen since totally different effects.
* If a knocked down person recovers from frozen, they will appear standing up (while they're still knocked down)
* Re-producable crash; Flurry on Kaalgruda Shadow.
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=533820
* Weresheep can't talk... except if you approach it with a weapon, it does the standard 'sheathe your weapon' convo.
* You cannot talk to Arhu in Cyseal about Cassandra however you can kill him for her there. Difference? About 770-1300 damage less (according to loremaster stats) for you to receive...
* Seems I was wrong about leadership not granting armor, it's listed amongst armour rating, just not the bonusses when hovering over the leadershipbonus icon next to characters.
* "So, I got my guy in the temple of death, how can I get the rest there to resurrect them" *stuck for 30m* *time to goole* "Ah, guess that teaches me for ignoring those teleporting stones the last 70 hours..." Funny thing, I did thought about putting the teleporter stone in a skull and put that on the entrance, but they didn't craft... stupid I didn't think of them again afterwards...
* Shouldn't the "Druid Alchamists notes" (Temple of Death) be added to recipes?
* Maradino's Treasure Hunt, scroll says it will mark locations. It doesn't. Dug up 2 magical unlock scrolls sofar (and a loaded chest next to the Phantom Forest North, is that the reward? Wasn't locked) but yeah, nothing pointing what to do with them...
* Witchcraft invernability skill... 88 turns cooldown. What the...?
* Cassandra's grave is unvoiced.
* Forging the Weresheep wool the quest just closes, no final update frown Resulting items should also propable be unique, not common.
* Cassandra's summons do not grant XP (and are weak) yet you cannot use destroy summon on them smirk
* Odd the XP on the update of killing Cassandra wields the same as killing her. Intended you get that reward (12825 xp)twice? Odd number to be on her kill and the quest simultaneously.
* Bloodletting by Void Demon in Phantom... makes me bleed. 3 damage per turn... hilarious!
* Okay, didn't understand what a friend of my was talking about when he said he used constant guides because Larian's overuse of tiny buttons, but now I see. Had to use one too for the Source Temple rock. And then inside the puzzle I got totally lost... I didn't notice you could open that door. How the heck does someone need to figure out to teleport to the other side, open a door on some rubble, and that somehow triggers the teleporter far away. Or maybe I'm just stupid smirk And then again for the little perception button next to the door... yup, just walkthroughed the temple... too tired of all the Phantom Forest fighting to bother proper, got stuck and tried on my own long enough. Shame, up till then it was an awesome game, and I loved figuring out stuff like this myself. I appear to be really bad with this teleporting stuff... smirk I really tried after the first 2 statues, but I couldn't figure out the roomswitching stuff (again, teleporters :/)... Atleast I managed to solve the candle-puzzle by myself... some small thing to get pride out of, after the others crushed it with getting me stuck 0_o
* *looks at vid* Demon Knight vulnerability also works on Sentinels? 0_o
* All End-bosses assists do not grant XP until suddenly the Shadow Walker; who does... weird.
* Walking on the Altar of Astarte smile (just clicking on it, and character will simply jump up there);
[Linked Image]

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Well, booted up the game for some crafting testing. Didn't notice it was patched friday, so some observations (when did that get added?) are already answered, but I keep them in anyway.
My personal feel on crafting in most games is... that it sucks. They best crafting I have seen was in Baldur's Gate and it's expansion. In that game crafting was finding unique items in the world, bring them to a NPC, pay them, wait and return and you got yourself a crafted item.
It's the perfect form of "crafting" imo, since it doesn't force you to carry around 10 dead cats for crafting throughout the entire game just to notice they're never useful, or other such crap.
Most modern games however sadly think that's the way to go, and going around gathering 10 wood in piles to craft is fun (Witcher II, I'm looking at you). It's not that bad in D:OS fortunately, even if there are way more crates and items. Odd how that works. I guess it's because you find useful stuff too, while in the Witcher you got crap all around.
Then to compensate for having crafting and making it useful to players (which they often fail too) they make the most powerful gear the crafted gear. Resulting in the great situation that you fight "Satan, the Lord of Darkness" for 30minutes and the reward is worse than what a noob crafter can put together. Welcome to your modern game. I also see a lot of complains about this on D:OS, and now with testing I understand them. However if like me you didn't touch crafting throughout the entire game, it worked. Rewards for exploring aren't rendered usually instantly obsolete.
That's really the worst flaw of crafting IMO. Making the best items from random stuff rather than "in the world" makes exploring, going around, and defeating legendary foes less fun and rewarding. And that's pretty important in RPG's.
So if you read this post, do so knowing I have the mindset that crafting is rotting the RPG genre from within, a sore best cut out. While D:OS has a pretty fancy system with a lot of options; this opinion is also true here. Most crafted stuff is bad. And the ones that aren't are instantly overpowered. No balance within.
Sadly I seem to be alone in this, since many RPG-forums and fanboards are always talking about the crafting and Kickstarter fans going about how they want crafting in as stretchgoals... No, no, noooooo!
Aaaaanyway, enough of that, let's move on to Divinity: Original Sin.
Took a long while to get all the stuff from the following post, and reading above how I "love" crafting I hope the devs hear it so I didn't do all this stuff for hours for nothing :p

This observation is made with version V1.0.107 (even if I didn't notice it was updated from .81 at all... Oops):

First some bugs I noticed;
* Loading a save before entering the Garden, Zixzak was gone, and at the entrance welcomed me again, repeating the dialogue of having to go to the Garden (everytime I go to the End of Time too). He should probably stick near the Garden instead.
* Identified (known effect) food items will get unidentified and can no longer be identified upon a map-change (Cyseal-Luculla for example, not Cyseal-Cyseal underground tunnels). Saving+Reloading restores the proper values, but they will dissapear again on another map-change.
* The fire infront of the mill in Hunter's Edge also generates an in-inventory mobile kitchen rather than the proper item construction.

Observation;
* I suddenly see teleporter destinations on the map, sneaky... when did that sneakily get added in? Same for "crafting skill not enough" being infront of the UI. Nice!

Crafting;
* Still a bit odd cup of tea and cup of water have weight but other cup items (apple juice, milk, milk and honey, orange juice) while their effects are even better to boot!
* Interesting how a mug lowers chance to get drunk while still being the same quantity (same hitpoints heal)
* Carrot should probably read +Sight 1.00 instead of 100 (simarly items and spells are also ingame, but I don't recall them)
* Many fish... but they all give the same boost? I recall eating one giving stats of all in beta, no longer here, so they would have gotten different bonusses. Guess not... *dissappointed*
* Some crafting combo's seem weird... Fish (intelligence) > dinner (strenght)? Most atleast do improve on their own statistics (like potato > boiled potato removing the penalty, both still constitution). Of course fish pie does retain the intelligence, but also the -1 speed... smirk (that making cheese bread elimates, but pizza has the same even if neither tomato nor tomato sauce has that)
* Yeah, edible ingredients really need a marker... paddo's I understand, but suddenly I could eat drudanae. Did not expect that!
* Cannot eat jellyroom mushroom. Seems like a bug... (also has no description). Looking at Fun with Fluids II, it seems it should have +5% air resistance.
* Increase *ingredient) stack limit to higher than 50? Got almost 2 stacks of all mushrooms (and even some I don't have 0 of actually :()
* Please allow blank spellbooks/bottle of swirling mud/starfish/nine inch nails/tormented soul/dyes/bonedust/pixie dust/PILLOWS(!!!!! even if there are 2 kind, nobody minds 2 stacks, they do manually having to rip open 100 pillows, especially with no knife on the ingredients tab)/soap/wooden figurines/stardust/moondust to stack!
* Also cooking pots if possible (might be less handy with it conversion to mobile kitchen...) but worth looking into!
* I got a fly agaric mushroom that's not with the others on 'type' and cannot be eaten! No idea where I picked it up though.
* skulls. Though I neatly noticed you can rotate them with the mousewheel. Shame you can't place them anywhere EVER as they will always display "not enough space" (except for the gigantic broad skull, which has a few rare places)
* Yeah, should probably really add that an item can be boosted once, not even upgrading with a more valuable pearl made the armor more valuable... huh...
* The Adventurer's Field Guide Volume XVII is written rather weird... it repeats information and seems like 2 entries into one. Probably could use some touchup.
* Isn't (magical) needle and thread *supposed* to be used up in creation? Seems rather weird to have it infinitely available for use. And doesn't explain why so many neeldes, threads and items to make them drop if they are like mortar & pestle, repair hammer or identifying glasses "you need one, never more"? (prob giving the needle back. Talking about that, the UI could use an update so it's allowed to show 2 endproducts, like woodparts and arrows shafts from axed wood, it only shows 1).
* Probably no need to mention 'Adventurer's Field Guide' or 'Fun with Fluids' etc. on every book you find. It really clutters up the recipe screen unnecessarily, and seeing how the title is above it (or if you read the book, seen before using) there's no loss at all getting rid of it!
* As someone else stated, it does appear the random loot system can't generate barrel lids for crafting. Wonder what other items are supposed to be there, but bugged out...
* A few potions lack "medium" and "large" indicators for their effects... noticed so far by me; Air, Earth, Intelligence, Poison Resistance. Also have 2 different poison and invisibilty potions, which differ with their icon. What's their difference? I have no clue, the description doesn't mention anything different. Longer duration? If so, it should be mentioned.
* Using Air Resistance on Earth Resistance (both 15%) gives the "craft" sound, but nothing happens (with low crafting), and also no error messages! However with higher crafting, no confirmation screen and it creates 2 empy potion flasks! Definitely doesn't looks WAI.
* For some reason using metal scraps on an anvil only allows you to make one pair of boots (despite how many you might have) unlike other options which allows you [amount of resources] items of your desire, which I accidentily use up all ingredients instead of one not paying attention. Which of the 2 is the intended behavior??? Should be one or the other, not both...
* I think a bucket of water should be able to be used with a bit more than 1 flour? Or else allow us to use the water barrel directly to the flour? Used the water barrel on empty bottles now (majorly increasing their weight) just to use on the flour to save time, can't be exactly the idea, or is it?
* Dough should probably be listed as ingredient *and* consumable (and thus appear in both tabs). Or if the mushroom mention below is in error, just consumables (rather than ingredients) as all it's combinates resort there as well. All other dough types too, and tomato sauce...
* Maradino's guide (found far in the begin at the bridge) mentions adding mushrooms to dough. This is not possible!
* Tusk changes into Magic Tooth instead of Magic Tusk. The appearance is still a tusk, and it's different from the Magic Tooth created from Tooth, so it's just a text error of wrong naming...
* Using Pixie dust on chicken foot and big chicken foot both shows it will give "chicken foot"... instead it gives "chicken foot" for chicken foot (it's a different item) and "Magical Big Chicken Foot" for Big Chicken Foot. Both magical feet lack the special magical icon other items do have...
* Sharp claw and claw will both generate the same "magical claw" when pixie dust is used on them...
* Doesn't seem you can create a ring or necklace from the magic antler/magic adult antler. Probably not intended.
* Rat Amulet and Long Tail Rat Amulet are the same statistical-wise, similar for the Rat Tail Ring/Long Rat Tail Ring... error!
* Both the "chicken feet" (the post-dixie dust one) and the "magical big chicken foot" create the same "chicken amulet" item.
* Can't use a Jeweller's Kit: Ring on the Magic Starfish.
* Pixie dust on any parchment/paper will only create blank witchcraft scrolls??? (which I seem to have found 0 of during my regular gameplay)
* Vampiric Touch scroll wont combine with blank Witchcraft book.
* It seems pearls will improve armorcost with a fixed amount (from my armor testing 1100). Oddly, this completely regards the cost of the pearl, it's the same for the 188 pearl (big gain) as it is for the 1180 pearl (which will net you a loss!). Definitely needs changing since what else are there about 6-8 different pearl-types around? (except to clutter inventory more apparently). Something's amiss there.
* Holy tormented soul power. Added +2 strength and +2 dexterity to the already powerful lvl 19 Hacksaw Decapitator. That's insane. Also noticed you can stack various boosts on an item (poison, wetstone, elemenals, etc.) and they will all stack nicely, but only the first boost will up the price, afterwards it's pricelocked. Suppose it's done to prevent things like using the grail to make an item insanely overpriced, but I think a better way would be just to limit boost types to 1x (since more it wont accept either), also somewhat mentioned above, and those properly increase price. Not that money is that much of an issue, of course, so it's not exactly top priority.
* As mentioned before, rubies are insanly overpowered. And kind of ruin the need for elemental elements, since they will counter each other. A ruby will be the equal of 4 of them, and they wont stack...

* Too many skulltypes, too many vialtypes (and that 50 stack limit :/). Not sure where I got the Empty Vial or that different looking vial (Oddly I don't think that icon is used anywhere ingame elsewhere. Odd, does look nice). Just look at this;
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