Larian Studios
Posted By: Stabbey Bug Reports for version 1.0.239 - 03/04/14 03:01 AM
The Beta is here and so are more bugs!

- I can’t walk to the crate in the shipwreck outside the harbour gates - because it's sitting in water, but I can open it from quite a distance.

- In the Orc Shaman fight on the beach, the Orc cast a second fireball or flare (I don't quite remember which, but I think fireball) on Roderick, but it seemed to have no effect. The first one worked, the second one did nothing – as in, no animation, no casting, no damage, no surface, nothing. Later on in the tunnels under Cyseal, the undead mage tried to cast Flare on Roderick, but nothing happened – no animation, casting, surface or damage.

- Walking near the chest outside the gates triggers the timed ship-burning quest. If you explore, and then talk to Arhu – even briefly, the ship burns and sinks before you can reach it. That discourages exploration and talking to Arhu, and I don't think you want that. The trigger seems to be a circular radius, when it should be a line past the city gates.

- Aureus’s introduction says he is captain Aureus. Captain should be capitalized.

- Summon Wolf said the duration is 24s turns (should be 6 turns).

- I’m not getting warnings when I leave town from any of the locked gates. I first went out the locked beach gate, then the east Cyseal gate, and counter-clockwise from there.

- Upon landing in the Homestead, Roderick said it might be a good idea to inspect Jake’s corpse to start looking for clues. That dialogue probably shouldn’t happen at that point.

- After going to the homestead, Madora’s dual dialogue about the crime scene being diseased by source triggered, which is again the wrong place, and then I noticed that I wasn’t seeing the Roderick/Scarlett portraits beside their responses. They were there not long ago.

- Is the second-player dialogue when talking to Zixzax still broken (so that the second player doesn't get a chance to interject or participate?)

- The bench outside the King Crab is oriented so that if you sit on it, you face towards the wall, which looks odd.

- In the tunnel under the graveyard, there's a mine in the southwest which I spotted, but was unable to hit with either an arrow or a flare. I eventually had Madora stand back and toss a crate onto it. (Too close, as the spreading, burning oil touched her and she burned to death.)
Posted By: Gyson Re: Bug Reports for version 1.0.228 - 03/04/14 04:49 AM
I was playing multiplayer with a friend and we both ran into an audio bug while in the tutorial dungeon. After spending some time in there, we both noted that we were each having problems with the ambient noises cutting in and out. Eventually while we were still in there) all the sound (music, effects, ambient noises) cut out completely and didn't return even after we exited the dungeon.

Also, not all dialogue is showing up in the chat box (Ishamashell's dialogue, for example).
Posted By: divsharki Re: Bug Reports for version 1.0.228 - 03/04/14 11:34 AM
I've ran into a weird bug on my first fight. My second character got teleported to what looks like somewhere underwater ( x: 523 y: 100 ), and now can't move or do anything.

Here's a screenshot http://yasharki.net/sharki/screenshots/2014-04-03_00003.jpg
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 03/04/14 12:23 PM
- AI pathfinding doesn't know enough to not walk directly across known landmines.

In the abandoned house (Cyseal) cellar:

- Scarlett had Lockpicking 1 and tried to pick the lock of a door past the first firetrap room. It didn't seem to work, but I wasn't told "Lockpick failed" or anything, it just didn't work and my lockpick was gone from the inventory.

- I thought I would be really clever and hide behind the wall, and use my Wolf buddy to trigger the trap and ignite the oil puddle. That worked, except that the fire damage travels through walls and we all got lit on fire horribly.

- Roderick and Scarlett and Madora died, and I got a game over, even though Jahan was still alive and had a resurrection scroll (Jahan did die from the burning himself a few seconds later, but that's not the point. That was a premature game over!) Jahan could have resurrected them. In theory, I could have continued, and while there may be story reasons why if both Roderick and Scarlett die the game ends, it's rather annoying to get a game over when I still had a living party member and could have brought them back.

- I was panning the camera at the time of death, and when I reloaded, the mouse cursor and camera were stuck in panning mode. The pointer icon was the panning icon. I could still interact with things, but that was kinda annoying. That bug persisted through a second reload, so I had to quit the game.
Posted By: bigironvault Re: Bug Reports for version 1.0.228 - 03/04/14 12:29 PM
Originally Posted by Gyson
I was playing multiplayer with a friend and we both ran into an audio bug while in the tutorial dungeon. After spending some time in there, we both noted that we were each having problems with the ambient noises cutting in and out. Eventually while we were still in there) all the sound (music, effects, ambient noises) cut out completely and didn't return even after we exited the dungeon.

Also, not all dialogue is showing up in the chat box (Ishamashell's dialogue, for example).


I will second this.

Music also cuts in and out - as if a DJ was changing CD's in the middle of the party. One song would stop and only after about 10 seconds will the following song follow. In that period only heard door opening noise. Everything including foot steps would stop.
Posted By: 4verse Re: Bug Reports for version 1.0.228 - 03/04/14 01:12 PM
Walk in Shadows:

situation:
Only one of my chars began battle, the other was miles away (and dead actually). Since i knew i had no chance, i activated "walk in shadows" since i wanted to run away (= i.e. get out of combat).

result:
But, alas, that never happened - i never got out of battle, even while invisible, instead:
i tried to walk really far away while invisible (i also had lone wolf, so plenty of action points to walk/run) while my enemies only stood still (they could not see me). But after walk in shadows faded they ran after me (again: i was already miles away). i then again turned invisible, my enemies again stood still and did nothing. i ran away a little farther but unintentionally walked into electrified water and got consequently stunned. Then the battle system kind of got into an infinite loop: i turned visible again, was still stunned, but was also either too far away for my enemies to do anything or maybe they could not see me at all anymore, since i walked around a corner, so i maybe was no longer in their LOS - anyway they just stood still and did nothing. i on the other hand was stunned and never recovered (needed a 100 roll, never got one in 250 rounds of battle/waiting).

i know, not a single 100 roll in 250 rounds is bad luck, nothing to complain there.
but not getting out of combat by turning invisible and running away far enough is a bug IMHO.
Posted By: 4verse Re: Bug Reports for version 1.0.228 - 03/04/14 01:21 PM
update:
i tested this again:
turned invisible via walk in shadows and ran away far, far away and around a corner (so out of LOS). but my enemies followed and found me after i turned visible again.

BIG bug IMHO smile
Posted By: Gyson Re: Bug Reports for version 1.0.228 - 03/04/14 03:17 PM
Just a head's up, another (~93 MB) patch was just released. I'm not sure what it changes/fixes as there doesn't seem to be any patch notes available yet.
Posted By: Lynma Re: Bug Reports for version 1.0.228 - 03/04/14 04:04 PM
I didn't run into any "big" problem so far, just some small things I'll report here.

- On the dock, there's a tomato basket that has no name : http://i.imgur.com/7CpGqY1.jpg

- The 2 drunken legion guards speak about you as a "he", even if you play 2 females, being drunk doesn't excuse that, was obliged to kill them.

- Dunno if it's intended but you can "jump" into the locked treasure room with tactical retreat, right under the nose of the guard. Handy, but quite strange.

- As already mentionned, AI following you doesn't avoid obvious landmines. Probably normal but still boring.

- I find it sad when you lost your picklock tool on a door that you can't picklock, when nothing warn you before. Would be great to be able to observe the lock before to estimate its complexity.

- When you're bartering, you can't switch to your other char inventory, you're obliged to quit the dialog and launch it again. Maybe normal due to the barter skill, but if you manage to have a price in a shop with a friend next to you, the seller would not charge him full price 2 seconds later, the barter skill should work for all the party.

- The click space to hit a mob is way to small for me. On a normal quiet mob, it's not really difficult to target, but I was against a half-zombie after the tunnel, and I was obliged to zoom in to be able to click on him without having my mage running toward him. I'm not really sure I explained the issue correctly here, sorry if it's not really english.

- As someone mentionned it in the other post, a crafting tutorial would be really welcome, got my inventory full of ingredients, and have no clue on how to use them so far.

- Madora got some missing dialogue lines, same goes for the witchcraft spell seller in a room of the inn.

- In the legion building on the dock, I tried to pickup some parchment on the table, and everybody went completly insane. The legion attacked me, brutal for a simple piece of paper, but at least, logical. Then the town people attacked the bulls outside.
And while I was running out of this mess, the legion started killing both the townpeople and animals.

- Dunno why, but I've got 2 items in my inventory that I can't identify, they require level 1 loremaster, like all the others I identified so far, but these 2 don't work. Was obliged to identify them at the merchant. BTW, would be great in my opinion if the money for identification was going in the merchant purse, seemed to me it was just vanishing, but maybe I didn't pay enough attention).

- Go a strange bug, I got the "rift" icon that has the green blink, but dunno what to do with it. Went to the strage place but nobody had anything to say there, so dunno why it's blinking, it's pretty boring when it doesn't wanna stop...
Posted By: michaelm Re: Bug Reports for version 1.0.228 - 03/04/14 05:15 PM
I create my characters and then start the game.

Immediately, a dialog box pops up saying "You or your partner has gone and done it! It seems your party member needed a break from your bad behaviour. Check the King Crab Inn if you'd like to get them back."
"Accept"

The accept box is unclickable and remains so throughout the opening cinematics. The result is, during the initial voice over, some kind of pirate ship background that I can't see at all because this dialog box is in front of it.
Posted By: Oztrich Re: Bug Reports for version 1.0.228 - 03/04/14 05:19 PM
Slight bug with lockpicking.

In the tutorial dungeon there are 2 locked chests. At the second one I clicked on my lockpick and then on the chest....and Roderick ran off to the first chest that was already unlocked! He proceeded to use the lockpick on the unlocked chest and it disappeared from my inventory.

I reloaded my save and tried the same action again and it worked fine.

The is also some missing text in the combat log. Again in the tutorial, when you use fire to clear the poison cloud the log shows:

"Scarlett created when using Fire on a Poison Cloud"
"Scarlett removed by using Fire"


Posted By: Tekray Re: Bug Reports for version 1.0.228 - 03/04/14 06:07 PM
Found a Blind scroll, text says it causes bleeding?

Started a new game with Lone Wolf, text box appeared during the intro about losing companion and going to Crab to get back. That info should be moved to after the intro.
Posted By: jaxx Re: Bug Reports for version 1.0.228 - 03/04/14 06:10 PM
trading between characters in town is seen by NPC's as pickpocketing. They called the guards, and the guards took all my money, of both characters... or is the guard's corruption intended?

~Jaxx
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 03/04/14 06:37 PM
Originally Posted by Gyson
Just a head's up, another (~93 MB) patch was just released. I'm not sure what it changes/fixes as there doesn't seem to be any patch notes available yet.


Larian's twitter mentioned that they'd release a quick patch to fix a bug with the error-reporter. Maybe that's it?


Originally Posted by michaelm
I create my characters and then start the game.

Immediately, a dialog box pops up saying "You or your partner has gone and done it! It seems your party member needed a break from your bad behaviour. Check the King Crab Inn if you'd like to get them back."
"Accept"

The accept box is unclickable and remains so throughout the opening cinematics. The result is, during the initial voice over, some kind of pirate ship background that I can't see at all because this dialog box is in front of it.


You picked "Lone Wolf" as one of your starting Traits, right? I think that's the cause of that one.
Posted By: michaelm Re: Bug Reports for version 1.0.228 - 03/04/14 06:37 PM
Originally Posted by Tekray
Started a new game with Lone Wolf, text box appeared during the intro about losing companion and going to Crab to get back. That info should be moved to after the intro.


This is the same bug I saw.
Posted By: Oztrich Re: Bug Reports for version 1.0.228 - 03/04/14 06:41 PM
Stole 1 gold coin from the desk in the Mayor's office whilst sneaking, but I wasn't fast enough and got caught. Guards were called and I agreed to hand back what I'd stolen....except all my 882 gold ended up on the desk instead of the 1 gold I stole!

Crime doesn't pay!

Posted By: NHLST Re: Bug Reports for version 1.0.228 - 03/04/14 07:06 PM
If some of these are known issues, I'm sorry.

- +1 for the "Lone Wolf" info box appearing after starting the new game and blocking the intro

- Clicking (instead of hold + drag) to move does rarely work fine, fast consecutive clicks aren't registered, clicking just a little bit too slowly (holding the mouse button just minimally longer instead of doing a "perfect" single click) registers as hold+drag and the character moves only minimally.

- I have black squares when I move my mouse over icons in the inventory and containers ->http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=485008#Post485008 apparently linked to my Resolution (2560x1440)

- The Journal Button on the minimap is just a black square as well

- When I separate my party and click somewhere to make a character go there, then switch to the other Character to do something else, the first character stops moving.

- The info box for the "optional tutorial" appeared twice when I walked past the tomb entrance. Maybe once for each character even though I'm playing a singleplayer game?
Posted By: Gyson Re: Bug Reports for version 1.0.228 - 03/04/14 07:10 PM
I'm surprised Lone Wolf is even in the game. Can one of the main characters use this while the other main character is walking around with two followers? Because if you can still have four characters in your party while one of them is sporting "Lone Wolf", that's really lame.
Posted By: Razzmann Re: Bug Reports for version 1.0.228 - 03/04/14 08:23 PM
-you can easily attack invisible enemies (e.g. enemies in a cloud) with ranged weapons by holding down CTRL, the enemy is even marked (the red aura around him)

-numerous times the summoned wolf icon beneath the character's icon does not disappear (with 0 or 1 left on the timer) as well as the icon on the map
Posted By: Fanest Re: Bug Reports for version 1.0.228 - 03/04/14 08:30 PM
Originally Posted by NHLST
If some of these are known issues, I'm sorry.

- +1 for the "Lone Wolf" info box appearing after starting the new game and blocking the intro



+1

-in MP my friend casted rain spell and it became completely dark on his screen.

-poison surface doesnt burn always - when zombie exploded it did burn when targeted by flare it didnt

-toggle helmet doesnt work at all

-differences between levels are too big. For example difference in damage that lvl 3 char does with his weapon/spells compared to lvl 2 char is at least 30% - will test some more but for it seems so to me
Also health increases too fast - for all (enemies, NPCs and PCs)
Posted By: Raze Re: Bug Reports for version 1.0.228 - 03/04/14 08:43 PM
Originally Posted by Lynma
- Madora got some missing dialogue lines, same goes for the witchcraft spell seller in a room of the inn.

How so? As far as I recall Madora had more dialog than she did in the alpha, and while the travelling merchant doesn't say a lot, it doesn't look like anything is missing.



Originally Posted by Gyson
Can one of the main characters use this while the other main character is walking around with two followers?

No. Each main character can only recruit one follower, so if one has the Lone Wolf Talent, the maximum party size is 3, rather than 4.
Posted By: Lynma Re: Bug Reports for version 1.0.228 - 03/04/14 09:02 PM
- The mage in the mayor office just joined my party, and then, I encountered all the orcs at their camp on the beach (the one with the huge chef and a crossbow), suddenly, at the beggining of his turn, said mage has been warp at 367m of the fight, in the middle of water, probably not too far from the starting point. Fight was lost already (3 level 3 against 10 level 7 is suicidal) so I just loaded my last save, but it would have been a reaaaally annoying bug if I had a chance at the start.

- We can't know what some traits (like compassionate) improve, the improved skill is missing in the hover bubble.

- Did a fight after north gate against 2 skellys and a lot of boar, the undead mage summoned a boar, and then did nothing for all the rest of the fight, at each of his turn, he was casting something (dunno what, he just had a blue light around him), but his spell was not working, and his turn was forced to end each time.

- Madoka is wearing an orc armor I digged on the beach, but it has no skin on her, so she's proudly fighting in underwear. Eyecandy, but not really epic.

- Woodpiles don't have any hovering bubble.

- The two sick men that Evelyn must save can't lay in their bed, not enough space, poor health care there.

- Sometimes, the sound just stop working, or seems to be really faint. Was on vocal at the same time so couldn't put the volume higher to check.

- Pressing Alt to show items shouldn't show item out of view, like in a closed room or under a crate, really too easy to find keys for chests at the moment.

Originally Posted by Raze
Originally Posted by Lynma
- Madora got some missing dialogue lines, same goes for the witchcraft spell seller in a room of the inn.

How so? As far as I recall Madora had more dialog than she did in the alpha, and while the travelling merchant doesn't say a lot, it doesn't look like anything is missing.


I had 2 times where I was answering something to them, but the place where their dialogue is supposed to be was completly empty.
Posted By: Gyson Re: Bug Reports for version 1.0.228 - 03/04/14 09:28 PM
Originally Posted by Lynma

- Pressing Alt to show items shouldn't show item out of view, like in a closed room or under a crate, really too easy to find keys for chests at the moment.

I very much agree with this.

Originally Posted by Raze
Originally Posted by Gyson
Can one of the main characters use this while the other main character is walking around with two followers?

No. Each main character can only recruit one follower, so if one has the Lone Wolf Talent, the maximum party size is 3, rather than 4.

We used to be able to chain two followers to one hero while the other roamed around alone. So, you're saying that is no longer the case?
Posted By: Raze Re: Bug Reports for version 1.0.228 - 03/04/14 10:22 PM
Originally Posted by Gyson
We used to be able to chain two followers to one hero while the other roamed around alone. So, you're saying that is no longer the case?

If one character has the Lone Wolf Talent, you can not recruit a second companion, unless you ask the first to leave the party. Then they can not rejoin unless you dismiss the second.

You can group the companion to the main character that has Lone Wolf, though (at least in single player).
Posted By: Gyson Re: Bug Reports for version 1.0.228 - 03/04/14 11:00 PM
Originally Posted by Raze
Originally Posted by Gyson
We used to be able to chain two followers to one hero while the other roamed around alone. So, you're saying that is no longer the case?

If one character has the Lone Wolf Talent, you can not recruit a second companion, unless you ask the first to leave the party. Then they can not rejoin unless you dismiss the second.

You can group the companion to the main character that has Lone Wolf, though (at least in single player).

Ok, so basically every main character that has Lone Wolf = -1 follower slot for the entire party. There's no way to game the system and end up with Lone Wolf + 2 followers. That's fine.

I can't see myself ever using that talent as it's like opting out of extra storyline material (you no longer have the follower interaction), and it really cuts down on the "squad" feeling of the tactical combat. However, I can see how some might want it (particularly on playing through the game additional times).
Posted By: Blueflame451 Re: Bug Reports for version 1.0.228 - 04/04/14 02:51 AM
After completing a purchase from the Wizard Arhu, I selected "I'll take my leave." and then the character who was shopping suddenly teleported to a nowhere space outside the 2nd story building. (Compass said it was x733, y266, just a thick border of featureless brown cave floor that obviously no one is suppose to see or reach) - I was able to have my other character go downstairs (with char 1 ordered to follow) and they both appeared downstairs without issue.



Also with a Loremaster of 1 and an intelligence of 8 (at lvl 2) My *edited* Witch is unable to to ID the "Loremaster 1 required" un-ID'd items. It goes through the progress bar filling, the character does the animation and I get a message "charname is attempting to identify the unidentified 'thing'." Yet nothing happens unable to ID any one of several items I had no matter how many times I tried.
Posted By: seedleSs1 Re: Bug Reports for version 1.0.228 - 04/04/14 04:03 AM
Lockpicking: When attempting to pick the chest in the training dungeon, lockpick disappears, chest stays locked. No *Lockpick failed* message or anything of the sort. Am I failing the roll? Seems unlikely for so early on, I have Lockpicking 1 skill. Tried to pick 5 times in a row, same result every time. I have yet to reach something else to pick, hopefully it is only this particular chest.
Posted By: Gyson Re: Bug Reports for version 1.0.228 - 04/04/14 05:17 AM
Loremaster (score of 1) doesn't seem to be giving any extra information on MOBs during a fight (even when holding down the CTRL key and mousing over them as the onscreen instructions suggest). I used to use this during the alpha and at rank 1 you could see the actual health (e.g. "32/80 HP") a target had. Now it appears to be doing nothing.

However, when we tested this we did not have the magnifying glass yet (which is supposedly only used to identify equipment). Is that actually needed as well to gain additional information on monsters? If so, that seems like a bug.


On an unrelated note, I can not hide my helmet as the patch notes suggest.
Posted By: Chubby Re: Bug Reports for version 1.0.228 - 04/04/14 06:57 AM
I don't know if it's intended or not, but "Guerrilla Tactics" does not seem to proc when being invisible using "Walk in Shadows" and then shooting with bow (i.e. you just do normal damage).
Posted By: motoko Re: Bug Reports for version 1.0.228 - 04/04/14 07:35 AM
Two bugs with "Walk in Shadows":
1) It says duration is 2 turns and cooldown 3 turns. I used it out of combat and my character remained invisible as long as the cooldown ticked. So either the duration is 3 turns or the cooldown only 2 turns. Didn't test it during combat.
2) I had a black (drow like) character. After using the skill and becoming visible again only my face was still that dark. The rest of the body of my character was in the default skin tone.
Posted By: Loadrunner Re: Bug Reports for version 1.0.228 - 04/04/14 08:16 AM
- Pressing 'M' opens the map, pressing it again doesn't close it.

- If you expand all ability groups in the character creation menu you can hardly tell if you spend one or more points into 'Reason' or 'Lucky Charm' or even one at all. And the upper end of scroll bar seems misplaced.

At first i thought it is invisible but it could be caused by light red/green blindness.
[Linked Image]


- The door of the mess seems to be misplaced.

[Linked Image]


- Sometimes Arhu faces the opposite direction when you talk to him for the first time. I guess it depends on how quickly you move up the bridge and interrupt his walking routine.

[Linked Image]


- Encountered a problem where your character doesn't pick up the item you ordered him to pick up. He does the 'picking up' gesture but doesn't get the item. This happens very frequently with items lying on top of objects. I should mention that i used the highlight function to pick up the items.

A good example are the items on this table in the tutorial dungeon.
[Linked Image]


- If the line of sight of your leading character is to low you can't see whom the cloaked guy, infront of the tutorial dungeon, is talking to. Makes you think he's talking to himself.

[Linked Image]


- The text of this book brakes the alignment of its weight and value information.

[Linked Image]


- Where is dat shell?

You only know its there because of the highlight function.
[Linked Image]


- Identifying items seems to be broken. I could not identify any of the items i found on my way to the city even though i had the required lore master skill point and the identifying glass (bought from the potion vendor on the market). The identifying progress bar appears when using the glass but nothing happens when it finishs.

- The tutorial dungeon warning message box appeares twice.

[Linked Image]
Posted By: 4verse Re: Bug Reports for version 1.0.228 - 04/04/14 09:50 AM
Originally Posted by michaelm
I create my characters and then start the game.

Immediately, a dialog box pops up saying "You or your partner has gone and done it! It seems your party member needed a break from your bad behaviour. Check the King Crab Inn if you'd like to get them back."
"Accept"

The accept box is unclickable and remains so throughout the opening cinematics. The result is, during the initial voice over, some kind of pirate ship background that I can't see at all because this dialog box is in front of it.


happened to me as well. source: picking lone wolf at char creation.
Posted By: Aramintai Re: Bug Reports for version 1.0.228 - 04/04/14 09:56 AM
Originally Posted by Loadrunner

- Encountered a problem where your character doesn't pick up the item you ordered him to pick up. He does the 'picking up' gesture but doesn't get the item. This happens very frequently with items lying on top of objects. I should mention that i used the highlight function to pick up the items.

This happened to me alot too. About half the time the character comes to the item to pick it up, animation plays out, but nothing is picked. So I had to click on the item again and again to actually pick it up.
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 04/04/14 11:18 AM
Did you people try to pick up 2 items relatively fast after each other?
You need to let the full animation run after picking something up before picking up another item, otherwise it will do nothing (despite showing a new 'pick up' animation).
Posted By: Lynma Re: Bug Reports for version 1.0.228 - 04/04/14 11:24 AM
For the character not picking up objects, it's because you "need" to wait that the animation of the previous pick-up is completly finished, so that your char is standing up and still again. If you do that before, when the item name just disappeared and your char is still crounched, the pick-up animation will start but item won't be picked.

That's why this bug often takes place on tables or when there's multiple objects close to each others.
Posted By: Tegen Re: Bug Reports for version 1.0.228 - 04/04/14 11:56 AM
When my character died, he was really dark skinned(milk chocolate) with green hair then i resurrected him and he came back tan with purple hair.

when i had one character idle for a bit. the other character without controlling her was going somewhere on her own.

when i had both characters in stealth in the new dungeon up the stairs before you encounter the two "mummies", one of my characters teleported back to the first room.
Posted By: Weidan Re: Bug Reports for version 1.0.228 - 04/04/14 01:01 PM
Hello.
I dont know. This is bug or not, but my PC always overheats if i dont start game and just look screen of character creation. After 5 min on this screen CPU and GPU heat 90 degree. In game always 60-70 degree max. But if i try to read all percs and make character too long - PC reboot with overheat. In alpha i never see that.

PS Medium graphics settings, AMD Athlon 64 X2 4200+, Nvidia GeForce 9800 GT 1Gb

PPS Sorry for my english...

Posted By: Oztrich Re: Bug Reports for version 1.0.228 - 04/04/14 02:00 PM
I've noticed some issues with item stacking in the inventory. For example:

I have 4 silver ores, which aren't stacked. I create 4 silver bars, which also aren't stacked. I drop 1 bar and pick it up again, it's now stacked with one of the other bars.

If I keep dropping and picking up I can get everything to stack properly, but it should be doing this automatically.
Posted By: Rylce Re: Bug Reports for version 1.0.228 - 04/04/14 02:07 PM
hi,

we can't separate same item in inventory,shift button dont work.
2 healing potions can't put on one and one.
Posted By: motoko Re: Bug Reports for version 1.0.228 - 04/04/14 02:08 PM
Originally Posted by Rylce
shit button dont work.


Hope you mean "split button". smile
Posted By: Loadrunner Re: Bug Reports for version 1.0.228 - 04/04/14 02:23 PM
- Had a weird bug with auto walking of a non active character. When i approached the Cyseal city gate for the first time my leading character was Scarlett followed by Roderick who had to catch up because his walking path got blocked by patrolling guards. Cause i know most of the things Arhu has to say i skipped most of it and choose 'Take my leave'. Just that moment Roderick catched up and came near Scarlett. But instead of stopping near by, he started wandering off into the city without my doing.


Although you can't do anything until you accept the message box, Roderick wandered off into the city without my doing. So i watched him a lil bit wondering where he wants to go.
[Linked Image]

Took a short stop at the warehouse before moving on.
[Linked Image]

In most cases he ended up standing on the stairs leading up to the market.
[Linked Image]


This bug is reproduceable. Just make sure there is certain distance between the two characters like Scarlett standing near the bridge and Roderick on the way leading down the to beach fight. Then reconnect both chars so Roderick catches up. In the meantime use Scarlett to engage the conversation with Arhu and choose 'Take my leave'.

The funny thing about the auto walk thing is, that it leads to other strange bugs. For instance...

As i watched Roderick wandering around in the city the grieving orc event suddenly triggered and Scarlett got teleported infront ot the orc.
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Remember she was standing on the bridge where the conversation with Arhu takes places the whole time. How did she get there?
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A quick look on the map proofs that she got teleported there as there is still fog of war around her.
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Another one...

I tried to reproduce the grieving orc event thing and waited for it to happen. But this time the orc fight that takes place infront of the black cave got triggerd. WTF?
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Come at me bro i am level 2!
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Posted By: Fanest Re: Bug Reports for version 1.0.228 - 04/04/14 02:44 PM
MP bug:

I was host and my friend at any time was unable to take control of any companion, also i cant chain any companion to him.

However before we reloaded savegame it worked OK, but when i reloaded and he joined in he was unable to take control of any companion
Posted By: Gyson Re: Bug Reports for version 1.0.228 - 04/04/14 02:49 PM
Originally Posted by Loadrunner

- Encountered a problem where your character doesn't pick up the item you ordered him to pick up. He does the 'picking up' gesture but doesn't get the item. This happens very frequently with items lying on top of objects. I should mention that i used the highlight function to pick up the items.

A good example are the items on this table in the tutorial dungeon.
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I ran into this problem as well. Others are saying you have to wait for the animation to finish, but that was not the problem in my case (and perhaps yours).

For me it was also one of the arrowheads in the tutorial dungeon in the picture you're showing. My character kept doing the gesture but the arrowhead would never fly off surface/altar it was resting on. The only way I was able to pick it up was to first move the arrowhead to another surface (the floor) and *then* pick it up from there.

Originally Posted by Loadrunner

- Where is dat shell?

You only know its there because of the highlight function.
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That shell can be accessed by traveling towards it from the first waypoint you reach. The area it lays in is a bit hidden (on purpose). I think that shell is probably purposely placed there where it's visible from the other side to encourage you to go looking from it.

Posted By: Gyson Re: Bug Reports for version 1.0.228 - 04/04/14 02:56 PM
Originally Posted by Weidan
Hello.
I dont know. This is bug or not, but my PC always overheats if i dont start game and just look screen of character creation. After 5 min on this screen CPU and GPU heat 90 degree. In game always 60-70 degree max. But if i try to read all percs and make character too long - PC reboot with overheat. In alpha i never see that.

PS Medium graphics settings, AMD Athlon 64 X2 4200+, Nvidia GeForce 9800 GT 1Gb

PPS Sorry for my english...


I'm not sure if this is the case here, but that's a common complaint with simpler scenes in games (i.e. character creation, loading screens).

You might need to enable VSYNC in the options menu or (if your card's software supports it) set a frame limiter of 60 FPS. In those cases the problem is linked to the simpler game scene being rendered at a very high FPS (because the scene is simple and it can) for long periods of time.
Posted By: Lynma Re: Bug Reports for version 1.0.228 - 04/04/14 03:09 PM
Originally Posted by Rylce
hi,

we can't separate same item in inventory,shift button dont work.
2 healing potions can't put on one and one.

It's working for me, you need to start moving the item with left button, then click (and hold) shift, move the stack to a free slot of your inventory, then stop clicking left. If you still have shift pressed, you'll have a box asking how many items you want. Did it with a bunch of potions to split them in my party.
Posted By: Razzmann Re: Bug Reports for version 1.0.228 - 04/04/14 06:59 PM
a pretty heavy bug (at least for me): whenever I go to the northern gate of cyseal the game crashes. I tried different routs and different save games but it still happened all the time. I'll start a new game and tell whether it still crashes.

Edit: In the new game the game does not crash

another bug (sry if it's already known): If you constantly switch between the characters while the on character is being resurrected, the animation restarts when chosing the reviving character
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 04/04/14 08:17 PM
I've experienced something similar at the western gate, the one leading to the undead parts. The strange thing is that the first time, I passed through there it was fine (I was coming from the west into Cyseal, but when I headed back, I got a "win32 exception error" (and I'm running Win7 64-bit, not 32 bit). Then every time after that it crashed when I tried to go that way after passing a certain point.

I gave up and deleted that saved game, thinking it was corrupt, but when the game crashed after trying to load another saved game, I gave up and uninstalled the game, then reinstalled it. I do not know if that will help fix it. If it doesn't, then the beta will essentially be unplayable for me, as there's nothing left to do.
Posted By: XaKoS Re: Bug Reports for version 1.0.228 - 04/04/14 11:51 PM
Originally Posted by Loadrunner

- Identifying items seems to be broken. I could not identify any of the items i found on my way to the city even though i had the required lore master skill point and the identifying glass (bought from the potion vendor on the market). The identifying progress bar appears when using the glass but nothing happens when it finishs.


Workaround for the Identify Issue:
try to click multiple times on the item while progress bar is showing (with the identifying glass active), worked for me after some time.
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 05/04/14 01:16 AM
Hey, that actually worked... thanks.
I wonder if that's intended. Seems unlikely.
Posted By: bungrudi Re: Bug Reports for version 1.0.228 - 05/04/14 06:07 AM
Im not sure if this is intentional or a bug as i just played the game several minutes:

- cursor changed to "hack" cursor without im holding the ctrl button. i exit to desktop and restart the game, went back to normal and cant reproduce the (i assume is a) bug
- my two handed long sword suddenly broke, it says it need some repairment, i forget the exact word. let me update this later.
- suddenly hacking to stuff like vase and crates changed from using two handed sword to somekind of kungfu movement. this maybe related to the above. the problem is, when i keep hacking on stuff suddenly the stance and movement went to that of using two handed sword, but without the sword.

i have pics, but too lazy to upload now. i'll upadte later.
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 05/04/14 09:27 AM
Hacking stuff away hurts your weapon, till it got too little durability to use.

Don't feel bad, I did the exact same thing when going through the dungeon.
Posted By: EnderWiggin Re: Bug Reports for version 1.0.228 - 05/04/14 11:51 AM
You can buy Blood stone from Evelyn. If you do so and then ask about healing patients she will be really surprised that stone is gone. Does she have such short memory? smile
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 05/04/14 01:31 PM
Bug?: Points into Intelligence do not reduce the AP cost of Staff of Magus. I increased my Witch's Intelligence from 8 to 9, and that reduced the AP cost of all my spells except that one. That's likely because as a "Special" skill, it doesn't fall under any of the STR/DEX/INT categories.

In that case, just reduce the AP cost of Staff of Magus from 4 to 3 and I'll be satisfied with it.


Bug: I spent my Primary Attribute point and left my ability point alone, but my portrait doesn’t show the green + anymore, indicating I still have a point to spend.


Bug: The Knight’s “Cure Wounds” spell, when cast on the Knight himself, heals him twice. It only heals other people once.
Posted By: EnderWiggin Re: Bug Reports for version 1.0.228 - 05/04/14 01:32 PM
If you take Lone Wolf talent after taking Raistlin, it will replace health halving of Raistlin. So you will end up with 180% health and double AP, instead of 90% hp and double AP.
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 05/04/14 01:47 PM
That's quite the exploit there Ender 0_o

@ Stabby; Did you purchase any of the special things which give 1 stat point (buff or something was it). I bought it on my female PC and she didn't have the + with ability points left, my male PC did have points left and +. Maybe it thinks the 2 points spend, all is okay.
If not, we need to find another probable reason smile
Posted By: Mikus Re: Bug Reports for version 1.0.228 - 05/04/14 03:19 PM
Couple bugs I've noticed (sorry if they've already been mentioned elsewhere):

-Some map location markers later disappear after first being placed on the map, and don't later reappear when the locations are revisited (mortician's building; legion cook's building, etc.)
-Some signs (such as the one outside the legion cook's building) are marked as "owned," so trying to read them triggers NPC aggro
-Moving containers up and down stairs causes containers to look disproportionately large during placement
-Still problems with level-up icons (both "arrows" and "plus signs") incorrectly appearing/not appearing over character portraits
-If you give Victoria's amulet to Egleander, but then immediately force-attack/kill him as he starts to leave the room, Victoria, and sometimes others, will no longer talk with you; it's definitely a bug, as there's no indication that anyone noticed the murder or is angry with you
Posted By: Gyson Re: Bug Reports for version 1.0.228 - 05/04/14 03:37 PM
As a test I tried to pickpocket the bulls in the near the entrance to the first town, and they became hostile, and combat initiated. All the human NPCs around me became hostile as well - towards the bulls (in other words, the people allied with me, the instigator).

I guess it makes some sense (in their eyes the bulls are suddenly going crazy and attacking), but is that working as intended?

Also, the penalties for pickpocketing seem too severe. Every time I've failed while attempting it, a fight ensues (usually a massive battle involving a good deal of the town). Were these people burned by pickpocketers in the past or something? "Never forget, never forgive!"

My expectation is that the punishment would be more in-line with normal, blatant theft, where the summoned guards initiate a dialogue with you, and you can allow yourself to be arrested or choose to fight them.
Posted By: Snakeox Re: Bug Reports for version 1.0.228 - 05/04/14 04:12 PM
Some problems that i have noticed (sorry for my english) :

-Sometimes ingame music just stopped and combat sounds/spells sounds, when this happend your game will also crash if you try to load a game or go to the main menu.
-identifying item doesn't work.
-that's not a bug but please do something with dagger durability, my thief break almost one weapon when i have a boss fight.
-Can't hide helmet.
-The Ahru's-Giant-Robot command doesn't work for me.

[spoiler]

-During evelynn's fight i killed zombi Jak and now i can't continue the quest (did i miss something ?).

Posted By: Fedayin Re: Bug Reports for version 1.0.228 - 05/04/14 05:12 PM
Besides the SFX problems.

On the 32 bit Vista Version(up to date) and lowest settings on res 1650x1050 with 4gb ram. There are problems with cleaning of the level, Which wont allow me to close the game without using Alt-F4 or loading previous saves while ingame.

Loading saves while just opening the game is no problem.

Also level transtitions like transportation to the end of times is also no problem.

I am using the steam version since the alpha and I still haven't been able to use the report tool because it cant find my game smirk


edit: some typos
Posted By: Redbeard Re: Bug Reports for version 1.0.228 - 05/04/14 05:21 PM
Just picked up the game last night. Like what I see so far.

Luckily, only ran into one bug thus far:

-Floating barrels. Happens ~60% of the time after throwing one and then walking away until it's off-screen. I can still grab it.

I've been playing Diablo 3 lately, so maybe it's just me, but the characters feel very slow while walking/running around. Not sure if this counts as a bug.

S'more:

-As others have mentioned, sound cuts in and out, and eventually dies down completely--with the exception of fireplaces and portals.

-Target box is small.

-C'mon, Murphy. You're supposed to run into hazards to save people, not because you're trying to tell me Timmy fell down a well while I'm in the middle of a fight.

-After playing for a few hours, start to hear static around portals and fireplaces.

-Game crashed once while quitting game. I've only played for about 10 hours, so a lot more crashes might pop up.

Posted By: FairyLady Re: Bug Reports for version 1.0.228 - 05/04/14 09:27 PM
Two bugs that I found:

-Sometimes, with no identifiable reason, the sounds stop working properly... the background music keeps going, but other sounds like walking, casting spells, breaking things... they all mute. Only sollution I found was to quit the game, and open again.

- Tried to play in multiplayer game mode with my bf, I stated the game and invited him. The moment he joined the only thing I could do was walk. no interactions worked. Couldn't pick things up, open crates, cast spells.. in fight I could only give up my turn, could not even walk.
Posted By: bossDragon Re: Bug Reports for version 1.0.228 - 05/04/14 10:11 PM
Just got the beta. When I started the game (for the first time ever), during the opening/introduction, a message appears in the center of the screen covering up the cinematics. The message is "You or your partner has gone and done it! It seems your party member needed a break from your bad behaviour..." etc...

Cannot click on the "Accept" button either to get rid of the message.
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 05/04/14 10:34 PM
That's a bug from choosing Lone Wolf during Character Creation.

I've got a new one:

I went to see Evelyn in the clinic first, the stone zapped me to the homestead. I went back and talked to her, and when I said "I'll take my leave", she said "Considering the imminent turn of the tide Source Hunter, you're better off dead. Braccus Rex will soon rise again!"

She didn't attack me or anything, but every time I say "I'll take my leave", she says that.
Posted By: dopefisher Re: Bug Reports for version 1.0.228 - 05/04/14 11:24 PM
Sorry if I didn't read every single post, I DID do a forum search though.

1. When I am using a mobile kitchen to cook potatoes for example, the boiled potatoes simply disappear instead of going into my inventory.*Fixed?* I have a mobile kitchen in my inventory now.

2. When I drag a bowstring onto a bow, the bowstring disappears. At one point in my save they used to upgrade the bow.
Posted By: Fanest Re: Bug Reports for version 1.0.228 - 06/04/14 01:23 AM
Lore skill is bugged - look at my savegame below; One of my main characters (Zoe) who picked up lore skill in character creation cant identify anything, and it doesnt matter if i increase her lore.

On the other hand if i add lore skill to smb else - for example to one of companions then it works and he can identify items normally


https://dl.dropboxusercontent.com/u/16059268/DOS/market.zip
Posted By: Suhiira Re: Bug Reports for version 1.0.228 - 06/04/14 01:51 AM
Since there doesn't seem to be a search option on the forum I'm not sure if this has been reported already.

If you sit on the bench in Cyseal (near the wooden platform by the boat apparently being repaired [the NPC with the 9in nails, hammer, etc.]) when you stand you are placed between the bench and the wall behind it and stuck there unable move.

The only solution is to reload an earlier savegame.
Posted By: Kaellya Re: Bug Reports for version 1.0.228 - 06/04/14 03:02 AM
Sorry if I haven't checked every post--I know I'm likely reposting bugs that have already been listed. Just wanted to list which bugs I've encountered so far.

- Target/hit boxes are too small on enemies. When trying to click on them for an attack, half the time I end up wasting points walking around them.

- Music (I know this one has been mentioned). 80% of the time, me and my SO end up playing the game in complete silence as the sound doesn't work. It'll cut in here and there, but it usually makes for an awkward time.

- Quests aren't updating properly, and the journal isn't very helpful. I've probably done a handful of the quests backwards because of the lack of proper guidance. (Not a bug. Still Beta. I'll remain optimistic.)

- Husband is playing a Cleric. For whatever reason, his heal doesn't always work on allies. Will show the animation, and that the spell was used, but other then that, no benefits.

The BIG problem I'm having right now is with the church.

- Getting to it the first time was easy, no problems. However, I saved before ___________ and when it was done, I went to move around the church, and the game crashed. This happened 3 times before I went through the scenario, and as soon as it was finished, I grabbed _______ and tele'd out of there before it could crash. I saved. Then we tried to go back so I can see if _________ would trigger the next step in the quest since nothing was updating, and every time I get close to the church, the game crashed. Absolutely nothing I can do here. We've tried doing it with my SO in game, and without. Tried doing it with just sending my characters to the church and looking elsewhere on the map, and it still crashed. So I'm at a loss. (I used a lot of "_________", because I don't want to give anything away. The major thing here was the church. If the church was involved, doesn't matter what I was doing, the game would crash. frown )

There are more, I'm pretty sure, and I'll probably update this post as I continue. I'm optimistic about the game, despite the frustrations. Haha.

- Murphy! I was greedy and dug up David's grave. Poison everywhere. Murphy died, so I res'd him. Could still talk to him. But then he was dumb and ran into the poison again before I could get rid of it. I res'd him again, but now I can't interact with him. (I'm a dog lover. ): )

- Was completing the light house quest, but when I went to talk to Des, Madora bugged out. She now has an exclamation mark over her head, but I can't interact with her. (Stop being jelly, Madora.) ((I think there was a topic about this one, actually.))
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 06/04/14 04:02 AM
- After visiting the murder scene, Madora has something to say about evil magic. Both my characters agreed that magic was fine and useful. Madora's response contained gibberish characters or codee characters at the end of her lines.


- Some kind of bug happened when I tried to pickpocket Esmeralda using Rank 2 Pickpocket. I failed, and after that hovering over someone in Sneak mode brought up the dialogue bubble, and instead of pickpocketing, I started talking instead. Leaving and re-entering Sneak mode didn't help.
Posted By: Gyson Re: Bug Reports for version 1.0.228 - 06/04/14 04:33 AM
There's a bug with + HP items, which don't actually add health to your character, but only raise the potential maximum health (while awarding no actual health). However, that's not the bug. The bug is how these items interact with the process of loading games.

I have an item equipped that gives +12 HP. Every time I load a game where that character is completely healed, he is down 12 health and needs to be healed. It seems +health items are being equipped and calculated by the game after the reload.

Changing + HP items to actually add the health advertised instead of just raising your maximum potential health (without actually giving you any) would solve that problem, and make + HP items less annoying as well.
Posted By: Raze Re: Bug Reports for version 1.0.228 - 06/04/14 07:34 AM
Originally Posted by Fanest
before we reloaded savegame it worked OK, but when i reloaded and he joined in he was unable to take control of any companion

Did you ask a companion to leave the party, and have your friend re-hire them?



Originally Posted by EnderWiggin
If you take Lone Wolf talent after taking Raistlin, it will replace health halving of Raistlin. So you will end up with 180% health and double AP, instead of 90% hp and double AP.

Taking both talents should result in a net 30% bonus, since the effects do not stack (or at least that is how they currently work).



Originally Posted by Snakeox
During evelynn's fight i killed

There should be another way to continue the quest, but I have not tried it that way (he might have a diary, or something). In any case, you wouldn't miss much.



Originally Posted by Fedayin
I still haven't been able to use the report tool because it cant find my game smirk

You can use the the D:OS support tool to generated a report.zip file, and email it to supportdos@larian.com, along with a description of the problem. Someone Friday said that mailbox was full (if Larian didn't fix it then, they should on Monday), but you can also use the general support email: support@larian.com.



Originally Posted by Suhiira
If you sit on the bench in Cyseal (near the wooden platform by the boat apparently being repaired [the NPC with the 9in nails, hammer, etc.]) when you stand you are placed between the bench and the wall behind it and stuck there unable move.

You can move the bench out of the way.
In single player, if the characters were chained together and the other kept going until they got to some stairs (ie in the inn or mayor's house) or a hatch, using it would teleport the other character to them.
Posted By: Texoru Re: Bug Reports for version 1.0.228 - 06/04/14 08:23 AM
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Posted By: Texoru Re: Bug Reports for version 1.0.228 - 06/04/14 08:24 AM
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Posted By: Texoru Re: Bug Reports for version 1.0.228 - 06/04/14 08:25 AM
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Posted By: Texoru Re: Bug Reports for version 1.0.228 - 06/04/14 08:35 AM
Divinity Original Sin BETA v1.0231.0 Texoru Bugs List

- The “rush” skill is bugged as sometimes the character will overlap or inside the enemy bubble space. There is also another bug where it will not go into the destination until the end of the turn the character will move up to their destination where it meant to be. Another bug with it also when interrupted by poison or fire surfaces the action will stop and the character landed on that surface but the skill still hurt the enemy from that distance as if my character is on the main destination.

- The “Fire Ship” quest triggered when exploring the left hand side of the walls to the chest.


- The exclamation mark between the two main characters can’t be intractable in the Homestead when teleported by the red stone from Evelyn’s house.

- Robert’s schedule arrest was fixed in alpha but now it’s back to the guard came out of his room and left out of Robert’s room.

- Freeing Robert from jail bugged as his not escaping or say’s anything, only he walked out of the jail door.

- You can still gift Robert’s some gift, where there should be no trade option with the prisoner.

- Orc Body armor has no visuals

- Evelyn’s secure box is locked but I have the key for it. Though when hitting the secure box a few times and now it’s unlocked when trying to interact with it again.

- Sounds of the game will be out of sync or sounds won’t play at all until you load a game or restart the game

- It’s impossible to target a “Tiny Twin” when they are knocked down. (Targeting works on the end of their body)

- Snorri quest is still broken though now you can drag the tomb lid properly. Though no Snorri anymore.

- Esmeralda’s interaction behind bar should be improved as it’s difficult when she is
behind the counter.

- When Richard is resurrected from battle and the battle ends, Victor still thinks Richard is dead.

- Characters still do an extra random animation attack

- Fire should melt ice to water instead of creating a fire surface.

- The “Unlocked” and “Locked’ text should appear when the player start their action on the door.

- Vargo banishes to the tree

- Resurrected animation happened twice when selecting the resurrected character while the first animation wasn’t completed.

- Cecil still have the “Not enough Space” bug

- The dying orc in black cove has animations problem as the orc start from dead on the ground

- The giant footprints still need to be worked on as it’s not implanted properly to the ground or in under water surfaces

Crashes:

- Picking up a health potion very quickly from chests, book shelves, barrels etc. will cause a crash.

- Crashed after the battle have ended with fire demon.

- Crashed when entering Black Cove from the beach.
All been sent to crash report.

Gameplay Improvements:

- When the main characters have been teleported by Evelyn’s red stone, Evelyn’s dialogue should add “Where have you been, I saw the interaction between you and the stone than you suddenly vanished”. Though I know the main quest still need allot of polishing to do as it’s broken right now on BETA.

Game braking bugs:

- This bug hasn't been fixed yet from alpha. When targeting an object or character by holding control than canceling the attack the animation will stop but the action will still be proceeded.

- This bug also hasn’t been fixed, when a character ends their turn in combat with their inventory UI screen up it still can be accessible [Glitch that a player can take advantage Of]

- The sounds in game and music are out of sync or sounds stop working, this bug was used to be only in Black Cove but now in some places the sounds will stop and be out of sync. You must load the game or restart the game to have sounds again.

- There is this serious bug where characters will do an extra random animation attack

- Enemy undead mages appear to use their attack spells at a random directions or at a dead AI bodies. It’s also not just them its other enemy’s that have attack spells.

- Enemies with attack spells are sometimes bugged as they are doing the animation but no animation of the fireball or any hit to the character.

- Sometimes picking up items will delay as you have to wait for the animation to finish to pick up another item or if you aren't close to the object.

- AI are still confused of characters gender

- There is something wrong with the balancing inside the cave of the machine. Richard, Victor and the skeletons can be killed in one turn. You have no time to save them unless you brake the quest as shown on my screenshots.

- The characters or enemy’s doesn't react when surfaces is burned, poisoned or electrify until it’s their turn. Alpha it was immediately when it should be.

- When AI are resurrected the AI still think they are dead (Yes, I killed Victoria to test it out and during combat with the machine), maybe they should not allow certain NPC’s to be resurrected.

- Characters can still walk (though sliding) when they are still doing spell\skills animations

- When using “Lightning Strike” the character moved to another position (spawned)

- The main quest is broken when entering down the “Ancient Tomb” in the church, where Jake and Thelyron will not appear in the town or in Evelyn’s lair (where Jake should appear but it wasn’t the case).

- Portals still can be glitch through by passing with teleport pyramids. (I have not tried phoenix dive yet)

- Constant exploration bug with Jake when you are done talking too Jake in his grave.

- Thelyron Undertaker’s hut quest is broken, as its not updated on the quest log or I can’t confront him or tell the Captain that his missing with evidence (Thelyron Diary)

- After talking to Desdemona Modra will have the “!” on top of the head for the rest of the game

- Charlene quest is bugged as she forgets that I already told her brother Tom has died.

- You can teleport Braccus Rex when the dialog of Braccus hasn’t been triggered than combat starts.

- I have not recruited the two companions but when the stone teleported my main characters to the Home Stead, I went back to recruit the two companions than head back to the Home Stead than return to normal grounds, Modora and Jahan “!” dialogue appears but they have never heard the conversion between ZixZax with the main characters.

AI Combat bugs:

- Lady Annah AI is bugged during combat she tends to keep running away and healing herself.

- Undead Mages tend to stay in one spot without doing anything or running from combat

- The AI Cultists are mainly focusing killing Jake

- When some enemy’s end their turn they faced the other way.

Features or NPC’s that I notice they have taken out from Alpha:


- NPC’s with the fishing Rods have been removed.

Suggestions:

- There should be an indication of your weapons loosing durability, also it will be nice if they add visuals of your weapons and armour to see if they're worn, damage or badly damage as it will visually tell the player to repair the item or time to go back to the towns. As still there is no indication that you know your items will be broken until you figured it out in battle. (This is truly a must)

- As many suggested the repairing system need to be changed, make it more useful instead of downgrading the weapons and armour as it drives players away from using that skill. Make the repairing system more balanced and exciting such as you can make the weapons and armour upgradeable by adding more iron to it or what not to make it more durability, sharpness (damage), adding elemental effects, etc. which also can take an effect of your repairing skills to be used more efficiently for the player to put in.

- Change Repairing to Blacksmithing? If they decide to make the items to be upgradeable instead of downgrading it.

- The staff should also be used as a range weapon too but with lesser range than the bow\crossbow. They already added a nice feature with the ground attack so it does make the staff useful but it still need to add a range attack (Instead of using animations spells from the hands).

- Weapons with elemental\poison damage should have visuals or effects around the weapon that it will actually tell the player it's an elemental weapon (Fire, Ice, Water, Air and Poison). So far they added the visuals effects only when attacking the enemy by seeing a minor effect out of the weapon. This will truly help the immersion of the game. I always forget my weapon is an elemental weapon and realize that my weapon type heals the enemy, so I have to open up my inventory screen to see why its the case? So I switched to another weapon. (This is truly a must)

That's it for now will add more later, but most of these suggestions are currently missing for the players to understand and not wait until something happened for them to discover, they need to be more aware and be prepared what's to come.


Conclusion:

The game is getting allot great and I'm surprised that you are adding more depth to the story and make it more interesting. The disappointing about the BETA is the main quest is broken at the moment but hopefully in the next current build we will see more in depth with the main quest. It's also currently has many crash issues but I send them all to report.

As always, Thanks Swen!
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 06/04/14 10:30 AM
Fishing rods are still in.

Originally Posted by Gyson
There's a bug with + HP items, which don't actually add health to your character, but only raise the potential maximum health (while awarding no actual health). However, that's not the bug. The bug is how these items interact with the process of loading games.

Standard RPG behavior. If it would allow +HP equipping and unequipping them gives free health. That's why such systems only raise max HP.
However if fully healed, and after loading your HP is lowered by this "+HP" then yes, that sounds like it's an unintentional bug.
Posted By: Texoru Re: Bug Reports for version 1.0.228 - 06/04/14 10:37 AM
Originally Posted by Hassat Hunter
Fishing rods are still in.


Wow I'm so blind, maybe the two fisher man has put me off searching for rods and it's also shown one of my screenshots.
Posted By: rjwest0004 Re: Bug Reports for version 1.0.228 - 06/04/14 01:45 PM
When I entered Cyseal, Arhu was talking to me, but facing away from me the whole time during the dialog.

One other suggestion, which may just not be implemented yet: If the characters are linked (following), I would like to be able to switch between them in the sale/transaction screen. It makes since if they are not in the same area for this to be disabled, but if they are linked it just makes it easier to unload all loot and stock up each character.


Beta looks great in the first 15 minutes or so that I have played so far!
Posted By: Dom A few more bugs - 06/04/14 02:11 PM
I got a few, don't know if mentioned before. The cows in the first town are allied with you so when I attacked a few villagers the cows came to my rescue XD It's pretty cool but doesn't make much sense. Also, the tutorial message about the first dungeon displays twice if you go the southern path after defeating the enemies on the beach.

Also mentioning that the optimization has improved as I can now run the game, good job Larian smile
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 06/04/14 02:14 PM
- I got the “You were absent from the last battle” affection dialogue even though both Source Hunters were present, and in fact Josephina cast several buffs on Edward. I did have JAHAN start from outside the battle to see how the ballistas would work in the beta, but he joined after a round. That dialogue should only show up if one of the source hunters misses the entire thing. If they participate for one round, it shouldn’t count as being absent.

- Skeleton archer in graveyard tunel still shoots into the ground.

- Graveyard tunnel: I broke Edward off from his comrates to try and sneak behind the skeletal scorcher. I think I turned invisibility on too late because the fight started. The rest of my party was considered to be involved in the fight even though Edward was unchained from the rest, and the CLOSEST party member to him was 25m away.
Posted By: Gyson Re: Bug Reports for version 1.0.228 - 06/04/14 02:38 PM
Originally Posted by Hassat Hunter
Fishing rods are still in.

Originally Posted by Gyson
There's a bug with + HP items, which don't actually add health to your character, but only raise the potential maximum health (while awarding no actual health). However, that's not the bug. The bug is how these items interact with the process of loading games.

Standard RPG behavior. If it would allow +HP equipping and unequipping them gives free health. That's why such systems only raise max HP.
However if fully healed, and after loading your HP is lowered by this "+HP" then yes, that sounds like it's an unintentional bug.

Actually, it doesn't have to be implemented in a way that it can be used as a free healing device. If you have 10/60 HP and you equip an item that gives +20 HP, you should go up to 30/60 HP. If you then take damage and are down to 15/30 HP and remove item sporting the +20 HP bonus, your health goes to -5 and you die. That's because the HP boosts items are always tacked on to the end of the characters health pool, so they're the last to be chewed through when damage occurs.

I've seen games that do exactly that with + HP items and temporary health boost spells that specifically warn you of that danger. It's more of a "phantom health" design.

Posted By: Ovnidemon Re: Bug Reports for version 1.0.228 - 06/04/14 03:22 PM
[img:center][Linked Image][/img]

While fighting the guards before Cyseal, one of my character was suddenly teleported in the tree (you can see his exclamation mark). I could still leave the place, didn't go off limit.
Posted By: Dr. A Re: Bug Reports for version 1.0.228 - 06/04/14 03:53 PM
Hi All,
Had a blast playing the beta over the weekend. Here are my thoughts smile

- When opening containers, objects on container will not move with the lid.
- Bonedust (and other dusts) doesnt stack in inventory.
- "Not enough crafting" message shows up behind inventory screen so it appears as if the combinable items are not compatible.
- A fruit basket at the end of one of the Cyseal piers (x:184, y:5) has a blank mouse-over caption.
- Blind scroll's description says "100% chance to set bleeding status"
- There shouldn't be a trade button while talking to animals.
- Iron ore doesn't show up under Ingredients tab of inventory - in fact it only shows up under "All"
- Maximum zoom (mouse scroll up) causes screen to be blurry due to depth of field effect.
- Barracks prison: plates in first cell have no mouseover descrition and do not show up when ALT is pressed
- Barracks prison: legionaire guarding treasury says "happens you precede you". Should be "happens to precede you".
- Audio bug - sounds lik static? near Cedric (the Entertainer) (x:353 y:156).
- Row of books behind Thelyron cannot be interacted with.
- Secondary character has exclamation point pop-up over head after meeting and talking with ZixZax but when clicking on them, no dialogue occurs.
- I experienced confusion on how to return to Cyseal from Shelter Plane - supposed to click on Rift Travel button on far right but was no indication or feedback on this. Tooltip would be helpful as well.
- Gerome in the marketplace says "Oh Proportianate one". Should be "Oh Proportionate one"
- Crippling Blackjack's effect description says "Cripple,10,4"
- Pressing M when the map is open should close it.
- When you meet Cecilia for the first time (in the bathroom), the towel on her head is stationary but her animation causes to move slightly causing some slight clipping issues.
- Would be helpful if there was a keyring and compendium for storing keys and literature (documents, books, etc) respectively. This will help clear a lot of clutter in the inventory.
- Discovered craft recipes could be logged in a journal somewhere and selecting them again could automatically create the items (if you have the ingredients in that person's inventory)

Love the video updates, love the game - Keep it up, Larian!
Posted By: Ecthelion Re: Bug Reports for version 1.0.228 - 06/04/14 03:59 PM
I've got a little problem with Ahru : he kills me on sight

When i first spoke to him, next to the gates, he was all nice and happy, but now when i come to see him in his study, almost as soon as he see me he change back into human form and start throwing thunder on my character. If I am fast enough, i can speak to him while he his still in his animal form, and he is friendly enough, but as soon as the dialog end he goes berserk.
I stole from a lot of people but i never got caught, and I never stole from him in the first place. The only friendly npc i ever killed was a rabbit. I don't have any problem with any other npc, just Ahru.

[EDIT] He doesn't attack Madora if I sent her alone, so i can still trade with him, but i can't speak about quests since he attack my PC
Posted By: Erakus Re: Bug Reports for version 1.0.228 - 06/04/14 04:28 PM
Bug report: item transition from one character to another.

In the intro dungeon, near the end. Killed 2 undead in the pool of oil (sneak intro). one dropped a scroll and the other a skill tomb<?>. Roderick picked up both and i opened his inventory and drug the skill tomb over to Scarlet. The tomb turned into the scroll in her inventory and Roderick still had the original scroll in his inventory. The skill tomb was gone. I might be miss naming "skill tomb". I died before i could make note.
Posted By: Fedayin Re: Bug Reports for version 1.0.228 - 06/04/14 04:46 PM
Originally Posted by Erakus
Bug report: item transition from one character to another.


That reminds me, when I was at the market place I tried to give gold from one character to another, but a shopvendor called the guards, because she thought it was theft and thus the guards asked my character to return all the gold he stole(which he didn't since he was only the reciever end while scarlet was the sender). Well All my gold was confiscated and couldn't get it back. neither of the characters had the gold

Originally Posted by Raze



Originally Posted by Fedayin
I still haven't been able to use the report tool because it cant find my game smirk

You can use the the D:OS support tool to generated a report.zip file, and email it to supportdos@larian.com, along with a description of the problem. Someone Friday said that mailbox was full (if Larian didn't fix it then, they should on Monday), but you can also use the general support email: support@larian.com.




I am trying but, when I try running the tool I get Microsoft .NET Framework telling me access to system32\temp is refused and when I say continue it opens the tool, But I can't sellect the install path somehow. I keep showing the Divinity map from steamapps/common, but it doesn't like that.
Posted By: Mikus Re: Bug Reports for version 1.0.228 - 06/04/14 06:17 PM
-"0" hotkey doesn't work
-Item splitting doesn't work
-Carrots can't be used/consumed
-"Offense Rating" tooltip doesn't show effect of Lucky Charm ability
-Skillbook names don't match skill names: "Magical Poison Arrow" skillbook named "Poison Dart," "Strong Regenerate" skillbook named "Medium Regenerate," etc.
-There are often two interactable "copies" of Arhu in his lab at the same time (cat form and human form)
-NPCs walk through objects/walls or simply disappear when leaving the scene due to advancement of a quest (e.g. Robert's arrest in the second floor of his house, Egleander's first (outside) and second (tavern) meetings, Bertia going to complain to Aureus about sheep, Jake running back to town, etc.)
Posted By: gooler100 Re: Bug Reports for version 1.0.228 - 06/04/14 06:39 PM
my savegame crashes.
Posted By: Katreyn Re: Bug Reports for version 1.0.228 - 06/04/14 06:58 PM
One really strange I issue after starting up a new game on the beta.

The audio in the intro cutscene cuts in and out a lot. The dialogue just cuts in and out. Its in different places every time, so not sure if its a computer loading issue or something.
Quick video to display issue (only does it once on the first sailors dialgoue as opposed to other places I've heard before): http://youtu.be/zRq9ANFRf9o

Can't say I noticed it very much in general ambient audio after the cutscene like some others have mentioned though.
Posted By: Gyson Re: Bug Reports for version 1.0.228 - 06/04/14 07:28 PM
I crashed the game when I attempted to stack one branch in a container on top of another branch in the same container, despite not having the necessary crafting skill to combine them into a staff.
Posted By: ALCAR Re: Bug Reports for version 1.0.228 - 06/04/14 08:12 PM
Bug #1: WHen I dug up Siva's grave in the starting town's graveyard, my heroes were frozen and I was forced to reload the game

Bug #2: When talking to animals with your weapons unsheated you are able to get them to speak in human language.

Bug #3: (Very annoying, personally) I cannot cast a heal on myself and quickly selecting my other character using F1. It cancels the cast if you unselect the hero.

Bug #4: (Slight annoyance) When initiating a dialog, if you have your cursor near an edge of your screen, you will be stuck in the dialog with your camera scrolling towards your cursor.
==> Could easily be prevented by centering the camera on the target NPC until the dialog ends.
Posted By: Mikus Re: Bug Reports for version 1.0.228 - 07/04/14 02:33 AM
-"Lost Love at the Lighthouse" quest cannot be completed: talking to Desdemona after the giant crab battle causes a crash soon afterward (e.g. when heading toward the lighthouse from the Cyseal west gate)/causes Madora to constantly have an exclamation point above her head/causes NPCs to no longer initiate dialogue with you (this wasn't a problem in the alpha...)
-"Arhu's Failed Experiment" quest not removed from quest journal even after all quest steps are completed (this wasn't a problem in the alpha...)
-Sam and Maxine disappear after leaving for the inn after their quest (this wasn't a problem in the alpha...)
-Aureus still has a dialogue option ridiculing Arhu's belief in an evil sect even after you complete Jake/Evelyn quest and inform Aureus of existence of sect
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 07/04/14 09:16 AM
Well, you know how it is, eh? Fixing bugs may lead to new issues.

You sure the first just not one of the 'crash zone' issues several (if not all) of us have?
Posted By: Mikus Re: Bug Reports for version 1.0.228 - 07/04/14 10:32 AM
HH: yeah, it could be - tricky. And another minor thing:

-Keys that don't seem to have a use: "Key" near northern hardshell crab ambush path in Black Cove; "Garden Door Key" (not back door key)
Posted By: SDP80 Re: Bug Reports for version 1.0.228 - 07/04/14 10:38 AM
Just picked up the game yesterday and I am having a blast playing.

The only real issue I have is the game crashes to desktop. It just happens when I am walking and dosn't seem to happen in one particular place.

Is this a known bug? Disappointed now because I can't play for more than 20 minutes without crashing to desktop.
Posted By: Starlight Re: Bug Reports for version 1.0.228 - 07/04/14 10:44 AM
game always crashes when I leave town through north gates or go to cemetery. Also 100% crash when I kill charred bone-idol or something like that (the one that keeps resurrecting burning skeletons during the fight with giant fire-thingie)
Posted By: ALCAR Re: Bug Reports for version 1.0.228 - 07/04/14 01:30 PM
bug 1: In the sewers underneath the town (You can access them from the abandonned house in town, or the well outside the western gates), while passing the traps, my second character I told to hold position got teleported under the floor while I moving my main guy ahead. Had to reload the game

bug 2: (Might be intented) Archers sometimes hit the ground when they fire from a vantage point

bug 3: When digging and forcing a hostile encounter from a nearby NPC (gets pissed and wants to fight you for digging his crap), my heroes get frozen in combat and we cannot fight. Had to reload the game

bug 4: Location markers on the map randomly disapears and sometimes (might be all the time, haven't checked) come back upon reloading/relaunching the game
Posted By: Mikus Re: Bug Reports for version 1.0.228 - 07/04/14 01:40 PM
I also encountered ALCAR's bug 3 (with the mourning orc) and bug 4 (with the mortician's and cook's houses in town).
Posted By: hairyscotsman Re: Bug Reports for version 1.0.228 - 07/04/14 02:12 PM
I killed the guy that wants to kill the librarian, rather than give him the necklace. When I did this I could not initiate any dialogue with anyone. Saved, restarted and reloaded and it stayed the same.

Medora also has hashed hexadecimal references at the end of some of her dialogue.
Posted By: Mikus Re: Bug Reports for version 1.0.228 - 07/04/14 02:55 PM
Aaaand I also got both of hairyscotsman's bugs - as well as Starlight's "100% crash when I kill charred bone-idol" problem (edit: though apparently only when you kill it with magic - it's OK to kill it with melee(?)).

And some new ones:
-You have the "I have defeated Braccus Rex..." dialogue option with Zixzax even before you've actually done the Braccus battle
-When you find the diary and letters in the Undertaker's Hut, your party members say something like "Let's confront [the person] about this," but you don't actually have any new dialogue options with the person (even with the diary and three letters in your inventory)
-Various grammar mistakes on tombstones in church graveyard (e.g. "Here lies the Joe"; "...live among with wolves"; etc.)
-You're allowed to trade with NPCs who will inevitably become hostile to you (e.g. person who captured Jake, madman in cemetery, etc.)
-If Jahan uses "Lightning Strike" on an enemy, he sometimes glitch-"teleports" a little closer to the enemy before casting the spell
-Missing info in Combat Log (e.g. "Scarlett removed __ by using Fire"; "Scarlett created __ when using Fire on a Poison Cloud"; etc.)
Posted By: Zelon Re: Bug Reports for version 1.0.228 - 07/04/14 06:14 PM
The game is always crashing at thr following coordinates: x 236 y 344 and x 288 y 341

It is in the woods where the Witch lives, I guess.
Posted By: gooler100 Re: Bug Reports for version 1.0.228 - 07/04/14 06:35 PM
now and then when i load a savegame the whole game crashes.
Posted By: Pof Re: Bug Reports for version 1.0.228 - 07/04/14 07:59 PM
*portal near Zixzax - sound does not loop properly

*Aureus pact conversation misspelled - "changes are" (I think it should be "chances are")
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 08/04/14 12:27 AM
As soon as I get close to and combat starts, the chest up on the cliff starts out burning and there’s a fire surface as if the mine had exploded before anyone got there.



- I went to attack the tiny twins at the burial mound. First I split Edward off and used a screen borrowed from Wulfram’s house to shield his sneaky approach. Then I triggered the fight. I had Josephina, and Madora move first, and then Jahan made it rain. I switched to Edward to have him sneak up and backstab the mage. As soon as he did that though, Jahan suddenly teleported to down by the river outside the Sparkmaster cave (186, 341). I think he was inside the rock, too.


- A skeletal archer used an explosive arrow to blow up my party at the lighthouse, creating a fire surface. The Lighthouse Horror then “used his wolf portal to teleport” and then got locked in some kind of really bizzare loop – he teleported onto the burning surface, and I guess got stuck flinching from the pain. It went on and on and on, and in fact the Lighthouse horror actually BURNED TO DEATH* from his own teleport spell and eventually suffered a “Force End Turn”. It was actually really hilarious, tempered only by the issue that it killed my framerate.

*Okay, he didn’t finish burning to death, but he did burn to death at the start of his first turn.
Posted By: Redbeard Re: Bug Reports for version 1.0.228 - 08/04/14 12:39 AM
One of my conversations with Madora: after walking into Mayor Cecil's building her conversations end with a bunch of symbols, although the full conversations are intact.
Posted By: Gyson Re: Bug Reports for version 1.0.228 - 08/04/14 01:30 AM
I hate to even bring this up because there's no helpful details included. But a lot benches in Cyseal make the character sit the wrong way (i.e facing the wall right next to the bench) when used. Now that I think about it, I guess I can use the X/Y location info near the minimap to jot down which benches need checking, and then update this post.

Edit:

X: 239 - Y: 173
X: 197 - Y: 142 (bench 1 of 2)
X: 201 - Y: 140 (bench 2 of 2)
X: 369 - Y: 237

Will list more as I run across them.
Posted By: Redbeard Re: Bug Reports for version 1.0.228 - 08/04/14 03:48 AM
~Northeast gate:

Rob and Zombie (get it??) battle, after killing them, guards and my characters get stuck in poison on ground and despite the frantic clicking can't move away from poison field and die accordingly. Not sure if this is intentional, but so far I've had no other issues moving away from poison fields.
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 08/04/14 04:13 AM
Okay, so my Rogue Edwin was in a spot of trouble. I had given him the “What a Rush” Talent, which boosted his AP when at low health, though. He was very nearly dead, but I Fortified him to boost his armour, and Jahan then healed him, bringing his HP up to 30. It was 30, I checked. Then an undead archer attacked Edward and did 5 damage, (17 was absorbed), killing him. That’s bull. That’s wrong. He had 30 HP, he had no status effects. Taking 5 points of damage should not have killed him.

The only thing I can think of is that the undead archer landed a bleeding status effect, but that wasn't listed in the combat log, he just instantly dropped dead when his health should have been 25.

Posted By: Gyson Re: Bug Reports for version 1.0.228 - 08/04/14 06:16 AM
Madora is judging prematurely when it comes to the "hush money" paid to the Mortician for the stolen corpse.

If you convince Robert (the Mortician) that the owner of the sheep (Berta, I believe her name is) deserves the gold, Madora scolds you for talking the mortician out of his ill-gotten coin.

This is odd, because it's the only option surrounding the gold and Robert that clearly states you plan on using the gold to compensate Berta for the missing sheep Robert stole from her. I'm struggling to understand why Madora seems to have the impression that you were just tricking Robert in order to line your own pockets.

Later, upon talking to Berta, I handed over the gold as promised. There was an option to keep the gold for myself, but I went the altruistic route and gave it all to her instead.

Now, I suspect (hope) that Madora is supposed to save her scolding for if/when you speak to Berta and decide to keep the gold for yourself. Since I returned the money as promised, however, Madora's scolding should have never appeared.

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

On the subject of Berta, somewhere between returning her missing sheep and telling her about Robert's involvement, her attitude towers you raises from 5 to 60. However, her attitude towards you doesn't increase when you give her Robert's gold.

Also, her attitude only rises for the party member who returned the sheep and informed her of Robert's involvement. Which seems odd, because when I talked the fish thief out of stealing a fish, the fish vendor's attitude raised from 5 to 30 for both of the main characters, not just the one who spoke to the fish thief.

Why is Berta only given credit to one party member, but the fish vendor gives credit to both? That seems inconsistent.
Posted By: Ralexiel Re: Bug Reports for version 1.0.228 - 08/04/14 10:02 AM
I have found 3 little problems

- sometimes the screen is blurred when its near caracters and clear with I zoom out. When I take a portal or relaunch the game it become normal again

- On Cyseal, we encounter a warrior in the crab inn (I don't well remember the names smile ). I put on her the orc helmet and the orc armor I've found in the quest of the orc's brother tumb. The helmet well appear, but not the armor. I have the caracter in underwears (I don't think it's that the orc armor smile )

- In cyseal mayor's house, there is a book room on the first floor, the orc girl told me that I can read books, but when I comme to take one or I clic on a book shelf she told me to put my fingers out.
Posted By: Loadrunner Re: Bug Reports for version 1.0.228 - 08/04/14 11:32 AM
Originally Posted by Gyson
That shell can be accessed by traveling towards it from the first waypoint you reach. The area it lays in is a bit hidden (on purpose). I think that shell is probably purposely placed there where it's visible from the other side to encourage you to go looking from it.


I checked that, its definitely inside the rock.

Originally Posted by XaKoS

Workaround for the Identify Issue:
try to click multiple times on the item while progress bar is showing (with the identifying glass active), worked for me after some time.


Thx that worked.

New bugs:

- 'Chain Lightning' spell teleports the casting character.
[Linked Image][Linked Image]


- Door to the yard in trap house can't be opened.
Knock Knock[Linked Image]


- Crate near the 'Baron' boss is interactable like a button or lever but the interaction does nothing.
[Linked Image]


- Attack of opportunity by a blind opponent causes to the actual active character to get stuck in his turn.
[Linked Image]


- If your character has full health and you remove an item that gives +1 Constitution from that character (a weapon in my case) its health stat doesn't get updated correctly.
[Linked Image]


- You can find magical and rare loot from destroyed objects like water barrels, random world objects or destroyed doors ...
[Linked Image]


- Used 'Blitz Bolt' (should be 'Lightning Bolt'?) on a trap in the trap house and it leaved an ice surface instead of fire.
[Linked Image]


- Gender specific dialogs are broken like the one from Kelvania or Bellegar as female characters don't get recognized as such. The genders aren't switched either like it used to be in the alpha.
[Linked Image]


- Found a 'Water Specialist's Staff' that did fire damage? More like a 'Trolling Staff'.
TROLOLOLOLOL[Linked Image]
Posted By: Loadrunner Re: Bug Reports for version 1.0.228 - 08/04/14 11:34 AM

- Burning chest script broke resulting in that the chest didn't move anymore. The second time i did that event everything worked fine.
Jumped to that position and stopped there.[Linked Image]


- If you intitiate and close conversation with Jake too fast. He won't come out of his grave anymore the next time you start a conversation with him. Leaving you unable to trade with him as there is a distance check.
[Linked Image]


- You can drag the stuff of the arrow seller around the whole town and nobody gives a ****.
Oh its nothing i am just "cleaning" the area. Nothing to see go on.[Linked Image]


- Incinerated crap boss in the black cove leaves a HUGE pile of ash. And you can knock down the spider boss which renders the encounter trivial. Both fights should be linked as well so you can't rest between.
[Linked Image]


- Found a 'Sigil of Z' that was placed in a wall and you could see it although my characters stood far away in the trap house.
[Linked Image]


- Enemies in the first room of Evelyns Lair (right after the bunch of orcs) are 'weakened' and only have 5% health left. Not very challenging.
[Linked Image]


- When you fight against B. Rex, he summons some of the bosses you faced before but they don't intervene in the fight with him, degrading him to a two turn intermezzo.
[Linked Image]


- The pirate cove fight not working as intened? It used to be a two staged fight where after the intital victory the pirates would get resurrected for a second round. This didn't happened this time and the journal still states that i won a fight against the SPIRITS of pirates.

- Shields doesn't grant you 25% more health points, instead they give you a second life bar with 25% of your total health points. If you loose all health of that second life bar it switches back to your normal one and you loose the shield as well even if its duration is longer. I don't mind the second life bar, because you can heal it to full granting you 200% vitality but loosing the shield when the extra health is consumed kinda sucks. The tooltip states 'Duration 2 Turns' not 'Holds until the extra health is gone'.

- No magic amulett or ring drop during the entire game. No junk rings to craft custom rings as well. Instead generic 'jewellery ring kit' dropped (ONCE) to craft a ring.

- Using the remote for Arhu's Robot does not yield any exp or loot.
Posted By: regadrow Re: Bug Reports for version 1.0.228 - 08/04/14 12:13 PM
I undertook to report back about the CTD when crossing the river in the Black Cove.

With the beta release, things have obviously changed and the good news is that not only has this CTD been eliminated, but now Black Cove is faultless (presumably the fact that there is no picture for the hidden lever to activate is intentional).

One minor point is that Madora can no longer communicate and wanders around with an exclamation mark over her head if she is in the party when they talk to the ghost behind the giant crab - she also does this when in the party and they kill Englander; you’ll see her like this in my saved game CTD).

A terrific amount of positive development work (well done!) has been completed and I could finish everything in and around Cyseal faultlessly. Some minor issues:

-Sporri is no longer in the Crypt (intentional?);
-Multiple items still cannot be separated in the player menus;
-Even with Loremaster2 & the identifying glass, basic unidentified equipment cannot be identified in the player menus;
-Audio, in general, is faulty - in some areas it “works”, in others not!

However, there is a major new issue. Completing everything around Cyseal, as in my case, brings one to about level 5. My intention was then to join the Fabulous 5 and head north, but as soon as one heads out of Cyseal the game CTDs (my saved game CTD). I tried heading north without having completed Black Cove, for example, but the problem still exists (my saved game CTD2). Even worse, I tried heading north as early as possible (no Black Cove, no Fab 5 and no Teleport Stones - straight from having picked up the loot in the two mounds) and the result is bizarre (my saved game a). In German this would be called a “Durcheinander”!

I’ll forward these three saves and, in the meantime, return to playing Spellforce until the issue is resolved. Good luck!
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 08/04/14 12:23 PM
Staves are called for their bonus. I got a fire specialist's staff of the wind mage that does... water damage.
(But it's called that due to +1 fire elementalist and +1 air elementalist bonusses)



Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 08/04/14 12:37 PM
- I can confirm a bug with "What a Rush".

My Rogue Edward got killed, but my witch revived him. He started with full health, but got attacked a couple times, taking him to 78/131 - still well above the 30% line. When his turn came around, he still had the +2 AP from "What a Rush". I'll keep checking other ways to see if that stays.


- Some poison surfaces, when set on fire, still produce the ugly green smear instead of the black smoke explosion it's supposed to be. I've seen it happen with spillage from ooze barrels breaking, and zombies dying.


- I'm not sure it's a bug, but for sale in a store was a Push Dagger which did Earth damage, but the problem was that it did 9-15 Earth Damage and a normal version does 22-36. I get that melee weapons which do elemental damage are stronger because they bypass most enemies resistances, so you want to counter that, but that's so weak that I'd rather use a normal weapon from the tier below it than that one.


- Terra Leather Boots (+10% Earth Resistance) are appearing unusually often in the treasure tables. I've got 3 of my guys wearing them, and I saw a Rare version for sale in the store.
Posted By: Gyson Re: Bug Reports for version 1.0.228 - 08/04/14 02:57 PM
Dialogues with choices between party members aren't displaying correctly in the chat log during single-player games, instead they assign credit to only one of the characters.

For example, if the two main characters in my party are named Bob and Mary, and Bob compliments Mary on something, and Mary compliments Bob back, the chat log shows this:


Bob: "Well, that was certainly cool. You were awesome!"
Bob: "How kind of you to say. You were awesome too!"
Bob: "You flatter me with your kind words, thank you!"

The bug is that (in the chat log) Mary should be saying some of those lines instead of Bob (who is apparently having a conversation with himself).
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 08/04/14 02:58 PM
I think there's a bug with interactions between "What a Rush" and +Constitution items.

My Rogue decided that 5 CON is truly terrible for a melee fighter, so I bought a couple things from Anna with +1 CON.

I was at 131/131 health and replaced my Source Hunter's Armour (Armour 3, Movement +0.14, Initiative +1) with Mighty Leather Armour (Armour 14, Movement +0.30, Initiative +1, Constitution +1).

Before, my AP was 12/9/7 Max/Start/Turn. AFter just putting on that new thing, my AP was 15/9/9.

Looking at it, it said my maximum was Base: 7, Con +6. My Turn AP was Base 4, Spd + 3, and it also had a mystery +2 bonus. It was adding in the +2 from What a Rush, even though it wasn't active at the time.

Even counting the change to my health pool, I was well above the 30% threshold where the Talent should have taken effect.
Posted By: Fedayin Re: Bug Reports for version 1.0.228 - 08/04/14 06:16 PM
When the witch starts(character creation) of with loremaster, and uses an identifying glass on an object it does that animation, that its identifying but when that is done the object remains unidentified. In the same game when I assign a loremaster point to a character which started without it Is able to identify the object. I also tested the with starting without the loremaster and assigning it later on in the game, And it does work then.

So the conclusion is..... Identifying doesn't work when character starts with an loremaster point, but identifying does work when the character starts without it and gets it assigned later.
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 08/04/14 08:06 PM
Stabbey; It seems what a Rush is being applied if the user is damaged in any way, not just under 30%

Fought skeletons, had 8 AP per turn at the start (fully healed I believe). Later on, I noticed I only had 6 left. Then when the archer shot me (from full health to 90% or so), it went right back up to 8.
So yeah, not sure what's going on there, definitely not Working As Intended.
Posted By: Xendran Re: Bug Reports for version 1.0.228 - 08/04/14 08:09 PM
Sometimes randomly characters will start getting "Force End Turn" spammed above their head in combat.
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 08/04/14 08:31 PM
Why the HELL does Cecil catch me every single time I try and pickpocket him? I'm not even getting the chance to take anything, he just instantly catches me and then I have to murder him, his family, his cat, and anyone in the general area for being annoying. He's senile, deaf, blind, and thinks his cat is a dog.

I have Pickpocket Rank 2.


Originally Posted by Fedayin
When the witch starts(character creation) of with loremaster, and uses an identifying glass on an object it does that animation, that its identifying but when that is done the object remains unidentified. In the same game when I assign a loremaster point to a character which started without it Is able to identify the object. I also tested the with starting without the loremaster and assigning it later on in the game, And it does work then.

So the conclusion is..... Identifying doesn't work when character starts with an loremaster point, but identifying does work when the character starts without it and gets it assigned later.


No, Identify and Lockpick are currently broken and require you to double-click on the item, and a short time later it works.
Posted By: SDP80 Re: Bug Reports for version 1.0.228 - 08/04/14 08:45 PM
Just been playing a bit tonight with the new hotfix update and my crash problems have gone - so good news on that front. However I have come across a few more bugs.

I go to see Arhu and in his room he is there in both human form and cat form at the same time? Also I find the universal controller instructions on his desk (I am sure he said I could take it if I found it), when I try to pick it up he tells me to put it back. The second time I try and he starts to fight me at this point when he initiates the fight mode the game bugs out and is stuck on a constant loop (I need to reload). I don't know whether it bugs out because he's there in both forms?

Finally I tried to use the immune to poison spell which didn't seem to work?
Posted By: ALCAR Re: Bug Reports for version 1.0.228 - 08/04/14 08:47 PM
BUG #1: (Visual bug) If you charge an enemy through a patch of fire, your hero remains stuck in the fire for the remaining of his turn, not being able to use his remaining APs. The next time his turn comes, however, he gets teleported where he should have been.

BUG #2: Various NPCs do not remember the previous dialogues I've had with them, which forces me to ask them the same questions again.

BUG #3: Lost one of my pyramids. I dropped it on the floor, use the waypoint to go to town to buy a resurrection scroll, and it's not where I left it. Clicking my remaining pyramid in my inventory does nothing.
Posted By: Xendran Re: Bug Reports for version 1.0.228 - 08/04/14 10:30 PM
One thing i've noticed is that with Lockpick level 4, i can't unlock ANYTHING with Unlock Magic
Posted By: Gyson Re: Bug Reports for version 1.0.228 - 08/04/14 10:37 PM
Originally Posted by Stabbey
Originally Posted by Fedayin
When the witch starts(character creation) of with loremaster, and uses an identifying glass on an object it does that animation, that its identifying but when that is done the object remains unidentified. In the same game when I assign a loremaster point to a character which started without it Is able to identify the object. I also tested the with starting without the loremaster and assigning it later on in the game, And it does work then.

So the conclusion is..... Identifying doesn't work when character starts with an loremaster point, but identifying does work when the character starts without it and gets it assigned later.


No, Identify and Lockpick are currently broken and require you to double-click on the item, and a short time later it works.


Actually, there does appear to be more to it than that. I started a character with Loremaster and several levels later identify still requires me to double-click. In a different game my friend picked up Loremaster upon reaching level 2 and it immediately works for her (single click, gets to watch the progress bar do its thing without intentionally interrupting it, etc).
Posted By: Mikus Re: Bug Reports for version 1.0.228 - 08/04/14 10:58 PM

-Thelyron dialogue misspelling: "devill" should be "devil"
-Thelyron has no new dialogue after defeating Braccus
-Aureus dialogue grammar mistake after defeating Braccus: "Of course that doesn't mean that what rests of the undead" - "rests" should be "remains"


Also, these quests still can't be completed/removed from journal:

-"Arhu's Failed Experiment"
-"Lost Love at the Lighthouse"
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 09/04/14 02:37 AM
You need a Pickpocket Rank higher than 2 to be able to pickpocket Cecil's ring, but it is literally impossible to pickpocket Cecil. I have 3 Sneak, 2 Pickpocket and even when invisible and Sneaking, I am caught 100% of the time as soon as I click on them. I don't even get to see their inventory, I'm just instantly caught.

I haven't tried with Evelyn so much, but I think it's also impossible to pickpocket her.

Luckily I saved before wasting points into Pickpocket 2, but this is annoying me.


***

This one is weird: I had taken my party to near the Black Cove entrance. I uncoupled my Rogue and saved. Madora and Jahan had reached level 6, so I decided to boost Madora's Stats before the battle. I did do, then I hit the inventory arrow to switch to Josephina my Witch to do her stats... only to discover that she was suddenly standing on the steps leading to Cyseal in the harbour. She has been with the rest of the group, so I have no idea why she teleported.
Posted By: Xendran Re: Bug Reports for version 1.0.228 - 09/04/14 03:57 AM
Yeah i had a party member randomly teleport today as well
Posted By: Xendran Re: Bug Reports for version 1.0.228 - 09/04/14 05:03 AM
Gonna go ahead and bet this isn't working properly
https://www.youtube.com/watch?v=s0v72O7jQ8k
Posted By: 4verse Re: Bug Reports for version 1.0.228 - 09/04/14 06:04 AM
the camera sometime stays "farther away" or rather does not reset it self to the "correct" distance:

[Linked Image]

when you then zoom in, vision gets very blurred:

[Linked Image]

also, really? laugh
(staff is fine, just the positioning is ODD!!! laugh plz put it much more lower/downwards on the back)

[Linked Image]


Posted By: 4verse Re: Bug Reports for version 1.0.228 - 09/04/14 06:16 AM
this is most likely not a bug, but it annoys the hell out of me, though:
when i activate the chat window (leftward bottom) i cannot deactivate it again. consequently when in dialog with an NPC i cannot activate the trade option, b/c the trade button is under the chat window. so instead of clicking the trade button i click the chat window (which of course does nothing concerning trading ...). work around: moving the chat window somewhere else.
so, is there a way to deactivate the chat window, yet?
Posted By: Pitheco Re: Bug Reports for version 1.0.228 - 09/04/14 06:53 AM
I'm not sure if it's a bug or maybe some kind of feature, but I couldn't figure out the reason why some npcs sometimes would appear semi-transparent, as if they were ghosts. Like the orc and soldiers in this screenshot.

I noticed that behavior many times during my last play and I figure it has something to do with the line of sight, but I don't recall this happening in the alpha and I really don't see the point in displaying out of sight things like that.

Does anybody also experience it or could confirm it is supposed to look like this for any reason?
Posted By: Loadrunner Re: Bug Reports for version 1.0.228 - 09/04/14 07:25 AM
Originally Posted by 4verse
the camera sometime stays "farther away" or rather does not reset it self to the "correct" distance:

[img:center]http://cloud-2.steampowered.com/ugc/577892655378586600/5DB5B6896F5D4E5C3EC385EDB48C2B5F317E7BEA/[/img]

when you then zoom in, vision gets very blurred:

[img:center]http://cloud-3.steampowered.com/ugc/577892655378585875/19A9346B511909327F042B478D5A670072FCF911/[/img]

also, really? laugh
(staff is fine, just the positioning is ODD!!! laugh plz put it much more lower/downwards on the back)

[img:center]http://cloud-4.steampowered.com/ugc/577892655378579748/FEB86C138E7930CC327239C5C02FEE4F82649AAC/[/img]



EDIT: the steam cloud picture do not seem to work with the markup-options (img). just click on the links to actually see the pictures.


Extend the url by "?.jpg" then it will work.
Example:
http://cloud-4.steampowered.com/ugc...138E7930CC327239C5C02FEE4F82649AAC/?.jpg

[Linked Image]
Posted By: drachenmaul Re: Bug Reports for version 1.0.228 - 09/04/14 07:41 AM
1. In the closed down store in Cyseal there is a key lying on a chimney, if you try to pick it up your character moves away from the chimney, leaves the house, runs around it and then proceeds picking up the key from outside the house through a wall. (Tested in SP and MP)

2. Eventhough the orc-daughter of the mayor allowed the party to take the books, trying to take the books is counted as attempted theft and you get the corresponding dialogue. (Tested in MP)

3. Trying to read the sign outside the legion's kitchen (where you can save or sacrifice the chicken) counts as stealing. (SP and MP)

4. Game gets stuck on cleaning up level when I get teleported by a starstone, this happens on SP, in MP when I am not the host it works fine.
Posted By: Mikus Re: Bug Reports for version 1.0.228 - 09/04/14 08:36 AM
I've been seeing drachenmaul's bugs as well (at least, I've encountered 1., 2. - mentioned by many others - and 3. in single-player).
Posted By: 4verse Re: Bug Reports for version 1.0.228 - 09/04/14 08:51 AM
Originally Posted by Loadrunner


Extend the url by "?.jpg" then it will work.


thx, pal! did not know that.
Posted By: 4verse Re: Bug Reports for version 1.0.228 - 09/04/14 08:54 AM
Originally Posted by Pitheco
I'm not sure if it's a bug or maybe some kind of feature, but I couldn't figure out the reason why some npcs sometimes would appear semi-transparent, as if they were ghosts. Like the orc and soldiers in this screenshot.

I noticed that behavior many times during my last play and I figure it has something to do with the line of sight, but I don't recall this happening in the alpha and I really don't see the point in displaying out of sight things like that.

Does anybody also experience it or could confirm it is supposed to look like this for any reason?


maybe b/c the npcs are out of sight (line of sight) but since you are in combat and/or they are hostile you get to know their last position and/or can "hear" them which points to their last and supposed position? but, really, i dont know. just guessing. would seem reasonable to me, though.
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 09/04/14 09:53 AM
Enemies from a distance appear transparant, yes.
Why, exactly, would that be a bad thing?

WAI.
Posted By: Fedayin Re: Bug Reports for version 1.0.228 - 09/04/14 01:51 PM
Originally Posted by Stabbey

Originally Posted by Fedayin
When the witch starts(character creation) of with loremaster, and uses an identifying glass on an object it does that animation, that its identifying but when that is done the object remains unidentified. In the same game when I assign a loremaster point to a character which started without it Is able to identify the object. I also tested the with starting without the loremaster and assigning it later on in the game, And it does work then.

So the conclusion is..... Identifying doesn't work when character starts with an loremaster point, but identifying does work when the character starts without it and gets it assigned later.


No, Identify and Lockpick are currently broken and require you to double-click on the item, and a short time later it works.


No that double click doesnt work. its exactly as my story in the beginning tells.

It seems that what you described happens when lockpicking or indentifying doesn't work like they should work
Posted By: Pitheco Re: Bug Reports for version 1.0.228 - 09/04/14 03:10 PM
Originally Posted by Hassat Hunter
Enemies from a distance appear transparant, yes.
Why, exactly, would that be a bad thing?

WAI.


I don't think it's a bad thing, just a weird one. I simply couldn't reason why should I be able to see the enemies in the form of "ghosts" if they are out of my line of sight.

Also, I noticed it happens not only to the enemies but to any npc. And it seens this behavior isn't yet very consistent, as sometimes I'm perfectly able to see npcs behind walls or inside buildings, but cannot see them when behind boxes or other minor obstacles, as in the screenshots below.

[Linked Image]

[Linked Image]

[Linked Image]

[Linked Image]

I assume this is still work in progress toght. Sorry for being so picky.

ps. Loadrunner, thanks for explaining how to insert images inline wave thankyou
Posted By: warg Re: Bug Reports for version 1.0.228 - 09/04/14 03:19 PM
I hope not all of this is mentioned already.

- I opened a chest and dragged something on the portrait of my other character. the icon of the stuff changed to a chest icon and I was not able to give it. After that I clicked back in the open chest container window and the real chest was suddenly destroyed. This was in the hidden room of Esmeralda.
- stuff by NPCs is changing too fast. I exited the dialog just to talk to him with another character who had money and he had suddenly other stuff on him
- casted bitter cold on tiny twin, because itt looks like a fire elemental, I got 'immune to warm' and it got healed
- I heard animal sounds (which belong to the surface) underground below graveyard
- there are chaotical characters in the text from Murphy about the dead of Jake
- once I stared the game and got a black screen. I thought the game is crashed but after one click everything went on fine
- I was able to place a barrel on a tourch below the graveyard, it didn't fall or burn
- 'skeleton mage' (not sure of its name) healed zombies normally. They should be healed wich poison demager, or not?
- I got a Skype call during play, so I alt+tab there and it crashed the game
- if both teleporter piramids are dropped, I cannot always teleport to the other. I click on it but nothing happens
- trade icon is active even if an NPC don't have anything
- in the inventory scrolling down don't always work
- got a sound issue by the lighthouse: almost everything was gone except some effects (but not all of them)
- cannot open coffin in x:751 y:300
- if I go a bit alone and after that I chain the others back, they don't always start following me again
- the following characters don't always avoid dangerous surfaces
- skeletal scorcher below the graveyard is shooting fire from too far, it never reached my character
- I never find the female orc and the 2 soldiers... (maybe I have to look better)

to be continoued.. hehe
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 09/04/14 03:27 PM
A bunch of bugs:

- Jahan used Become Air and the chat log said “regained 40 Vitality” that wasn’t listed in the spell effects. It also boosted his maximum vitality substantially.

- I was unable to talk to Visco after the Sparkmaster fight. I did cast Fortify on him, and he was burning after the thing died and ran off, but he survived

- I was unable to cross the shallow stream at x:137 y:339, even though there's clearly a path there that looks no different from the other places I was able to cross.

- A Thug in the woods near the west beach uses Nullify Resistance [E] on something. It doesn’t seem to do anything to us, and if they used it on themselves that’s just silly.

- If an enemy uses “Make Invisible”, you should not be able to see their little circles under their feet. Kinda defeats the point if you know which direction to chuck the fireball.

- The 719 454 couch in the black cult hideout doesn’t grant healing when you sit in it.

- The Baron of Bones dialogue triggers in the middle of the stairs, so that’s where you start when the fight starts.

- Before I took my first move in battle, I got a request for someone to join, so I enabled Friends, and the guy joined. It loaded for him, but he had no skills. Reloading to an earlier game fixed that.

- I fired Madora so my co-op partner could recruit her, which worked. He left, but after that, I was unable to talk to Madora. It wouldn’t work.
Posted By: Razzmann Re: Bug Reports for version 1.0.228 - 09/04/14 04:53 PM
- a bug concerning the "Rush" skill: if you us the skill and an enemy or destroyable object is in its way th character will stop at this point. As soon as the characters round ends he will be teleported to the point you used/pointed "Rush" on

-you can not throw objects over trap triggers, it will trigger nonethelless

-if you resurrect the dog at Jakes grave (I forgot the name) you can not talk to him anymore, however the dog still walks around an talks. If you try to talk to it without "Pet Pal" the game says: "You can talk to animals with the perk Pet Pal" (something similar to that)
Posted By: Ignuz Re: Bug Reports for version 1.0.228 - 09/04/14 06:26 PM
Added this to the steam forum, but I'm posting it here too, just for good measure.
Found a (reproducable) visual bug with a trap. It soesn't happen every time.

In the cellar of the tavern, drop a waterbarrel on the poison gas trap. It triggers the fireball trap at the entrance, but sometimes it'll keep "looping" the explosion animations until you trigger the trap again.

http://www.youtube.com/watch?v=yHPadvZsVC4&feature=share&list=UUcc9IebY4Ji6_xBOwm0y6TA

Also this inventory bug:
I'm talking to a vendor in the market, but notice the character I'm using (the woman) has few gold. So I quit the dialogue, open inventory, and drag the gold from the women character to the man character. This triggers the vendor to yell for the guards like I'm stealing from someone. They talk to me, and I choose the option to "give it back". The guards leave, but when opening the inventory again, neither characters have any money left ... I guess I'm broke now laugh

Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 09/04/14 07:49 PM
Originally Posted by Endre
- I opened a chest and dragged something on the portrait of my other character. the icon of the stuff changed to a chest icon and I was not able to give it. After that I clicked back in the open chest container window and the real chest was suddenly destroyed. This was in the hidden room of Esmeralda.

Check if the chest didn't end up in someone's inventory. It weights 50, so you really don't want it in there wink
Quote
- stuff by NPCs is changing too fast. I exited the dialog just to talk to him with another character who had money and he had suddenly other stuff on him

They generate shops apparently once per character. So you can reset each vendor 3 times by using your other teammates. I already reported this. That indeed means with the current trade bugs if you see a nice item you want and don't have money, and the character with money HASN'T interacted with the vendor yet, you need to manually transfer the money and try again rather than having that character talk to the vendor and reset it's inventory.
Until that's fixed anyway. There are many issues it seems with the trading.
Quote
- I heard animal sounds (which belong to the surface) underground below graveyard

Which animal sounds. The tunnels are below the city, so it makes sense. Can't confirm or deny myself since I mostly have no soundeffects at all to listen to (*sigh*).
Quote
- I got a Skype call during play, so I alt+tab there and it crashed the game

Odd. I alt+tab over a hundred time out of game each session (it's how I keep my buglist, just getting out the game, write it in the .txt then move on and once the session is over post in my thread). Have you checked if it does the same without Skype? Or Skype on but no call?
Quote
- trade icon is active even if an NPC don't have anything

It seems 'low' items setting can have nothing. I've had people without anything after a savegame or using earlier mentioned bug get some gold or other items.
But yeah, I agree everyone should get atleast some gold if you can trade with them.
Posted By: Marls Re: Bug Reports for version 1.0.228 - 09/04/14 08:08 PM
Something I noticed out of the ordinary, I dont know if its on purpose of not.

When killing a rat, Roderic gave me a lecture about killing innocents ? Seriously, rats are bringers of plagues ? can they be consided innocents ? O_o What if someone is bitten by a zombie rat?

I also noticed if I talked to the two dogs wondering outside the city gates to the west, I talked with Jan (companion) and the dogged talked to him saying he will only speak with Sorce hunters. Jan didnt have petpal.
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 09/04/14 08:11 PM
Did you have Pet Pal? Maybe if you do, rats are considered NPC's?
Posted By: Marls Re: Bug Reports for version 1.0.228 - 09/04/14 08:12 PM
Oh yes, Roderic did have Petpal, would that be the reason ?
Posted By: Razzmann Re: Bug Reports for version 1.0.228 - 09/04/14 11:20 PM
2 more bugs I came across:
(you see the location on the screenshots)

-the AI of the undead mage especially at this location seems to be broken (sometimes undead mages at other locations behave similarly): most of the time he walks around doing nothing, not before you walk near enough to him, he starts attacking you and healing himself if necessary

-the other bug is concerning the hitboxes of rocks. They seem to be bigger than it should be

[Linked Image]



[Linked Image]
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 10/04/14 02:44 AM
More co-op bugs:

In co-op only, I've noticed a control issue in battle. When my turn starts, I can't do anything until I click the screen. That wakes it up and it realizes that it's their turn, after which moving the mouse cursor properly shows the AP/targeting indicators. That was an issue in one version of the single-player alpha, but in the beta it's only shown up in co-op.


I, the host, was controlling Edward and Madora. My partner was controlling Jahan and Josephina. We got into a battle, during which Edward and Madora both died, leaving me with no characters under my control. Jahan summoned an Ice Elemental, which I think confused the game, because my partner was kicked out of control of Josephina, it reverted to me. My partner was still in the game, he was just stuck controlling only Jahan. After the battle, I was controlling both Source Hunters and Madora, he was just controlling Jahan. Alas, his clever plan to have me fire and re-hire Madora did not work as she refused to talk to him because he was not a Source Hunter.

Originally Posted by Stabbey

- I fired Madora so my co-op partner could recruit her, which worked. He left, but after that, I was unable to talk to Madora. It wouldn’t work.


This bug persists across saved games. Even without a partner in the game, my character Edward cannot talk to Jahan, only Josephina can (my co-op partner)
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 10/04/14 04:06 AM
Co-op is not in a fit state to be played at this time. I'm giving up until a patch.

Several times, over and over, one or both of us has experienced being unable to move or act at all, only being able to end turn. That makes combat pretty much impossible. We had the Huge Twin on the ropes, I had taken the charred idol down, there were only a couple baddies left on the field... except Jahan was bugged and could not act.

If a player joins in the middle of combat, they get a blank skillbar.

I can no longer talk to Jahan since starting co-op, even in single-player.
Posted By: warg Re: Bug Reports for version 1.0.228 - 10/04/14 07:32 AM
Hi Hassat,
- the chest was really destroyed, not disappeared. I heard the sound effect and saw the peaces on the ground.
- with animal sounds I mean goat, cow, dog, chicken... I think it would be better to hear rats, bats, sudden strange but not freaking noises, such things while underground.
- I now think the trading icon is not that bad, since the NPCs still might be able to repair or identify items.
- I'll test this with Skype again. Now that I remember it was so that I got the call, wanted to go back and exit the game during call was on, and then it crashed. but I test again.
Posted By: Loadrunner Re: Bug Reports for version 1.0.228 - 10/04/14 08:53 AM
- Clipping bug inside the home stead quarters area.

You can move in there as it would'nt be there.
[Linked Image]


- After fights that involve heavy use of fire spells and/or effects caused by ignited surfaces the characters somtimes start somking like they are on fire. Maybe the effect simply didn't vanish when the burning status went off.

This effect stays until you reload.
[Linked Image]


- The reward chest for the Ebenezer quest appears everytime you talk to him.
[Linked Image]


- Bleeding causes fire damage? At least the tooltip states so.
[Linked Image]


- Characters spot something infront of the church but there is nothing?
[Linked Image]
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 10/04/14 10:14 AM
@ Stabbey; Are you sure chat is simply not enabled? It closes clicking anywhere in the game, and only then can you act.
I agree it's not ideal, but it could explain almost all of the mentioned issues 0_o
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 10/04/14 12:15 PM
Originally Posted by Hassat Hunter
@ Stabbey; Are you sure chat is simply not enabled? It closes clicking anywhere in the game, and only then can you act.
I agree it's not ideal, but it could explain almost all of the mentioned issues 0_o


I do not think it's the chat, because I noticed that having chat up can disable clicking elsewhere - it was kinda hard to miss. So stuff like that happened, I got in the habit of minimizing the chat window. I definitely tried that and it didn't help.
Posted By: Larian_QA Re: Bug Reports for version 1.0.228 - 10/04/14 02:27 PM
Originally Posted by Loadrunner
- Had a weird bug with auto walking of a non active character. When i approached the Cyseal city gate for the first time my leading character was Scarlett followed by Roderick who had to catch up because his walking path got blocked by patrolling guards. Cause i know most of the things Arhu has to say i skipped most of it and choose 'Take my leave'. Just that moment Roderick catched up and came near Scarlett. But instead of stopping near by, he started wandering off into the city without my doing.

This bug is reproduceable. Just make sure there is certain distance between the two characters like Scarlett standing near the bridge and Roderick on the way leading down the to beach fight. Then reconnect both chars so Roderick catches up. In the meantime use Scarlett to engage the conversation with Arhu and choose 'Take my leave'.


Thanks for the detailed info. We had trouble reproducing this one, but we can now thanks to this. One of the funniest bugs in a while as well!
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 10/04/14 02:35 PM
I was engaging the Mysterious Stranger in two places at once in the burial mounds.

- Not a bug, but seriously, the "I have a good feeling about this lever" hints are ridiculous handholding.
- The Mysterious Strangers still use the default Roderick and Scarlett portraits.
- I hasted Madora and opened her stats to check her AP count. I noticed that her Fire Resistance was -10%, from the Haste, I imagine, but when I moused over that, I only sat +10% from Way of the Warrior. The reason for the -20% was not listed.
- Then, inexplicably, still with Madora's stats window still open, Madora said "Oh, our enemies have lain a trap for us", then there was a "Rank Tunnel" area popup, and then Madora suddenly was in some netherworld across the map for no reason (x517, y54). She rejoined the party after entering the secret trap door


Waypoints:

The "Cyseal East" waypoint should be renamed "Cyseal Northwest", and the "Cyseal Beach East" one, being not on the beach, should be called something else like "Cyseal Cliffs East".
Posted By: Gyson Re: Bug Reports for version 1.0.228 - 10/04/14 03:44 PM
Something needs to be tweaked with the burning ship at the beginning of the game. When playing co-op, the second player has to rush past the first (who is locked in a discussion with Arhu) just to reach the docks in time to put the fires out. When playing solo, this isn't an option. The only way I've been able to complete this event successfully (while solo) is by running up to the ship from the outside of the city (thus avoiding the conversation with Arhu) and casting a rain spell while standing on the shores of the beach.

This never used to be a problem, but now the event is triggering well before players enter the town for the first time.
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 10/04/14 05:29 PM
Originally Posted by Stabbey
- The Mysterious Strangers still use the default Roderick and Scarlett portraits.

Are they supposed to look like us then? They don't look remotely like my PC's, so I figured the default look and portraits were intentional, although cloning would be more awesome smile
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 10/04/14 05:35 PM
Originally Posted by Hassat Hunter
@ Stabbey; Are you sure chat is simply not enabled? It closes clicking anywhere in the game, and only then can you act.
I agree it's not ideal, but it could explain almost all of the mentioned issues 0_o


I just played another co-op session, making sure to close the and this time combat went smoothly. Maybe it was the chat log being up? I dunno.

That said, he failed to connect several times, and I had to reload my game before it worked.


- In the living quarters of the Homestead, there's a gazebo thing with fire on top. It looks important, but I guess it's just decoration. You can walk through it.
Posted By: RtM Re: Bug Reports for version 1.0.228 - 10/04/14 06:53 PM
Might be a bug. Might be me being awful.

I'm stuck in the Observatory/Main Hall area. I feel that I've done everything there is to do, which is not much other than speaking to a couple of people and picking up things. Anywho, the teleporter refuses to work when I attempt to use it. It's also not lit up like the teleporter that takes me between places.

Any help would be greatly appreciated
Posted By: Razzmann Re: Bug Reports for version 1.0.228 - 10/04/14 06:57 PM
I got to know another bug making the game unplayable - luckily only for me (atm I don't know anyone who as the same problem): I believe it happens because of the murder-quest (forgto the name). After I went to the room in the Inn which is guarded, the "Hall of Heroes" unlocks and the rift travel symbol starts glowing. As soon as I'm teleporting to the homestead, from this point on the game always crashes as soon as I try to save (it does not matter whether I quicksave or use the normal save menu). Even if I travel back to Cyseal, the game crashes upon saving. frown
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 10/04/14 06:57 PM
Press the button on the right hand side of the HUD.
Posted By: RtM Re: Bug Reports for version 1.0.228 - 10/04/14 07:02 PM
..... ouch

Embarrassing. It was so subtle that I hadn't even noticed it. Thanks.
Posted By: Elwyn Re: Bug Reports for version 1.0.228 - 10/04/14 07:47 PM
Bug:

I was sneaking with Madora to Cyseal's North gate from outside the town (past the zombies). The guards greeted not Madora but Scarlett (who was a mile away from the gate) and the dialogue lines of the guards were about leaving Cyseal (and that it can be dangerous outside) although Madora wanted to enter INTO the town.

A slightly annoying companion behaviour:

Scarlett has a zombie ability and I use her to fight the zombies in a melee fight. So, she usually ends up in the poison pool (which heals her). However, when the fight is over and Scarlett is selected all the other party members wander straight to Scarlett into the middle of the poison pool - which of course means that they usually die if I do not succeed in regrouping them fast enough.
Posted By: RtM Re: Bug Reports for version 1.0.228 - 10/04/14 08:25 PM
There definitely needs to be a pause button for these situations IMO. I've panicked far too often just trying to keep my dopes for partners from mindlessly walking into the brightly colored pool of death.
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 10/04/14 10:01 PM
Auto-pause when combat is over would be welcome yes.
As well as normal regular pause smile
Posted By: Elwyn Re: Bug Reports for version 1.0.228 - 10/04/14 10:16 PM
I have the feeling that the resurrect mechanics is broken - all my characters always resurrect to full health although none of them has the good morning talent.

Besides, resurrect skill requires level 2 witchcraft, which I think is a little bit cheap. It is such a powerful spell so that level 4 (or even 5) witchcraft requirement appears more appropriate. Right now with my witch (character level 4 and witchcraft level 2) I do not have to care anymore about strategy or not-dying of my characters since I can easily resurrect them during or after the fight and do not have to pay money for resurrection scrolls.
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 10/04/14 10:42 PM
You have a point about that being cheap, but I'm not objecting very loud. I would object more to Witchcraft getting Resurrect at Rank 2 if there were multiple options to learn Resurrect, such as Ranger 3 or Air 3.

Limiting Resurrect to only Witchcraft means you either take Witchcraft or be prepared to spend a hefty sum on Resurrection scrolls. If it was even just Witchcraft 3, 6 AP is a hefty cost to pay if you're cross-classing for one skill. If it was 10 or 15 AP, then Resurrection scrolls would need to be quite a bit cheaper.
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 10/04/14 10:49 PM
I haven't put points in Witchcraft, but most of my skillbooks are from there. It does seem very powerful. I think they might went a bit overboard adding a whole new wizard skillrank that they gave them a bit too good a deal?
Posted By: Redbeard Re: Bug Reports for version 1.0.228 - 11/04/14 01:52 AM
NPCs try to use chairs/beds/etc. and "Not Enough Space" message pops up.
Posted By: warg Re: Bug Reports for version 1.0.228 - 11/04/14 07:38 AM
Maybe this is known already, but better twice than forget it.

In the lair of Evelyn I opened the door of the big alchemy lab and the fight began. After that I entered the lab and came a "flying conversation" about how the people here don't realize we are here.. grin
Posted By: Elwyn Re: Bug Reports for version 1.0.228 - 11/04/14 08:33 AM
Originally Posted by Stabbey
You have a point about that being cheap, but I'm not objecting very loud. I would object more to Witchcraft getting Resurrect at Rank 2 if there were multiple options to learn Resurrect, such as Ranger 3 or Air 3.

Limiting Resurrect to only Witchcraft means you either take Witchcraft or be prepared to spend a hefty sum on Resurrection scrolls. If it was even just Witchcraft 3, 6 AP is a hefty cost to pay if you're cross-classing for one skill. If it was 10 or 15 AP, then Resurrection scrolls would need to be quite a bit cheaper.


I kind of agree with you. However, now with resurrection being so cheap I feel that one of my party members MUST cross-class to learn this ability and dump 3 points into witchcraft right at the beginning of the game. So, a party which has a witch from the very beginning has a huge financial advantage in contrast to the party which, let's say has a rogue, ranger, warrior and water mage. If resurrection were moved to higher level witchcraft then it would be available only in the mid-game and the party starting with a witch at the beginning won't have such a huge advantage. But, then again, as you mention there are no other ways to learn resurrect... To be honest, I am not sure what would be the best solution for this.

Right now I feel that because my witch can spam resurrection spells at level 4, the game has lost a big part of the challenge.
Posted By: Razzmann Re: Bug Reports for version 1.0.228 - 11/04/14 09:43 AM
Originally Posted by Razzmann
I got to know another bug making the game unplayable - luckily only for me (atm I don't know anyone who as the same problem): I believe it happens because of the murder-quest (forgto the name). After I went to the room in the Inn which is guarded, the "Hall of Heroes" unlocks and the rift travel symbol starts glowing. As soon as I'm teleporting to the homestead, from this point on the game always crashes as soon as I try to save (it does not matter whether I quicksave or use the normal save menu). Even if I travel back to Cyseal, the game crashes upon saving. frown


Ok so I figured out that it's not asociated with the quest. In every Savegame (of these characters), as soon as I enter the end of time (it is never for the 1st time) the game crashes upon saving.
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 11/04/14 12:15 PM
If you use the "Helping Hand" skill, the red "targeting outline" will stay on characters until another effect is cast on them.
Posted By: Cromcrom Re: Bug Reports for version 1.0.228 - 11/04/14 12:24 PM
Wow 9 pages of bug reports already, GG Larian.
However, I must admit you guys are very clever. "Spring is coming". Sure, but you didn't say which year, smart you...
Posted By: Razzmann Re: Bug Reports for version 1.0.228 - 11/04/14 12:41 PM
Having an item in the quickslot-bar (or whatever it is called) on the number '0' does only work if you click on it, presing '0' does not.
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 11/04/14 12:53 PM
What's your problem, Cromcrom?
Posted By: Razzmann Re: Bug Reports for version 1.0.228 - 11/04/14 12:56 PM
The parchment in the black cove is still not readable.
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 11/04/14 12:59 PM
Originally Posted by Cromcrom
Wow 9 pages of bug reports already, GG Larian.
However, I must admit you guys are very clever. "Spring is coming". Sure, but you didn't say which year, smart you...


Amazingly, when you add 2 GB worth of changes to the game, bugs happen. Wow!!!11one1!!

god Larian, you guys are SO stupid, why don't you just use the "Compile without Bugs" option instead of "Compile"? It's right next to it, come on!
Posted By: Mikus Re: Bug Reports for version 1.0.228 - 11/04/14 01:04 PM
Originally Posted by Stabbey
god Larian, you guys are SO stupid, why don't you just use the "Compile without Bugs" option instead of "Compile"? It's right next to it, come on!


LOL

Originally Posted by Cromcrom
Like we say in my branch, work days last 24 hours, and then, there is the night.

I sometimes wish there was some kind of retribution for delaying things for too long, and hurting people's feelings and tries at self-control.

It feels like being an impotent hostage. God I Hate it.

And if I must lose all self control, fuck you, fuck your "amazing" rpg my ass. Last time you steal my money, guys, I will find other ways to get your games. Are you guys trying to win the longest delay award ? Wasn't the game expected in october 2013, before the stupid "gimme your money so I don't have to give a shit about delays " kickstarter thing ?
Polished ? Deep ? My ass. It will never be. The more updates, the more bugs. and there is nothing added yet, no world interactions, no solid skill systems, no days and night, no schedules, nothing beside a stupid AP fight system. Every step in the stupid cyseal is bugged, unbalanced and boring to the bone.
I have better things to do than to wait for the good will of some devs. Better things to do and game to plays. Far better, actually.

And good fans, you can rest on your "perfect Larian" dreams, I won't show my face here anymore to spoil or hurt your little feelings. I know, good riddance. Shared feelings.
End of transmissions.
Desinstalling.


Cromcrom - as I mentioned elsewhere: unless you have something constructive to contribute, "desinstall" the game as you promised above on March 21, and go away already.
Posted By: Razzmann Re: Bug Reports for version 1.0.228 - 11/04/14 01:16 PM
Originally Posted by Razzmann
Originally Posted by Razzmann
I got to know another bug making the game unplayable - luckily only for me (atm I don't know anyone who as the same problem): I believe it happens because of the murder-quest (forgto the name). After I went to the room in the Inn which is guarded, the "Hall of Heroes" unlocks and the rift travel symbol starts glowing. As soon as I'm teleporting to the homestead, from this point on the game always crashes as soon as I try to save (it does not matter whether I quicksave or use the normal save menu). Even if I travel back to Cyseal, the game crashes upon saving. frown


Ok so I figured out that it's not asociated with the quest. In every Savegame (of these characters), as soon as I enter the end of time (it is never for the 1st time) the game crashes upon saving.


This problem gets bigger and bigger. As it turns out, as soon as I enter an area which has a loadscreen as soon as you enter, e.g. the black cove or the homestead, it "triggers" the "bug" which causes to crash the game upon saving.... frown
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 11/04/14 01:18 PM
There there Stabbey, you obviously don't understand the golden rules of game development;

* BETA is the stage everything is bugfree, and you just pile on more and more functions!
* These functions are always working perfect.
* Never EVER does fixing a bug or adding functions create new issues.
* Game goes Gold on the highest point of feature creep.
* Games are capable to be adjusted to suit *everyone*, game developers just don't do it since they're evil.

And a mod should probably split this to it's own humour thread, since we're poluting the bug report thread 0_o
Posted By: Razzmann Re: Bug Reports for version 1.0.228 - 11/04/14 01:22 PM
I believe this guy never had the pleasure to pragramme anything...
It would be great if it was like "Hey lets put this, this and this in! Oh it works fine and no bugs appear!" If this was the case, the game would have been finished already
Posted By: Mikus Re: Bug Reports for version 1.0.228 - 11/04/14 01:27 PM
Originally Posted by Hassat Hunter
And a mod should probably split this to it's own humour thread, since we're poluting the bug report thread 0_o


Sorry, sometimes I can't resist provoking a certain type of individual. The anonymity of the internetz clearly brings out the best in all of us. wink

But as you say - and assuming no particular poster cares to hurl additional pointless insults at the hardworking Larian team - back to the bugs...
Posted By: Elwyn Re: Bug Reports for version 1.0.228 - 11/04/14 01:32 PM
OK, here you can get another bug^^:

If Murphy, the graveyard dog accidentally gets killed (like running into poison pool created by the zombie Dave), and you then resurrect him, then you can not talk to him anymore. (Murphy also does not join the fight which is a little strange)
Posted By: Fedayin Re: Bug Reports for version 1.0.228 - 11/04/14 01:37 PM
Originally Posted by Elwyn
OK, here you can get another bug^^:

If Murphy, the graveyard dog accidentally gets killed (like running into poison pool created by the zombie Dave), and you then resurrect him, then you can not talk to him anymore. (Murphy also does not join the fight which is a little strange)


That actually happens to all player resurrected npcs. Someone said they weren't sure if that was a broken feature or bug because you shouldn't be able to resurrect npcs in the first place
Posted By: warg Re: Bug Reports for version 1.0.228 - 11/04/14 01:52 PM
Originally Posted by Fedayin
Originally Posted by Elwyn
OK, here you can get another bug^^:

If Murphy, the graveyard dog accidentally gets killed (like running into poison pool created by the zombie Dave), and you then resurrect him, then you can not talk to him anymore. (Murphy also does not join the fight which is a little strange)


That actually happens to all player resurrected npcs. Someone said they weren't sure if that was a broken feature or bug because you shouldn't be able to resurrect npcs in the first place


I also had this problem with the female warrior companion. She got friendly fire, was angry and attacked us. We killed her and resurrected. Wanted to ask if she joins again, she told us to give a gift, but after that she doesn't want to join and stays where she was killed before..
Posted By: Noizhende Re: Bug Reports for version 1.0.228 - 11/04/14 02:52 PM
is this the most recent bug report thread?

Got a problem with madora:

after a fight in which she got gravely wounded, Madora left the party. She says something about having gone too far, then she attacks.
I killed her and ressurrected her, but when talking to her now she doesn't seem to remember the incident.
When i try to invite her back into the party she states that she would like to, but that sadly enough the party is already full (which it isn't).
i only got scarlett, roderick and jahan in the party and noone got lone wolf.

cheers

ps: enjoying the game so far, had a good laugh at the "You must gather your party before venturing forth" smile you definitely need to put in the voicesample
Posted By: Geralt of Rivia Re: Bug Reports for version 1.0.228 - 11/04/14 03:29 PM
Sorry if it was posted already but here's what happend: My friend started trading with the scrolls vendor at the market and while he was in the scrolls vendor screen I started trading with the fish vendor after about 5 seconds after I started trading with the fish vendor the items which my friend was going to buy appeard in my BUY tab at first i though wow i didn't knew fish vendors were selling scrolls but then my friend told me someone(me) was moving around the stuff he was planning to buy.
Posted By: Dr Koin Re: Bug Reports for version 1.0.228 - 11/04/14 04:08 PM
Originally Posted by Noizhende
is this the most recent bug report thread?


It actually isn't, but everybody is acting like it is :p
Granted, 1.0.239 was just a hotfix, but it can still be misleading.
Posted By: Texoru Re: Bug Reports for version 1.0.228 - 11/04/14 10:31 PM
- Abandoned Basement bug, where the camera will continually shift around. You will notice it when you headed down the Abandoned Basement and not moving your character and the camera will shift around.
Posted By: NinjaSteave Re: Bug Reports for version 1.0.228 - 11/04/14 10:40 PM
Here is the sequence of actions I took to reproduce this crash (3 times) as well as some initial information.

- 4 Party members
- Single player

- Summon Wolf
- Send wolf to trigger the dialogue for the encounter with the madman in the graveyard. (The one that summons 10 exploding zombies)
- Game crashes to desktop
Posted By: Elwyn Re: Bug Reports for version 1.0.228 - 11/04/14 10:44 PM
Minor bug:

After loading any savegame Madora and Roderick now have a yellow level up arrow to their portraits although there are not actually any points to distribute. When I open the character screens the level up arrows disappear. I believe, I saved once when Roderick and Madora have just leveled up and after that the bug started to appear.
Posted By: Adnor Re: Bug Reports for version 1.0.228 - 12/04/14 06:15 AM
I've the same bug crashing the game twice, so I thought to register here and report it from here too.

The first time the game crashed I was in the market in Cyseal, buying stuff. I had Scarlet, the second character, selected and opened Roderick's inventory to give her the money to buy magic books. When I transfered the money the framerate went down, the NPCs thought I stealed the money, when obviously that wasn't true, then the guards came, asked me to return the money, to what I said yes, then the game froze and crashed.

The second time was basically the same. This time, with Roderick selected, I gave the money to Scarlet, this was outside the Mayor's house. This time the game didn't crash and nobody thought I stealed the money, so I went and bought the magic books without any trouble. Then I decided to buy stuff for Roderick too, so with Scarlet selected I transferred her money to Roderick and the game instantly crashed, so I don't know if the NPCs would have marked that as stealing.

Both times the game crashed I was in the market. I had one companion, the female warrior that sees Source Magic everywhere, dunno if that's important. I can upload my save file if someone wants to try to recreate the bug.
Posted By: drachenmaul Re: Bug Reports for version 1.0.228 - 12/04/14 10:53 AM
Found a minor issue in character creation, when both players are simultaniously are changing their names.
Everytime one player enters a letter, the cursor in the letterbox of the other Player gets reset to start.
So assuming one player S wants to call his hero scarlett and the other player R roderick.

S starts typing in the name, when he reached Scar, R starts typing resetting S cursor. S finishes typing and the charactername now is lettScar.
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 12/04/14 01:18 PM
Blocking Bug: While playing co-op, my partner went to trade with Arhu. He was there in both human and cat form. He talked to the human. My partner said "I'll take my leave", and then cat-Arhu started combat for no reason. Combat continued to start about twice a second indefinitely. That made the game unplayable, obviously. He may have been controlling Jahan to trade with him, as he "doesn't like to play as a girl."

I took video of this and can post it on request.


Bug: The Trap House Garden door can theoretically be unlocked with the key by the shelf on the inside, but not really, since when trying, my Rogue wants to walk all the way around instead of using the door right beside him.


Bug or WaI?: The Trap House, there’s a static cloud in a doorway arch. I used ice wall and the cloud vanished, so I think it’s one of those things where you have to place a crate over top… but if you do that then the door isn’t going to be navigable. If there’s some switch to deactivate it that I missed, then never mind.

Bug or WaI?: Rain doesn’t seem to do anything to the lava in the trap house. This seems intended though. Maybe ice works?

Crash Bug: In Esmerelda's shop, standing right next to her. I was in control of Jahan, and I was transferring money from Jahan to Madora (so I could re-roll Esmeralda's inventory. It crashed immediately as soon as I dropped the gold on Madora's portrait. I suspect this is related to the bug where source hunters transferring things to each other inside a shop is considered stealing.

Bug: I moved behind an enemy attacking me, and entered Sneak mode successfully, but when I went to move away, it provoked an attack of opportunity from the enemy who couldn't. see me.
Posted By: drachenmaul Re: Bug Reports for version 1.0.228 - 12/04/14 04:56 PM
Found something!

You can walk through the closed door(even if it is still locked) of the house of the undertaker OUTSIDE the city (east).
Posted By: thisisnighthawk Re: Bug Reports for version 1.0.228 - 12/04/14 05:41 PM
I sure hope devs are lurking through those threads...

[Major bug]

After killing Eglandaer you can't talk to any npcs. Bug is repeatable. Relaunching the game doesn't fix it.

[Minor bug]

Arhu robot in the cave sometimes seems not to do anything on his turn. He didn't even damaged me once in a fight, because mostly he didn't do anything or focus on NPCs. Maybe NPCs caused it? At the moment he only looks scary but is a total wuss.
Posted By: NinjaSteave Re: Bug Reports for version 1.0.228 - 12/04/14 09:19 PM
I was able to teleport off a cliff near the top left of the map by throwing the teleportation pyramid.

Once I was at the bottom all my characters were stuck in the same position and could not move.

http://steamcommunity.com/sharedfiles/filedetails/?id=248511756
http://cloud-4.steampowered.com/ugc/486695669220511943/A4522535624C768084C9EA36FA736BD4CED77A4A/
Posted By: Rothgar Re: Bug Reports for version 1.0.228 - 12/04/14 10:38 PM
We have found a bug with Murphy to dog.

We were in the graveyard and started to dig up the graves, one of them dug up a zombie.

When the zombie was killed it made a poison ooze/cloud which was on the grave near Murphy.

Murphy the dog was not terribly smart and decided he should run through it about 15 times.

When he died, I attempted to resurrect him which worked, but you can no longer interact with him.

A) I would of assumed that if anything Murphy would of ran through it once and learned his lesson possibly saving his life and

B) It should not have broken the NPC script/dialog/interactive ability.
Posted By: jilbi Re: Bug Reports for version 1.0.228 - 12/04/14 10:50 PM
Hi
One minor bug I noticed, regarding attack of opportunity :
* ennemy : twin-joined-by-fire
* target: ice elemental (summoned creature)

So, I tried to move my elemental past the boss, which prompt the "attack of opportunity" animation. As nothing happened, and I couldn't move the elmental anymore, I ended the turn.
Ennemies and allies did their stuff (and the boss too), and back to my elemental: still stucked, all I could do was end the turn. Only when the boss was dead that I was able to move the elemental

thx
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 12/04/14 10:53 PM
- The back door to the garden is called “Garden Back Door Key”.

- If you have a companion in the lead when you approach the Baron of Bones, combat starts immediately, instead of the dialogue starting.

- Lady Annah uses Resurrect on Grey Wolf, but nothing seems to happen.

- When you leave both teleporter pyramids on the ground, the first one will have the option to “pick up” the pyramid, the second will have the option to teleport you to the other pyramid, but you don’t have the “teleport to other pyramid” option on the first.

- If you open the map on the Shelter Plane, you can see areas you haven’t visited, and variations on the observatory and Hall of Heroes you haven’t unlocked.

- The “Become Air skill is bugged and increases max HP by a lot, and Water of Life increases max HP by quite a bit (these both stack, by the way, so if you wait your first turn, cast both and then the big healing spell, you get a good buff). Water of Life increases con by a bunch, and gives you extra vitality, but not enough to cover the increased health from the CON (which I think it should). Plus, after it ends, you keep the HP above your max HP.
Posted By: Rothgar Re: Bug Reports for version 1.0.228 - 13/04/14 12:20 AM
The Main Hall - Clipping Issues

There are numerous places if you want around the edges of "The Main Hall" area where you can go outside the boundaries of the map.

It probably needs to be reviewed and fixed.
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 13/04/14 04:07 AM
Enemies caught inside the "Tactical Retreat" stormcloud don't know what to do. Okay, fine, but if so, can they hurry the heck up and end their turn, instead of having to wait for "Force End Turn" every time?


The Warrior Skill "Nullify Resistances" still calls Tenebrium "Blackrock".
Posted By: Esev Re: Bug Reports for version 1.0.228 - 13/04/14 04:18 AM
Its like the 10th time the game crashes when saving during/after the Talking Head quest (when delivering the Head to the Ghosts)
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 13/04/14 03:24 PM
Bug and question:

Originally Posted by "ZypherIM"

You may or may not know the answer to this stabby, but how does the lucky find interact with the loot generation? Also, does it take into account your party's highest amount, or should I make sure to always use a certain person to open/highlight stuff?

I did find a bug where if you utilize a container inside your inventory while crafting stuff, you can get it to skip the whole crafting bar bit and just spit out the completed item. Is there a good thread to put text errors at in their forums? I always find digging around other forums a bit weird, so I tend to not.


Posted By: Darkgondul Re: Bug Reports for version 1.0.228 - 13/04/14 07:17 PM
Don't know if it's a know bug or not, but the smoke fx of fire traps sometimes still on even if the malus it's gone, passing through a new area didn't resolve, but save and reload solved this minor issue, here a screen:

[Linked Image]


Have a nice day all wave
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 13/04/14 08:44 PM
Tactical Retreat can let you stand on vertical cliff faces and get to areas you shouldn't be able to.
Posted By: hairyscotsman Re: Bug Reports for version 1.0.228 - 13/04/14 09:54 PM
If Victor and Richard die during the battle with the Sparkmaster5000 and you resurrect them during the battle, then after the battle, Visco acts like they are dead and they both just stand there and cannot be interacted with.
Posted By: Loadrunner Re: Bug Reports for version 1.0.228 - 14/04/14 10:38 AM
Originally Posted by Stabbey
Bug or WaI?: The Trap House, there’s a static cloud in a doorway arch. I used ice wall and the cloud vanished, so I think it’s one of those things where you have to place a crate over top… but if you do that then the door isn’t going to be navigable. If there’s some switch to deactivate it that I missed, then never mind.


There is a regular solution for it wink
The bookshelf holds the answer.


- The 25% extra damage change of the 'meele stance' is nowhere reflected in the character sheet. Makes you wonder if it has any effect at all. But it works i tested it. I am just curious because the effect of 'rage' and 'oak of destruction' are reflected properly.

[Linked Image]
No indication that meele stance has any effect.
[Linked Image]


- If you skip the conversation before B. Rex you will get some more or less useful allies in the upcoming fight.
[Linked Image]


- The big bad wolf from the wolf ecounter east of Cyseal respwaned. I have no idea what lead to that bug, but i was a lil bit suprised when i rushed there with Scarlett alone wink
[Linked Image]


- I found out what the characters spot infront of the church and i assume i know how you should get there normally but i found another way.

Beam me up.
[Linked Image]


- The hidden door that leads outside the church doesn't work but i guess this area is still wip.

[Linked Image]


- There is an interface issue with 'inspire' and other 'trumpet effect' skills. They work but doesn't show up correctly under certain cirumstances. And it messes around with the tooltips of other active effects.
For instance in the following example Madora is affected by 'inspire' and 'oak of destruction' but only the latter shows up.
[Linked Image]

If i hover over Roderick's 'inspire' buff it shows the 'oak of destruction' tooltip of Madora.
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 14/04/14 02:42 PM
Strange co-op issue. It may or may not be lag-related since the host was in Russia and I (guest) was in North America. Inexplicably in the tutorial dungeon, I could still move, but could not open any containers or use skills. A save and reload fixed that for me, but then the host had the same problem. A second save and reload then worked for both of us.


- When sitting on a bench, using a teleporter pyramid teleports you to the other pyramid, but immediately back to sitting on the bench again.

- You can use a bench to sit on it no matter how high it is, if someone has thrown the bench on top of a pile of items. May not be worth fixing since that is "deliberately goofing around" behaviour.

- The teleport spell can target barrels, but you get the message "destination is blocked" no matter where you try to move it.

- Trying to teleport someone sitting on a bench does damage, but there is no animation and the person remains sitting on the bench.
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 15/04/14 12:43 PM
I think I've reported one or both of these before, so sorry, but just in case I didn't:

- The Undead Mage in the graveyard tunnel will cast Flare{E}, which does nothing at all. Maybe related to the changes to Flare?

- The Skeletal Scorcher will fire its flamethrower from a bit out of range of my characters. That only succeeded in roasting its own allies. This may be a blessing in disguise, as the time my level 2 character WAS caught in it, they died very fast.
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 15/04/14 12:51 PM
All spellcasters (and their spells) are broken at the moment, not just Flare...
Posted By: jilbi Re: Bug Reports for version 1.0.228 - 15/04/14 04:18 PM
One bug regarding the main quest and the end of the beta :
So, right after killing Bracus (Braxus ? whatever), it seems that only Aureus acknowleged the quest.
The journal says "go talk to Arhu", but nothing in dialogue options is related to the fact that Bracus is dead. Nor is Thelyron, who still gives you the mission to kill the boss
The quest however is marked as completed


Another one, reguarding Air/water shield. I think the "+24% hitpoints" is bugged, and the spells sets hitpoints TO 24%
before the spell:
http://cloud-3.steampowered.com/ugc/794066343879166788/57764E87D1F56BCD62B4A88E867003E66EC6E800/
after:
http://cloud-2.steampowered.com/ugc/794066343879168632/FE0868067BD413349F416BD8005A38E91DBA62B2/
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 16/04/14 03:47 PM
- The Undead Archer in the house just outside Cyseal's west gate is scripted to first attack the ooze barrel before doing anything else. This is fine when the house is attacked from the south, an unusual but not terrible idea when the house is attacked from the east, stupid if the ooze barrel is already destroyed if combat starts, and comical if you manage to move the ooze barrel out of the area.

After a couple tries, using sneak, blocking crates, and telekinesis, I moved the ooze barrel out of the house, and as expected, the archer made a beeline right for the barrel it shouldn't actually know where it is, and which is nowhere near the combat zone. I bet I could get that archer chasing the barrel to the end of the map. I should actually try and see what happens if I move that barrel into the Cyseal market.


- More importantly, though, I find the surfaces to be finicky. Sometimes I have an ally who seems like he/she is not standing in water, and yet gets stunned when I zap it. Other times, there are enemies standing ankle deep and yet are not stunned. (Maybe that's because they can attack from where they're standing without moving?)


- It's really annoying that applying an fresh effect on top of an existing effect of the same type does nothing except waste AP.
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 16/04/14 04:01 PM
Funny smile

As for the surfaces, I think the actual stun effect wont set it until it's their own turn. Are they still not stunned then?
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 16/04/14 04:50 PM
- I wasted some time moving the ooze barrel into Cyseal market. I guess there's a limit to how far the Undead Archer will target it, because instead of chasing it, like he did when I plopped it on the hill where the first encounter was, the archer just shot at my enchanter instead.

Originally Posted by Hassat Hunter
Funny smile

As for the surfaces, I think the actual stun effect wont set it until it's their own turn. Are they still not stunned then?


Sometimes yes and sometimes no. They do get stunned on their turn - if there are no enemies within reach and they would have to move, but I still consider it a bug. If there are my party members in range, the enemies can perform attacks on my party without getting stunned, and they can perform attacks of opportunity if I move out of the way (I gave my Knight "Lightning Rod" so he could walk on those surfaces. So yes it's bugged as far as I'm concerned.


- Seriously, Teleport is ridiculously restricted. It's not in any way an actual teleport, because it only works if the enemy has a straight line to walk from A to B. It can't pass any objects or anything. I wanted to move an obnoxious mage from the rear up close, but because there were objects in the way, it wouldn't work. Tactical Retreat and Pheonix Dive have the same restriction. Barrel in the way? Can't pass it. It doesn't matter if the actual mage who is doing the teleporting has the line of sight to the destination, if the one being teleported does not, it won't work. Fix this.


- Companions can trigger the Fish Thief dialogue, even if they are split from the party. If the party is halfway across the map, they still have the fish thief dialogue just fine even though Madora is the only one at the market.

In the alpha, this seemed to work better because I remember a case when my two Source Hunters were dead and I sent my companions past there and that dialogue didn't trigger... but in retrospect I guess that only happened because the source hunters were dead.

- In the Black Cove, the Orcs vs Skeletons fight starts if you enter the little alcove with health potions just below the stairs up to the fight.
Posted By: Maali Re: Bug Reports for version 1.0.228 - 16/04/14 05:04 PM
Originally Posted by Stabbey
- More importantly, though, I find the surfaces to be finicky. Sometimes I have an ally who seems like he/she is not standing in water, and yet gets stunned when I zap it. Other times, there are enemies standing ankle deep and yet are not stunned. (Maybe that's because they can attack from where they're standing without moving?)


I have also noticed that some hostile NPCs will try to use AoE spells when fighting, and will fail to target the AoE correctly, resulting in surfaces that limit beneath the PC's feet and not affect them. This is especially true for the Squeleton FlameThrower in the cemetery underground and the Earth Demon from the talking statues.

Originally Posted by Stabbey
- It's really annoying that applying an fresh effect on top of an existing effect of the same type does nothing except waste AP.


I'm guessing it is due to the fix to a previous issue that caused PCs and NPCs to cure themselves of all effects when succeeding a save throw upon application of a new effect, i.e.: a bleeding and burning character would cleanse himself of all these effects if he succeeded a save throw against stun. I could be wrong though.
Posted By: Elwyn Re: Bug Reports for version 1.0.228 - 16/04/14 05:11 PM
Originally Posted by Stabbey


- Seriously, Teleport is ridiculously restricted. It's not in any way an actual teleport, because it only works if the enemy has a straight line to walk from A to B. It can't pass any objects or anything. I wanted to move an obnoxious mage from the rear up close, but because there were objects in the way, it wouldn't work. Tactical Retreat and Pheonix Dive have the same restriction. Barrel in the way? Can't pass it. It doesn't matter if the actual mage who is doing the teleporting has the line of sight to the destination, if the one being teleported does not, it won't work. Fix this.




Actually, I think this mechanics was introduced after teleport could be abused in earlier versions to get into locked houses and rooms. From programming point of view I could imagine that it is much easier to do something like "if there is an object in the way, then the teleport fails, else teleport succeeds". I could imagine that it is much more difficult to check whether the object is actually a barrel, crate, enemy or other thing which can be bypassed or a locked door into a room in which case teleport should not work. However, I agree with you that from the gameplay point of view, the restriction of teleport ability only to the case when there is a straight line of walk is very irksome...
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.228 - 16/04/14 06:10 PM
Quote
I'm guessing it is due to the fix to a previous issue that caused PCs and NPCs to cure themselves of all effects when succeeding a save throw upon application of a new effect, i.e.: a bleeding and burning character would cleanse himself of all these effects if he succeeded a save throw against stun. I could be wrong though.

I still find the save method odd... doing a bleed attack for 2 turns, and it does no damage since it's shrugged off right away? (most times with my wolf)
Of course, enemies saving against bleeding will skip their turn afterwards, but that's just a bug on top of a bug (on top of a bug?)
I also expect if you can freely replace effects it makes it much easier to stunlock an opponent indefinitely, and that's already fairly easy to do, especially freezing (with the only downside being increased armor of the opponent).

Definitely needs a lot of fixing there...
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 16/04/14 08:25 PM
There's a problem targeting Blitzbolt.

Screenshot: Targeting error

My cursor is on the right in the water, just above where it says 6 action points. The spell will track into the ground well to the left though, as indicated by the targeting line.

The terrain is not THAT steep that it should be sloping that way, in fact it should be sloping downwards in that area, not upwards.


Originally Posted by Elwyn
Actually, I think this mechanics was introduced after teleport could be abused in earlier versions to get into locked houses and rooms. From programming point of view I could imagine that it is much easier to do something like "if there is an object in the way, then the teleport fails, else teleport succeeds". I could imagine that it is much more difficult to check whether the object is actually a barrel, crate, enemy or other thing which can be bypassed or a locked door into a room in which case teleport should not work. However, I agree with you that from the gameplay point of view, the restriction of teleport ability only to the case when there is a straight line of walk is very irksome...


It could be a result of an attempted fix, yes, but if that's how they did it, it sounds more like a quick and dirty fix than a proper one which checks the obstruction type to see if the obstruction is a wall, door, gate, forcefield, etc...
Posted By: Stabbey Re: Bug Reports for version 1.0.228 - 17/04/14 11:37 AM
Raze, could you change the thread title to "Re: Bug Reports for version 1.0.239", please?

- There's a key in the house at 191, 132 can be seen on the matlepiece, but it can’t be picked up - even with Telekinesis, until you destroy the chair beside the mantelpiece.

- You can’t use Rune travel even to areas within the same map without your party being with you. If you use a waypoint normally, that isn’t an issue.

- Can’t walk around the pressure plate you can see in the smithy tunnel without triggering it.

- Can’t teleport through debris of destroyed door. ( I was trying to get past the pressure plate. Nope. Except Tactical Retreat, there's no option to get around it besides walking across it like an idiot.)

- The skill "Farseer" does literally nothing at all. I had my mage in the lead, could see the edge of the shroud, and cast it on himself, and the edge of the shroud remained the same. Also, if all it does is +5 sight, then this skill is completely worthless.

Posted By: Raze Re: Bug Reports for version 1.0.239 - 17/04/14 02:12 PM

Actually, if you head around the back of the blacksmith's house and hit Alt, you can grab the key from there.
Posted By: Stabbey Re: Bug Reports for version 1.0.239 - 17/04/14 02:33 PM
Originally Posted by Raze

Actually, if you head around the back of the blacksmith's house and hit Alt, you can grab the key from there.


Since that's reaching through walls, still a bug.
Posted By: Valurium Re: Bug Reports for version 1.0.239 - 17/04/14 07:36 PM
Beta is alot of fun but:

- Sound FX and music stopped during the first fight with the orcs at the beach and would not return.

- "Lid of a barrel" is not destroyed when used to trigger an explosive trap... very odd

- When moving a "vase" in the very first cave of the game, near the tomb, it was suddenly placed on the top of a pillar. After that odd incident I could not use it again because (as the game correctly informed me) that the object was "too high"

- I find it very odd that level 1 characters without "telekinesis" can throw around heavy chests just like that. Imo that should not be possible.


regards!
Posted By: Dr Koin Re: Bug Reports for version 1.0.239 - 17/04/14 08:00 PM
Not sure if that was a bug ( and if it was reported ) or intended in any way.

Upon starting a new game, Knight + Fighter with Lone wolf for both Source Hunters, we could invest points into the Reflexes ability from the Way of the Ranger skill list. I put one during creation.

Later though that ability had disappeared from our panels. It was still showing as giving a +10 bonus to evade, but it was now impossible to add points to it.
Posted By: Stabbey Re: Bug Reports for version 1.0.239 - 17/04/14 10:42 PM
If a Source Hunter dies mid-fight and you take a turn or two to revive him, that erroneously prompts the "someone was conspicuously absent from the fight I was in" affection dialogue. No, he was there, I just took a turn or so to revive him.


Originally Posted by Dr Koin
Not sure if that was a bug ( and if it was reported ) or intended in any way.

Upon starting a new game, Knight + Fighter with Lone wolf for both Source Hunters, we could invest points into the Reflexes ability from the Way of the Ranger skill list. I put one during creation.

Later though that ability had disappeared from our panels. It was still showing as giving a +10 bonus to evade, but it was now impossible to add points to it.


The bug is that Reflexes is still available in character creation. Seriously, Larian, you took that out of the main game one and half months ago at least
Posted By: Raze Re: Bug Reports for version 1.0.239 - 17/04/14 10:54 PM

Reflexes should be gone in the next update.
Posted By: heroddaji Re: Bug Reports for version 1.0.239 - 18/04/14 02:59 AM
some bugs and suggestions i found:
- when character is moving, keep double click make character movement reset, look not nice
- in the cave of the abandon house, when you move the camera to the left egde, the lighting change. see images

normal cave:
[Linked Image]

bug cave:
[Linked Image]

- i also found a totally black tree branch [Linked Image]

- in windows mode, when the mouse cursor is nearby the window border, then the mouse go out of the window display, it can make camera move all the way without user intention to move

- shortcut keyboard to switch inventory between characters, i don't want to keep click each of them

- some kind memory book for crafting recipes that player found

- option to take container as item without open inventory and drag them into your inventory

- books, journals can be add to memo system or something like that, i dont' want to carry many books
Posted By: Stabbey Re: Bug Reports for version 1.0.239 - 18/04/14 03:09 AM
Hard shelled crabs have a two-hit attack. Control shifts to the next person in line before the second hit lands.
Posted By: Raze Re: Bug Reports for version 1.0.239 - 18/04/14 04:12 AM
Originally Posted by heroddaji
some bugs and suggestions i found:

In the Game section of the options you can disable edge scrolling with the mouse.

There will be some kind of log for crafting recipes.

You can drag and drop a container to your character's portrait to put it in their inventory.
Posted By: Stabbey Re: Bug Reports for version 1.0.239 - 18/04/14 11:29 AM
My mage with 5 Strength was inflicted with "Weak" which lowers Strength by 1. It did not actually lower my mage's strength. I kinda think it should have.

Question: What's the point of starting out with 5 Strength if even Strength-lowering debuffs can't actually lower it below 5? Why not just have all your starting stats start with "1"? Oh right, stat calculations.
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.239 - 18/04/14 01:00 PM
That's odd. There was a -2 or -3 spell on me once, don't recall what it was, and the stat definitely dropped to 4.
So seems more like a bug there, or the mage was having +1 strength on a magical means.
Cause I definitely recall Jahan getting weakened, and getting encumbered as result, and he has 5 STR IIRC.
Posted By: Stabbey Re: Bug Reports for version 1.0.239 - 18/04/14 01:46 PM
Originally Posted by Hassat Hunter
That's odd. There was a -2 or -3 spell on me once, don't recall what it was, and the stat definitely dropped to 4.
So seems more like a bug there, or the mage was having +1 strength on a magical means.
Cause I definitely recall Jahan getting weakened, and getting encumbered as result, and he has 5 STR IIRC.


I did check after the fight before posting this, and he did only have 5 Strength, no +STR items. Must be a bug.
Posted By: drachenmaul Re: Bug Reports for version 1.0.239 - 18/04/14 05:44 PM
I just found a rather interesting interesting bug: when you go below the graveyard in Cyseal, right of the ladder is a pile of rubble. In this pile of rubble is a wooden beam or something, if you click it you get teleported to the hidden crypt.

Here is a Youtube Video showing it.
Posted By: Windemere Re: Bug Reports for version 1.0.239 - 18/04/14 05:58 PM
Your video is marked private.
Posted By: drachenmaul Re: Bug Reports for version 1.0.239 - 18/04/14 06:01 PM
My bad, fixed it
Posted By: Rainer Re: Bug Reports for version 1.0.239 - 18/04/14 09:00 PM
I think I did all the beta-content and reached lvl 10 halfway to 11
with Mage and ranger-mage (both custom build)

it was lot's of fun to explore but the fight's were way tooo easy! see down below

TRADE
- Exploit: each character and companion can trade with everybody although the spoken person do reject the companions but trade is possible!
- Exploit You can trade with each person with all your controlled chars and the random items of the vedndor are changed for each char including the amount of gold they have available, but sold items are the same for all,
- Exploit: Having barter and attitude 100 will give you 10% for selling and 10% discount for buying so you can outshop the vendor with 20% net-win
- Exploit: selling unindentified items make them identified items (can't identify myself while having the glass and the skill)
- the stealing thing talked above also happens everywhere someone sees you!!!! thats disturbing because while doing trade with zixxzaxx the weaver-lady did accuse me with stealing while selling the bought goods from her to zixxzaxx!!!!! => END Game no crash!!
each time I am accused now starts fight's with all!!! only help is reload, no prison option after paying 5000gold

BUILD (CRAFT)
- CRAFTING: on itself is still working
- CRAFTING Food needs 0 crafting skill - crafting the corresponding potions (strength or dexterity +2) need lots of different ingredients and crafting 5!!!!
- CRAFTING metal shields on anvil gets with craftin g3 an bonus on durability but the actual durability stays on old level! like 60/60 gets 60/80 need lvl 2 repair
- CRAFTING: getting higher crafting skill can't do the lower skilled buffs to weapons anymore
e.g. crafting metal shield with lvl 3 gets durability boost but lvl 4 gets only blocking boost - I thought if doing it for several times it would do the lower level upgrades but I was wrong - PLEASE include the lower crafting skills to be done while repearting crafting the same item and if no upgrade is possible please don't show the yellow sign that crafting is possible - the motion is shown but nothing happens


EXPLORE (GAMEPLAY)
- Companions can get the lone wolf-talent?!?!
- did not find the right lever to open black cove skeleton head (did the teleport thing to get past (I hit 14! levers - and did not find others) no description of them anymore (no death char - all had more than 250 hp!! no boost)
- skills can't take capped at 5
- traits do not increase skill with more than +1 even if the trait has base 4 or more
- RANDOM ITEMS: in like 60h of play only one ring to use for crafting and no milk or metal scraps!!

Attidude
- ATTITUDE is not impoving through doing good/bad things like putting out the burning ship in the harbour, or doing quests for the character (or sending roberts to jail - still 0 attitude)
the only positive one that i did see was improving the fishvendor while doing the thief!
- ATTITUDE is not changeing after doing conversations to companions or the other player-char

FIGHT
- Thelyron did enter the bossfight with braccus with each turn 30s till forced end turn, the lighthouse ghoul did only enter the fight after hitting him in fight
- shooting braccus with no special arrows heals him!! - wtf the ranger spell was waste oin him (no talent with dmage on enemy because of the standing ground (fire)!!)
- it's way to easy to fight with lvl-up chars - I did lot of quests without fights and was LvL3 or 4 and then went kicking a** (ranger: one time shot to kill a bunch of enemys doing 60 to 115 per arrow with multishot no enemy stood for more then 2 shots!!)
- PLEASE do level up your enemys to the player-lvl !! One-shot-kills are no fun with boss-fights and wih scrolls you can do it each turn !
- the fight with the burning skeletons in the eastern forrest => each of them can be fight alone or in pairs if coming from south
- the boss-fight in eastern forrest - it's not easy to get it that u need to kill the totem - I didi this fight for 2 hours and getting lots of XP out of it without getting 1 char down, but I needed to puut an end to it after doing my last chill-scroll (the 2 turn cooldown of ice shard is making this the easiest endless fight ever and the battering ram of the fighter)
- the phoenix-dive is still a fire spell but u need way of warrior to do it and it does fire-damage?!?
- crossbows are not so effective as bows with way of ranger 4 (-1AP for ranged weapons)




I posted some public steam-screenshots with some other encountered bugs (steamnick : rentier7419)
- walking through beds
- walking beside doors into building (Thelyrons undertaker hut)
- opening doors going to the other side of the door to open it (trap house)?!
- graphics bug at way to beach with dietmar
- lots of forced End turn AI in combat
- clearing clouds is not easy, because you don't know where to aim the ground to clear the cloud in the sky
- headless nick talks to your companions but not the player !?
- traps do area damage through walls (lava field, clouds etc)
- can't walk through riverbed after x5000 cave, but it obviously should be possible the painted way goes right into the riverbed and out! (had to backtrack to bridge)
... (I don't remember all uploaded pics - so see them, some are fun wink


Sorry for the text-wall but there are a lot of things that need (small) fixings

But the game will be a blast ;D

cya

Edit: clicking on moving targets to speak is nearly impossible (mostly rats, hens or other moving chars) you have to follow them till they stand still to get a clear click

- rats are often not seen (behind stones or bushes so you can't click on them!
PS: each rat is worth 125XP

- sheering sheep was fun to find out ;P
Posted By: Dr Koin Re: Bug Reports for version 1.0.239 - 18/04/14 09:23 PM
Originally Posted by Rainer

EXPLORE (GAMEPLAY)
- did not find the right lever to open black cove skeleton head (did the teleport thing to get past (I hit 14! levers - and did not find others) no description of them anymore (no death char - all had more than 250 hp!! no boost)


Did you find the invisible ( literally invisible one ) on the leftmost corner of the Skull room ? You have to "spot it" by walking next to it first. Otherwise, there are a couple standing in bushes around the room. Definitely enough levers around to get the Skull door opened. smile

Quote

- the phoenix-dive is still a fire spell but u need way of warrior to do it and it does fire-damage?!?
- crossbows are not so effective as bows with way of ranger 4 (-1AP for ranged weapons)


I don't really see a problem with warrior / ranger skills doing elemental damage. In fact it's better, as so, Elemental damages aren't reserved to mages only. Since D:OS is more or less balanced around triggering various elemental effects, it would be sad only casters are able to use them.

As for crossbows, I'm not sure what you mean. Those things are leagues ahead of bows. Sure you need a lot of AP to shoot them more than once in a turn, so maybe you would need a specific build for that, but they still inflict so much more pain and agony compared to bows. They clearly aren't balanced well as the damage range is far too high considering the requirements. Even during Alpha when you couldn't get as much AP per turn and the arrow spray wasn't a level 1 spell it was often better to get a crossbow. I agree it was a tad better balancer then, though.

By the way, nice feedback !
Posted By: Stabbey Re: Bug Reports for version 1.0.239 - 18/04/14 10:54 PM
Originally Posted by Rainer

TRADE
- Exploit: each character and companion can trade with everybody although the spoken person do reject the companions but trade is possible!
- Exploit You can trade with each person with all your controlled chars and the random items of the vedndor are changed for each char including the amount of gold they have available, but sold items are the same for all,
- Exploit: Having barter and attitude 100 will give you 10% for selling and 10% discount for buying so you can outshop the vendor with 20% net-win


The first two are in no way exploits. Nothing wrong with hirelings being able to trade. The third may be, but that is with Attitude 100, which takes some dedication to giving stuff away for free, or a hefty investment in the useless Charisma ability, so that doesn't sound a lot like an exploit.

Quote
- Exploit: selling unindentified items make them identified items (can't identify myself while having the glass and the skill)



Quote
- did not find the right lever to open black cove skeleton head (did the teleport thing to get past


It's there, it's just that the bush is impossible to walk through (but you can still pull the lever on the other side?). The bush should not be blocking, I think.

Quote

- skills can't take capped at 5
- traits do not increase skill with more than +1 even if the trait has base 4 or more


The skill ability cap is 5. That is intended.
The traits system is pretty lame right now so it should and hopefully will be changed.


Quote
- shooting braccus with no special arrows heals him!! - wtf the ranger spell was waste oin him (no talent with dmage on enemy because of the standing ground (fire)!!)


Ah, that's an interesting problem, certainly. Talents are "Always on" with no way to shut them off, and since Braccus heals from fire, normal arrows when he's standing in fire are going to heal him. You'll either have to shoot the other enemies, or have a water surface placed under him.


Quote
- it's way to easy to fight with lvl-up chars - I did lot of quests without fights and was LvL3 or 4 and then went kicking a** (ranger: one time shot to kill a bunch of enemys doing 60 to 115 per arrow with multishot no enemy stood for more then 2 shots!!)
- PLEASE do level up your enemys to the player-lvl !! One-shot-kills are no fun with boss-fights and wih scrolls you can do it each turn !


Obviously an overpowered skill which will be properly nerfed. There are issues with relative levels/XP gain, but those can be fixed without level-scaling.


Posted By: Hassat Hunter Re: Bug Reports for version 1.0.239 - 19/04/14 02:47 PM
The resetting of merchants when talked to by another companion/member definitely is an exploit. But yes, allowing others to trade isn't (and hopefully soon will be more properly integrated using <> within the trade screen rather than the current way).
Posted By: Stabbey Re: Bug Reports for version 1.0.239 - 19/04/14 02:54 PM
Originally Posted by Hassat Hunter
The resetting of merchants when talked to by another companion/member definitely is an exploit.


I do not understand what's exploitative about it. No respawns, finite stuff you can get.

Posted By: Hassat Hunter Re: Bug Reports for version 1.0.239 - 19/04/14 04:31 PM
You can sell all your stuff, drain the merchant, then simply swith and get a new batch of goods (and money). Also it allows you to 3x re-roll items, and unlike save/reload you can even profit from buying all 4 rolls that end up being presented to you.

Also, and this is not the exploit side, it can be very annoying if you want a particular item that vendor has, talk to him/her with the wrong character and bam... the item you wanted is now gone.
Posted By: drachenmaul Re: Bug Reports for version 1.0.239 - 19/04/14 06:23 PM
Found a way to gain infinite xp:
I killed the healer Thelyron after I dispatched Braccus, to punish him for his deeds.
Interestingly enough I discovered that I could revive him, and kill him again. This gives 3000+ XP with each kill, he also does not fight back.

This probably also works with other revivable NPC's but I can't verify right now, since I don't have time to play.
Posted By: Hyggeregn Re: Bug Reports for version 1.0.239 - 19/04/14 06:33 PM
When trying to unlock the door to the prison treasury I get the message unlocked, but the door keeps being locked.
Posted By: Stabbey Re: Bug Reports for version 1.0.239 - 20/04/14 03:34 AM
When the Skeletal Scorcher in the graveyard tunnel explodes, so does the undead archer in that group - even if it was already dead, I think. I have no idea why, but it's nuts and killed one of my characters a few times.
Posted By: Rainer Re: Bug Reports for version 1.0.239 - 20/04/14 11:15 AM
Originally Posted by Hyggeregn
When trying to unlock the door to the prison treasury I get the message unlocked, but the door keeps being locked.


the guard is standing in the way to open the door => you have to speak with him so he faces South west in Standard view - then there is enogh place to open it while sneaking

The other way is much more fun (if you do the right things the watch is a man you know and lets you by) - I discovered this after plundering it sneaking ways smile
Posted By: Rainer Re: Bug Reports for version 1.0.239 - 20/04/14 11:20 AM
Originally Posted by Hassat Hunter
You can sell all your stuff, drain the merchant, then simply swith and get a new batch of goods (and money). Also it allows you to 3x re-roll items, and unlike save/reload you can even profit from buying all 4 rolls that end up being presented to you.

Also, and this is not the exploit side, it can be very annoying if you want a particular item that vendor has, talk to him/her with the wrong character and bam... the item you wanted is now gone.


the item is not gone, if you trade again with your other character those items are there for you and that's what I find disturbing - the vendor "knows" which person he trades with and has different items for each char

(you should not give him the money to buy it on spot because then you are accused of stealing!)
Posted By: Stabbey Re: Bug Reports for version 1.0.239 - 20/04/14 11:45 AM
Originally Posted by Hassat Hunter
You can sell all your stuff, drain the merchant, then simply switch and get a new batch of goods (and money). Also it allows you to 3x re-roll items, and unlike save/reload you can even profit from buying all 4 rolls that end up being presented to you.


Okay, I agree that the money shouldn't refresh from switching characters, but I don't see anything wrong with being able to get a new fresh batch of inventory. I consider that more of a feature than a bug.

It does sound difficult to keep the money consistent across re-rolls, though.

EDIT: It may be that Barter is granting too large a benefit if even low levels let you buy stuff and sell it right back for profit.
Posted By: Rainer Re: Bug Reports for version 1.0.239 - 20/04/14 11:53 AM
Originally Posted by Dr Koin
Originally Posted by Rainer

EXPLORE (GAMEPLAY)
- did not find the right lever to open black cove skeleton head (did the teleport thing to get past (I hit 14! levers - and did not find others) no description of them anymore (no death char - all had more than 250 hp!! no boost)


Did you find the invisible ( literally invisible one ) on the leftmost corner of the Skull room ? You have to "spot it" by walking next to it first. Otherwise, there are a couple standing in bushes around the room. Definitely enough levers around to get the Skull door opened. smile

Quote

- the phoenix-dive is still a fire spell but u need way of warrior to do it and it does fire-damage?!?
- crossbows are not so effective as bows with way of ranger 4 (-1AP for ranged weapons)


I don't really see a problem with warrior / ranger skills doing elemental damage. In fact it's better, as so, Elemental damages aren't reserved to mages only. Since D:OS is more or less balanced around triggering various elemental effects, it would be sad only casters are able to use them.

As for crossbows, I'm not sure what you mean. Those things are leagues ahead of bows. Sure you need a lot of AP to shoot them more than once in a turn, so maybe you would need a specific build for that, but they still inflict so much more pain and agony compared to bows. They clearly aren't balanced well as the damage range is far too high considering the requirements. Even during Alpha when you couldn't get as much AP per turn and the arrow spray wasn't a level 1 spell it was often better to get a crossbow. I agree it was a tad better balancer then, though.

By the way, nice feedback !


levers:
ah sorry because I could not walk behind the farn I didn't scroll far enough that way to see this lever - makes 15 levers to explore wink

bows - crossbows

I have a raistlin ranger-mage char with lots of AP (max 18, 8 to start, , 14 each turn)
so a bow takes 4 AP and crossbow 6 AP to shoot with way of Ranger 4 it's 3 to 5

so with 18 AP I could shoot 6x bow and 3x crossbow
bow is 58 to 116 HP (that was my best bow with dex 6!!!)
crossbow is 128 - 168 HP (dex10)
so this would be
348 - 696 HP with bow
384 - 504 HP with crossbow
that's 40% max HP more and only 10% min HP lower than crossbow and you can target 6 enemys not only 3

for using barrage- and arrow spray-spell crossbow is like rocketstorm because each enemy is hit mainly 3 to 4 times
BUT there are no enemys so far which live after being hit with the bow for 2 - 3times!

so this makes the crossbow way to overpowered with spells but not in single use compared to bow

AND with bows you don't need as much Points in Dexterity 6 against 10 and more
that's my point because I did a ranger - mage mix which also needs int to boost

BTW: the int-based armor is much more likely to have boosts than the dex-based armor, too

and thx
Posted By: Rainer Re: Bug Reports for version 1.0.239 - 20/04/14 12:03 PM
Originally Posted by Stabbey

Quote
- shooting braccus with no special arrows heals him!! - wtf the ranger spell was waste oin him (no talent with dmage on enemy because of the standing ground (fire)!!)


Ah, that's an interesting problem, certainly. Talents are "Always on" with no way to shut them off, and since Braccus heals from fire, normal arrows when he's standing in fire are going to heal him. You'll either have to shoot the other enemies, or have a water surface placed under him.


as I said I don't have that talent (elemental ranger), so there should not be an elemental damage to B.R.

and ice shard did get him fine laugh
Originally Posted by Stabbey

Quote
- it's way to easy to fight with lvl-up chars - I did lot of quests without fights and was LvL3 or 4 and then went kicking a** (ranger: one time shot to kill a bunch of enemys doing 60 to 115 per arrow with multishot no enemy stood for more then 2 shots!!)
- PLEASE do level up your enemys to the player-lvl !! One-shot-kills are no fun with boss-fights and wih scrolls you can do it each turn !


Obviously an overpowered skill which will be properly nerfed. There are issues with relative levels/XP gain, but those can be fixed without level-scaling.


I so hope they will increase the HP's of the enemy and their damage done otherwise I rarely get damaged more than 25% of my total HP
I only had to ressurrect one char in fight against the last batch of undead in fire forrest at totem

the other resurrections I did because the healing spell needs too much time to be deployed so my burning char was dead before he casted heal hahaha
Posted By: Stabbey Re: Bug Reports for version 1.0.239 - 20/04/14 12:57 PM
Talking to Wulfram bugs out the "Ah you were conspicuously absent from my last fight" affection dialogue. After the quest is complete, you get that, even if everyone is present and fights.

It's not that it's considering Wulfram not acting during his turns of the escort mission as you being absent. You even get that dialogue if you turn down his quest, then kill the skeleton which kills him (and everyone acts).

I tested this a couple times and verified it.
Posted By: Rainer Re: Bug Reports for version 1.0.239 - 20/04/14 01:41 PM
another textwall with things :

GAMEPLAY
- already looted chest don't loose their yellow mouse over and the description doesn't say empty
like "Pontius's Chest" X435 Y209
i think that has something to do with special named chests

- rivers and beach-water cannot be interacted with (be electrified, made to clouds with fire-spells etc)

- is there some back-story on the rats, because some rats have real names - e.g. raterly, ratilda, ratander...? (not only "rat" :D)

- using the pyramids in black cove while the other is in cyseal doesn't do anything
EDIT: because the pyramid did not stay in cyseal but was back in inventory with the other pyramid - BUG or Feature??

-BUG: after speaking to the ghost Ebenezar and let him stay as ghost he gives you a chest
that could be repeated while doing a new conversation with him where he thx you for letting him stay => another chest appears
that's chest-SPAM all over the place woehoe

- after doing evelyns secret lab jake said he waits at his tomb , but I never saw him there nor in the secret lab where a zomie evelyn awaited me?! hahaha

EDIT:
- after a fight all teammembers go back to the leader - cost it the hell out of them - like poisoned or burning ground that are on the shortest path often leading to heavyly damagerd chars which were fine in battle ?!?
CRAFTING
- the crafted weapons have the same stats with crafting skill 3 or 4 (didn't test earlier on)
only the name of the weapon is different (3: Custom made Sword/Axe/staff/spear to 4: polished Sword/Axe...)
it seems the weapon stats are based on the character-level not on crafting skill?!?

- TIP: on lvl 9 I bought back all my old sold weapons and did rebuild them
so I did more than 200 to 800 gold per weapon (depoending on the price before) each weapon sells for 900 gold + barter *10% (after whetstone!)

- crafting scrolls doesn't work - I can't do paper and pixie-dust (the animation shows but nothing happens)

- silver-arrowhead is cheaper than silver bar! (that's true for some others also)

- most magic crafting needs crafting skill 5 but there is no message to tell you that - PLEASE add a message like for other crafts that you need more skill to do it and not nothing?! - the player will certainly not try it again later on

- the last found items can not be used for crafting (skill 3+1) like
ancient human skull
long rat tail
strong sinew
fancy feather
large tusk

- there are often 2 or 3 items which are named the same but are not stackable
human skull - one stackable the other not
minor/medium/large healing potion - one can be used for crafting , the other two! not they are not stackable together so there must be 3 types of them
poison potion - one can be used for crafting , the other not
cyseal pie - the one found in graveyard (after digging) is not stackable with the self made ones!?

- is there a way to make magical boosted weapons/armour like rings, amuletts, caps and ropes?

- with crafting 4 I can't do magical needle and thread with leather or cloth scraps!

crafting with Branches:
- how to do maces?
nails only work with branch but regardless of crafting skill and player-level it only get's you branch with nails

- what's it with nails then?! there's a ton of nails to be found that are not stackabele and not useable with other than branch which are sparsely found!!

- branches should be found more often in forrest areas or be harvestable with axe and tree?! I only found 11 branches so far

- branch and knife gets only one arrow shaft - thats ridiculous
a branch with which u can do a spear (the dagger stays btw!!), bow, crossbow, staff does only 1 arrow-shaft?!

- 2 branches to make a staff gets you with crafting 4 and lvl9 a polished staff with reflexes +1-boost!

WITCHCRAFT
- there is no way to figure out what to do as witchcraft
- there is no tutorial books how to do witchcraft

I only did dolls, pixie dust and needles (after finding a inert doll which gave me aome idea :P)
I did do the lvl 4 voodo-doll whith pixie and (wooden figurine and needle) (how to get wooden figurine with cloth scraps and thread does not get to me!?) but it only does 1-3 piercing on player lvl 9 crafting 4?!?!?
why should a witch do that? are thers some spell which increase damage/ do remote enemys?!

- I didn't find any way to do something with the broom


TRADE
- TIP 2000 gold gets you most characters to attitude 100 (some special chars need 20000 or more)
with my sold weapons no problem (barter 4 - 900 + 40% = 1260 per weapon (i did maybe 40 bar's and my old weapons => no money problem no more) cheer

that's all standard crafting after using all my found and horded ingredients

except potion crafting
that is so to time consuming and there are some combinations you couldn't have dreamed of - e.g. using sinew for potions?!?! - how to find that out on your own?! no books with hints so far

Posted By: Stabbey Re: Bug Reports for version 1.0.239 - 20/04/14 02:19 PM
Good post, Rainer. I especially agree with you about the Branches, they are way too rare for the amount of things you can use them in.

Originally Posted by Rainer

WITCHCRAFT
- there is no way to figure out what to do as witchcraft
- there is no tutorial books how to do witchcraft


It's a school of magic. There's a seller of Witchcraft spells on the second floor of the King Crab Tavern. You are right that it's not obvious where to find her.


****

Carving a Tooth with a knife gives you a Stunning Arrowhead, which looks like a normal arrowhead (which do not exist anymore?)

The crafting spreadsheet indicated that normal arrowheads used to be combined with other things, but since there are no more normal arrowheads, what does that mean? Do Stunning Arrowheads still work?
Posted By: Dr Koin Re: Bug Reports for version 1.0.239 - 20/04/14 02:34 PM
Yeah nice post Rainer.

Quote
after doing evelyns secret lab jake said he waits at his tomb , but I never saw him there nor in the secret lab where a zomie evelyn awaited me?!


He will indeed be waiting *in* his coffin, you just have to interact with it again and this will initiate a dialogue.
By the way each time you exit the dialogue you will gain a few XP, repeatable, but probably not intended wink

And agree with the branches issue, especially regarding arrow shafts. Both in the Alpha and Beta builds I never used special arrows because I never felt the need for that, apart from some very situational and occasional situations - in the end, Arrow Water is probably the one I used the most to put down fires.
Special arrows as a whole lack love, be it in power or in quantity. This makes Way of the ranger rank 5 a so-so bonus, since you will be more inclined to just sell most of your arrows.
Posted By: Hassat Hunter Re: Bug Reports for version 1.0.239 - 20/04/14 02:49 PM
I've interacted with his coffin, both post-Evelyn, and post-Church... nothing.

It's not named quests that don't display (Empty) it's any container containing quest items/handcraftedly placed items. Including, say, the corpse at the start.
Originally Posted by Rainer
the item is not gone, if you trade again with your other character those items are there for you and that's what I find disturbing - the vendor "knows" which person he trades with and has different items for each char

Not my experience. If A trades, then B trades, if I returned with A, he had the same inventory as with B. If C interacts, again I noticed A and B had C's inventory.
Posted By: Rainer Re: Bug Reports for version 1.0.239 - 20/04/14 05:13 PM
Originally Posted by Hassat Hunter
I've interacted with his coffin, both post-Evelyn, and post-Church... nothing.

It's not named quests that don't display (Empty) it's any container containing quest items/handcraftedly placed items. Including, say, the corpse at the start.
Originally Posted by Rainer
the item is not gone, if you trade again with your other character those items are there for you and that's what I find disturbing - the vendor "knows" which person he trades with and has different items for each char

Not my experience. If A trades, then B trades, if I returned with A, he had the same inventory as with B. If C interacts, again I noticed A and B had C's inventory.


before finishing the braccus it was
A trades itemcollection 1 (bought all random items)
B trades 2 + sold items of A (bought all random items)
C trades 3 + sold items of A+B (bought all random items)
D trades 4 + sold items of A+B+C (bought all random items)
A trades again 1 + all sold items + no more random items

EDIT: itemcollection means spawned random items

after braccus it was like you posted


the random items are specific to your charbuild and the vendor you visit
so arhu and the weaopons vendors (fantastic five and esmeralda) are the ones who give you armor and weapons

so strength gives lot of str-based items - mail armor, shields, axes swords
int - robes and staffs
dex - bow, crossbow, spear
Posted By: Rainer Re: Bug Reports for version 1.0.239 - 20/04/14 05:34 PM
Originally Posted by Stabbey
Good post, Rainer. I especially agree with you about the Branches, they are way too rare for the amount of things you can use them in.

thankyou

Originally Posted by Stabbey

Originally Posted by Rainer

WITCHCRAFT
- there is no way to figure out what to do as witchcraft
- there is no tutorial books how to do witchcraft


It's a school of magic. There's a seller of Witchcraft spells on the second floor of the King Crab Tavern. You are right that it's not obvious where to find her.


I already found her and did not kill her but she had only spellbooks and scrolls, but no books to describe how to craft witch-based items

Originally Posted by Stabbey

Carving a Tooth with a knife gives you a Stunning Arrowhead, which looks like a normal arrowhead (which do not exist anymore?)

The crafting spreadsheet indicated that normal arrowheads used to be combined with other things, but since there are no more normal arrowheads, what does that mean? Do Stunning Arrowheads still work?


the stunning arrowhead is the normal arrowhead which can be used with potions to get other arrowheads (poison is the first one you can do with crafting 2)
Posted By: Rainer Re: Bug Reports for version 1.0.239 - 20/04/14 05:54 PM
Originally Posted by Dr Koin
Yeah nice post Rainer.

thankyou too

Originally Posted by Dr Koin

Quote
after doing evelyns secret lab jake said he waits at his tomb , but I never saw him there nor in the secret lab where a zomie evelyn awaited me?!


He will indeed be waiting *in* his coffin, you just have to interact with it again and this will initiate a dialogue.
By the way each time you exit the dialogue you will gain a few XP, repeatable, but probably not intended wink


I only get an empty coffin (I did remove the dead sheep?!?)

Ah i got it:
you have to interact with the gravestone not with the coffin!
oh man what random items did i miss ;(

Originally Posted by Dr Koin

And agree with the branches issue, especially regarding arrow shafts. Both in the Alpha and Beta builds I never used special arrows because I never felt the need for that, apart from some very situational and occasional situations - in the end, Arrow Water is probably the one I used the most to put down fires.
Special arrows as a whole lack love, be it in power or in quantity. This makes Way of the ranger rank 5 a so-so bonus, since you will be more inclined to just sell most of your arrows.

the most I used were the explosive and the water ones
also later on the charmed ones did lot of funny things with enemys hitting each other and healing (burning forrest)- hehehe

but crafting arrows is not really rewarding in money because arrow shafts are really sparse too
Posted By: Stabbey Re: Bug Reports for version 1.0.239 - 21/04/14 06:48 PM
Bug: You can't close the in-game chat window if you are talking to an NPC.

Bug: I froze my co-op party member buddy, then teleported him. There was no falling animation, he just appeared in place, and then started walking in place.

The good news is that I did test to make sure that if the party split up and one went to activate the first star stone, and someone else did something else, it didn't break the game. The other person was either teleported immediately (even if in combat), or if in dialogue, the teleport waited until the dialogue was finished.

However, I should note that when I activated the Starstone while my partner was in dialogue, my source hunter was frozen in place (upright, despite the "downed" status), but I could freely control and move Jahan. When my partner left dialogue, it faded to black.
Posted By: Rustypipe Re: Bug Reports for version 1.0.239 - 21/04/14 07:43 PM
I would have to agree that the arrows spray is pretty OP atm, for a skill that only takes 1 skill point in Way of the Survival it is still the strongest ability in end game and can still do considerable damage even without bow/xbow trained.

Don't get me wrong we all love destroying 3-4 mobs in a single blow, I just think there should be a slightly larger cost for using it, either more way of the survival or a requirement on bow/xbow skill.
Posted By: Hiver Re: Bug Reports for version 1.0.239 - 21/04/14 09:07 PM
Ive taken time to read through the whole thread.

Ive encountered several of the smaller bugs already listed, but as they are known and new beta version is on the way i wont repeat them.

Here are some smaller weird things that may be bugs:

***

"Take all" command doesn't seem to work. I bound it to "delete" and then to "L" and other buttons but, nothing happens when i try to use it.
Does it work after i highlight all items with ALT key?
haven't yet tried that...

***

If i saved right after i leveled up the characters, and then i die and reload, - the characters icons tend to display "level gained" icons again, although when i open the character screen and tab through all characters, there is no skill points and the icons on portraits disappear.

Happens a lot with the Madora. Almsot every time i load the game she has the "leveled up" icon on her portrait which disappears as soon as i open her inventory - character screen.

***

When im using a shovel and digging up graves my health weirdly goes up and down by a dozen points.

***

- Both Evelyn and dr. Thelymar disappear as soon as i read their diaries - as if they telepathically know what happened. Thats hardly believable so it should be changed.
Unfortunately i dont have an easy quick suggestion on how to do it. Will keep you posted in case i come up with any.

Posted By: Rainer Re: Bug Reports for version 1.0.239 - 21/04/14 09:32 PM
Originally Posted by Hiver

"Take all" command doesn't seem to work. I bound it to "delete" and then to "L" and other buttons but, nothing happens when i try to use it.
Does it work after i highlight all items with ALT key?
haven't yet tried that...


the "take all" only works in opened chests, barrels, crates ...
not on battlefield/open field after winning ;D
Posted By: Raze Re: Bug Reports for version 1.0.239 - 21/04/14 11:46 PM
Originally Posted by Hiver
When im using a shovel and digging up graves my health weirdly goes up and down by a dozen points.

Do you have a constitution or hit point bonus on your weapon or shield?
Posted By: Hiver Re: Bug Reports for version 1.0.239 - 22/04/14 07:52 AM

Originally Posted by Raze

Do you have a constitution or hit point bonus on your weapon or shield?

I have no idea. Probably. Ill check.

Originally Posted by Rainer

the "take all" only works in opened chests, barrels, crates ...
not on battlefield/open field after winning ;D

Ah! Eureka!

Seems a bit pointless though, functioning like this. Its not like there is loads of items in those chests anyway. And usual players would expect it to pick up items after fights.

- ive had some money piles after combat, that cannot be picked up by themselves. They are usually seemingly stuck under or in between dead bodies and other non interactive items left after the fight. But i guess ALT key supersedes that small bug since i havent found any such money piles i couldn't take after i discovered the ALT key.
Posted By: Windemere Re: Bug Reports for version 1.0.239 - 22/04/14 01:38 PM
I was running into an odd, game-breaking bug last evening.

It seemed like anytime a quest update instigated a conversation opportunity with a companion, I would suddenly lose all ability to initiate conversations with anyone. A couple of specific occurrences:


After defeating the nightmare creature in the Black Cove beyond the ominous gate, where you find Sam's collar, I proceeded to talk to the ghost related to the lighthouse quest just beyond that encounter. After the conversation, Madora had an exclamation mark above her head and wanted to talk. If I hovered my mouse over her, the conversation cloud icon would appear but clicking would do nothing. I used the rift travel to return to town and I couldn't talk to anyone there either.

Another time it happened was when killing Englander in order to resolve the orc feud quest. One of the companions got an exclamation point and the same issue described above happens.


The only workaround I have found at this point is to dismiss the companions before performing any quest related action that instigates a conversation with them and then go and pick them back up later.



Posted By: Stabbey Re: Bug Reports for version 1.0.239 - 22/04/14 01:44 PM
For no apparent reason in the middle of my fight against the lighthouse horror, a bunch of normally-hidden NPC's down on the beach by the base of the lighthouse decided to join the fight (on my side, which didn't matter). Then my ranger teleported into the void (17, -10) and couldn't do anything at all. (No teleporter pyramids.)

http://cloud-4.steampowered.com/ugc/3335222970903694912/C9990010F050FCE12BCD6D7DF8517E01E78C7EB4/

I had to stop after the fight was over and my other guys had died, because my ranger was stuck in the void and couldn't move.
Posted By: Leponey Re: Bug Reports for version 1.0.228 - 22/04/14 08:37 PM
Hello all.
I expose you my problem: after several hours of game with my brother, we moved forward well in the game, we killed Baccaruss Rex and his companions, and the quest tells us to return to speak to Auréus. Problem, he is in front of the prison where we had imprisoned Esméralda and not way to speak to him. We tried everything: kill him then rez, Teleporte him, steal him.... Nothing can be done...
Have you a solution?
Thank you for your attention and saddened for approximate English.
Posted By: blobface Re: Bug Reports for version 1.0.239 - 22/04/14 10:15 PM
Looks like there might be an issue with the map:

[Linked Image]

[Linked Image]

Random floating dots at bottom left for more zoomed in room names of certain areas. In this case "Emeralda's House - Living Quaters" is on the map, but the "Emeralda's House - Upper floor" is floating in the middle of nowhere.
Posted By: Hiver Re: Bug Reports for version 1.0.239 - 24/04/14 01:05 AM
Some pics of different smaller bugs and ... incorect things in general.
Mostly early game stuff.

[Linked Image]
A small thing. Not really important for the setting like this but... a wooden barrel in the middle of fire? Full of water too?
Wouldnt it be better if it was somewhere on the side of the fire?

A bit more critical bug:
[Linked Image]
[Linked Image]
There is a few of candles that... cannot be reached and turned off. Snuffed out. Extinguished. Doused. Quenched. Smothered.
Stamped out. Suffocated...choked, drowned, stifled, trampled, blotted, or... blown out.


I couldnt pick up these riches!
[Linked Image]
I demand a money return!


These two guards should be severily disciplined:
[Linked Image]
For repeating same dialogue lines over and over and over... no matter how many times i ask them and tell them to stop! (they also dont react to that small combat and its resolution at all) Insubordination should be a capital offense. With a big "I". I did threaten them with my connections with devs though.


This plank...
[Linked Image]
Accuses me of trying to steal it! I swear i merely tried to read it... honest!


Your writers should be collectively punished for...
[Linked Image]
the crime. (couldnt come up with anything better, sorry)


This well doesnt lead into secret passages,
[Linked Image]
or underground secret bases. At least from that side. Nothing happens when i try.


This shelf has too high of a stealing skill check...
[Linked Image]
I protest! The game is falsely trying to prevent me from stealing everything not nailed down.

Posted By: Raze Re: Bug Reports for version 1.0.239 - 24/04/14 02:06 AM

The gold you should be able to get if you hit the Alt key, at least.
Posted By: Hiver Re: Bug Reports for version 1.0.228 - 24/04/14 09:59 AM
Originally Posted by Raze

The gold you should be able to get if you hit the Alt key, at least.

I know that now. But didnt at the time. Probably works with the alt key, but definitely not without it.
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