I'll be using this thread to report ongoing feedback, bugs, etc. as I make my way through Early Access.

So far these are all fairly minor things and haven't really interfered with my enjoyment of the game, however, they seemed like the types of bugs that may go unnoticed/unreported or are just generally difficult to track down, so I hope reporting them can be of some use to the overall eventual polish of the game.


October 6, 2020


Bug Reports

- Upon joining the party, Shadowheart appears twice for a moment near the door where you meet her.

- After completing the fight to save Nadira, I believe I spoke to her at the exact moment my party member did. He went through the conversation and convinced her to give him the Soul Coin. Immediately afterwards I engaged in the exact same dialogue, convinced her to give me the coin, she did, but only the first coin was actually transmitted to the backpack. I assume this conversation is only supposed to happen once.

- Wyll rather unceremoniously ended up dead stuck to the side of a rock, stripped naked of his belongings, hanging above a rather sizable pool of his own blood. Perhaps intentional to let this character die.

- When Okta is offering the bowl of soup, one scene of the animation glitched and the bowl was missing from her hands and the bottom half of her seemed to be static/stuck.

- Ethel(?) had a rather noticeable animation glitch when handing over a potion.

- In the Underground Passage (with the tracker worm) I was hit with acid indicating I had lost around 8HP, but no HP was removed from the character's HP bar. This happened a few times.

- The tiefling in the locked shabby hut's dialogue glitched while I was trying to cast guidance on my main to improve chances of a dice roll (does this actually work?). I believe I engaged the conversation with her with Shadowheart as well, allowing both of the characters to select the dialogue options from the normal 3rd person top down view. Switching back and forth between the characters stopped changing to the dialogue point of view of the cutscene and instead just toggled the lighting of the environment, leaving the dialogue options the same. The camera then began focusing on her arm instead of her face while she was talking, but reverting back to 3rd person while making selections.

- In the Owlbear cave, after receiving the Oak Father's Embrace armor I moved it to Shadowheart's inventory from the 4 character inventory screen. Double clicking equipped the armor, but switched it with a green copy of her normal armor. I don't believe that item is magical, but it still appeared green. Switching it back and forth kept the green/magical status on her normal chain mail. When I moved it to Astarion's bag and began toggling it, it toggled the armor correctly this time with no green/magical outline on the icon or text.

- When leaving the Owlbear cave, there was a momentary visual glitch where the river wasn't present before loading in.

- Missing "elbow Astarion" animation when attempting to stop him from drinking blood at camp.


Suggestions

- When having dialogue, it may be useful to provide a character's name. I often found myself forgetting who exactly I was speaking with, but with no way to recall the name during the most memorable part of the interactions (the dialogue itself). Perhaps having a small indicator or a way to mouseover/show a name could help players to remember the names of certain characters with whom they interact.

- A more obvious indication of who will be affected by double clicking/armor equipping from the 4 player inventory screen may be useful. It's not clear whether double clicking on an item in a player's inventory will affect the currently selected character, or the person who owns the item that's being selected.

- "Turn Indicators" as it's not always immediately obvious whose turn it actually is in combat. It seems like there's an overlay mechanic where multiple players could be active at once that I wasn't fully understanding. Is this suppose to happen beyond the initial turn?


All in all, I'm having a blast so far. Thank you all for the incredible work that went into creating this experience. I have been waiting somewhat impatiently for months to finally be able to test things out and I am overjoyed that it is finally here. The game is beautiful, deep, and quite immersive as it is (even with the animation jank). It's obvious how much care and attention was paid to the writing, voice acting, animations, etc. and it really shines through in how meaningful and impactful the interactions/dialogues feel versus previous games. Looking forward to seeing how the game evolves over the years. Thanks again, and hopefully everyone at Larian had as nice of a launch day as we did. smile

Last edited by voin; 07/10/20 08:19 AM.