Combat bug & environment details:Beneath (a city) I found an underground passage where I discovered (combat with a friendly NPC thrown into the mix)
The area underneath Druid Grove known as 'Underground Passage,' there are some goblins and a wounded druid NPC. I want their favor so I started combat by healing him to ensure his survival.
I found this passage via exploration, there's a short event with a prisoner in that city, and behind that area I did some cliff jumping and discovered the entrance I am using, so the combat bug might be part of me deviating from how the encounter is scripted.
Sneaking up to get the drop on them and assist the friendly, after my first cast combat begins and the screen went black- the game didn't freeze or crash, music continued and the noises I'd associate with turns being taken were audible. I still had the mouse cursor visible and it responded. Seemed as though keyboard commands and even clicks were being accepted, but I was interacting blindly.
Closed the game, reloaded my save and recreated the issue. Once combat starts it's like there's a black frame atop everything except the cursor. Win10 Ent, nvidia 970 with latest drivers, steam version with DX11 as my renderer (seems to perform better overall).
I succeeded my third attempt by starting combat manually, entering turn based mode prior to my first cast. When I did so this triggered a cutscene with dialog between the hostiles so my conclusion is this was failing to load properly. No big deal, glad I found that workaround and I'll remember it for future encounter bugs.
Disarm Trap details:Same area as outlined above, a chest with some explosive barrels beside it! I have never attempted to disarm a trap until now, so I've never seen this work properly.
Level 3 rogue (thief) with thieves' tools and disarm toolkits in his bag picks the log on the chest, and passive perception check triggers. Passing this check is where my uncertainty begins - either additional RMB menu options should appear (e.g. Disarm Trap) or artwork adjacent to the chest should be revealed that I can interact with to disarm the trap instead of the chest itself. But I'm not seeing either. If someone has seen this work on a trapped chest let me know, I'm interested!
My only option was to once again enter turn based mode and grab the items as he was being immolated. Poor guy. Outside of turn based an exploding chest doesn't seem to maintain its contents after being on fire for a moment or so. We can regard my ability to loot it as I'm getting my face melted is probably a bug unto itself, but in this instance the only way for me to get loot despite being fully prepared & able. Leaves me wondering if this is was unique to this chest/area or if trap disarming/detecting is a bit incomplete at this time.
None of my characters including the rogue get this perception check unless they are the one picking that lock which may be by design. I have revealed heaps of other traps (non chests) previously just by running around carelessly and there's always artwork added to the environment. I'll update this thread with any disarm trap results because I made my little halfling with this utility in mind.