1. wild boar bug (screen 1):attempting to investigate the cause of the animal's death freezes the game while rolling the dice. Game reset necessary.
2. general camera problem:The camera can pan only at the height at which the active character is located. I would suggest working the camera as in Divinity sins 2: the camera moves panoramic
as in BG3, but when a mountain or valley is encountered, it rises or descends to maintain a constant height above the ground. kind of "levitates" over the ground.
This would make it easier to move the character that the player intends to move to a hill, especially problematic to make a long jump in such a situation.
In terms of camera work; there is also one problem: it allows walls and other vertical obstructions to be penetrated through. All you need to do is stand your character next to the wall and turn the camera
by 180 degrees to see what's behind the wall - this type of trick is useful for finding hidden passages, e.g. the passage in the basement of an abandoned village
visible behind the bookcase (screen 2). It would be good for the camera to "bounce" from vertical obstacles and not penetrate them, revealing textures.
3. bug? / problem with the bookcase in the basement of an abandoned village:team persuasion detects scratches on the floor next to the shelf with a passage behind it. One could not move this rack in any way or destroy it. \
(Attempting to insert the Necrotic Immunity recipe book and Dark Amethyst doesn't help either)
4. problems with Polish language:They often appear in dialogues and describe places / subjects and book content as untranslated records or entire phrases.
5. bug with a decorative Githian nameplate:after activating the artifact (screen 3), there is an entry in the journal about the location of the "nursery", but no new yellow marker appears on the map.
6.Mission problem / suggestion in the burning inn "Pasas Wauken":You can only save the village's mayor and Benryn through the main entrance and the staircase. However, you can enter the second floor via an alternative route (stairs on the left main gate) to the second floor, where Miri's corpse lies, and get to Benryn from this location by destroying barricades / wooden rubble. However, a freed Benryn "freezes" in passage (with columns) while following the team in the situation
attempts to escape from the spreading fire of the aforementioned room with the body of His bride.
In addition, it is not possible to extinguish the fire in the room next to Benryn, neither with water barrels nor a rain spell (unless it is supposed to be so :))
7. Bug / Suggestion with Character Level Up:During the promotion of the rogue (in my case, Astarion, who fights with two weapons: a short sword and a dagger and a long bow) (screen4), I choose a new advantage: Master of Arms.
Then I choose +1 Dexterity and 4 passive feats: Proficiency in; daggers, short swords, hand crossbows, longbows (screen5).
After approval, the character view shows the following parameters (screen 6): dexterity has been increased and the bonus to longbows has been increased. But points with a melee weapons,
only increased by 1 point (the +1 point for the secondary weapon is only visible when hovering over "secondary weapon attack"). It would be my opinion
More clearly, the inventory's view schould shows damage (and hits) for both weapons when using two weapons.
It is also puzzling that the new feat "master of arms" is not displayed in the character sheet. Besides, I also have a question / doubt: do the proficiencies sum up?
My rogue is an elf and therefore has racial proficiency in the use of short swords and longbows. So when I re-selecting these proficiencies during choose
the "master of arms" advantage - do they sum up / should they add up?
8. Suggestions with character description:when viewing the character's inventory, there are no descriptions / hints of empty inventory fields (e.g. coat, armor, main hand, side hand) and description / hints during
hover the cursor over the parameters: "melee attack", "ranged attack"
9. Inventory Suggestion:There is a kind of derogatory deal with sacks and backpacks. Namely, any removal or insertion (numerous equipment hidden inside,
items that do not fit in one viewport), each time returns the pouch to the beginning (up) in the viewport.
This makes it difficult and longer to hide a large number of items at one time. Each item must be done according to the scheme: open the sack, scroll the view to the bottom,
move item ... And so every time for each item. I suggest that it should be done as in DS2: i.e. the view of backpack window stops at the view / height
scroll (usually with the last items hidden inside). Alternatively, you can drag items in the inventory view onto a given backpack or sacks. then
items are tossed one by one inside.
link to screens:
screens with problems alternative link :
screens with bugs