Well, I done all I could in the beta... don't see much point in contuining on till the next patch, so this will be the latest report for now! And there was much rejoicing... 0_o
* Homestead; Using the 'to the living quarters' teleporter down the stairs doesn't work. All others clicking will make the character walk to them regardless of location, but not this one? * I have a feeling the 'yellow necklace' rat needs to be infront of the force field, not behind it * You don't really get time to talk to the rat near Braccus, since Twins-Joined-By-Fire burns him to a crisp. * Braccus' Two-handed Axe probably needs another color seeing it has a lot of magical properties (but currently white like a regular object). * The post-Braccus convo with Jahan is a little silly... seeing how many resurrection scrolls I have used so far, or seeing how many resurrection spells other forummembers have cast! * Thelyron doesn't seem to acknowledge Braccus is dead. * Arhu; "What can we do about the undead" should be gone finishing "The skeleton king's summoner" quest. * The Legionnaires fighing (training) in Cyseal no longer have weapons. They broke? * Madora; "gnashing hoards" > "gnashing hordes" * Desdemona questupdate, went to lighthouse, still poison there. Ignited it, ran through, bit too fast as my entire team got burned. However Jahan simply got removed from my team when that happened, he remained standing there. I talked to him, invited him, he said I already had a full party of 4. Probably related to Desdemona, still mentioning. * Lighthouse Desdemona; Only my male PC got a change to respond (though may be related to Madora and Jahan issues, especially seeing later on my main chars got ! too and couldn't talk with each other). * I've killed Victoria to check, but 'Philosophy of Death' is not in that library for the Philosopher quest. Bug or isn't it supposed to be there? * Treasure maps; I unlocks V, II unlocks VI, V unlocks I and VI unlocks II. III and IV work as intended. * It seems the Treasure I, V and VI digsites (from the V, I and II treasure maps respectively) take very little perception at all (6 or 5?). The others require 7+ though (which seems more worthy of what needs a map. Although V and VI are the cheapest maps (if intended they are bound to map I and II that is) so maybe it's intentional? * Like was mentioned in other threads with AP points, there seems to be a selective process in what gets boosted by x2 or percentages, and what not. Checking the armor of my PC for example; +54 gear, +9 way of the warrior. 63. You would say +6 from 10% armour specialist but it gives 5. (only gear, not WotW). Add in frozen (+61 armor) and that armor does get boosted by the 10% (for a total of 67 more armor if frozen). Probably also has to do with the order, I noticed with the AP mentioned in another thread whats not doubled is under it, same here, way of the warrior is under armour specialist. * Hearing and listening UI elements are broken, always taking 5 perception; * I love just clicking somewhere far away and then my characters move there. However some of the times, my characters just simply... stop... somewhere midway. And it's somewhat a burden getting everyone going again. Mostly this happens to me city > church (people get stuck in the flaming area, pretty mucg always same locations too) and going in Black Cove from Headless Nick to Desdemona. Haven't really noticed it that many times otherwise, they ususally follow me pretty well. So I decided to follow my companions this time around, with a FRAPS camera aimed at them to see why they stop. Here's the result
* Same right-clicking for crates I suggested before also for shops... it's a bit faster and convient than having to drag all items I want over to the trade window
* I just saw a vid of the Alpha, and in there the magical ballistae in the city randomly moved about left and right. Which looked great, and I recall actually playing that they were always static, so that would be nice to have 'back' (or if it only looked that way since it was attacking something, take it as a suggestion that that would be awesome ;))
* Treasure maps; I unlocks V, II unlocks VI, V unlocks I and VI unlocks II. III and IV work as intended. * It seems the Treasure I, V and VI digsites (from the V, I and II treasure maps respectively) take very little perception at all (6 or 5?). The others require 7+ though (which seems more worthy of what needs a map. Although V and VI are the cheapest maps (if intended they are bound to map I and II that is) so maybe it's intentional?
Following up on this, has anyone else seen the map pins disappear from a loaded save after using the treasure maps? I bought the first four, used them, saw them on my map, and later when I returned from a saved game the markers were gone. If I tried to read the map again I would get an error saying I already read the map, but I couldn't see their place on the map anymore.
DOS2 Mods: Happily Emmie After and The Noisy Crypt
Yup, that's why I waited till I explored everything before getting the maps. That was well-known, but bugs about the actual locations where less known, so worth digging into.