A small round of various issues we've encountered so far :
- Infinite XP glitch, new form!
Upon "freeing" Jake, you can go talk to him again via his tombstone. Each time you end the conversation, you gain 275xp. Slower than the exploration bug previously seen in the Alpha, still a possible exploit.
- Sound glitch. Has been wildly reported, but it's annoying enough to be mentioned again.
- co-op client camera height glitch : rather annoying for the client. The camera doesn't seem to correctly adjust to height variation ( when descending the wooden stairs in the Black Cove, among other spots ) and will stay "fixed" at the floor height until the player force it to re-adjust by teleporting to the host. zooming in won't fix the problem.
- Billeh Gar "what are you doing?" case. Moving the carpet around to reveal the button needed to disable the trap will trigger a "don't touch my stuff" dialogue with Billeh Gar. Moving it again will ultimately lead to a reputation loss and Billeh Gar shouting "Thief! Thief!".
- The BloodStone detained by Pontius the pirate can't be used when playing with two Lone Wolves characters. "this item can only be used by companions". But we can't have companions, so...
- Poison Immunity, Cold immunity don't seem to work. Probably true for every "immunity" spells.
- The identify bug. Already documented but still annoying. Multi-clicking on the item we are trying to identify will ultimately identify it.
- Loremaster : doesn't seem to give info on ennemies anymore ?
- Lockpicking : already documented too, but having no hints on whether we can actually lockpick a door or container, and loosing the lockpick in the process is annoying.
- We can still, in some instances, use movement skills like phoenix dive to reach otherwise unattainable places. I'm thinking the lever room before the Pontius fight : it's possible to jump directly to the other side without activating any levers, completely bypassing the whole event. Nice for speedruns, but probably not Working as intended.
- Crafting bug : drag and dropping some items on top of themselves in the inventory ( iron bars, sinews, branches... ) will result in a successful craft. In short : bowstrings from only one sinew, large iron/steel bars from one classic iron bar, one staff from one branch, etc.
And a bit of feedback / suggestions...
- Crafting is still unclear. There is a nice idea behind the multiple books containing one chapter/one hint at a time, but it lacks information both in recipes ( the metal shield chapter is especially vague ), and in how the skill rank actually matters to the stats of the crafted items.
- I know archers have been a bit on the low-tier side in previous builds, but now... They are just plain too powerful. One volley of arrows using a rocket laun... Sorry, crossbow, will wipe the screen clean of ennemies. Sticking to a boss to maximize hits will simply one-shot every boss we've met so far : the Source Horrors aka mutated crustaceans in the Black Cove, the Twins-joined-in-fire, etc, etc.
Either the crossbows are way too powerful, or the standard skill, arrow volley, is.
Note : this is with Lone Wolf + Raistlin, but only 1 point in Crossbows and 3 in Way of the Ranger. It's like bringing a Gatling Gun to a knife fight. Really.
- Talents : a few still seem to be WIP or not working ( weatherproof ? ). I'm quite surprised the talents were revamped so much : most of them aren't very interesting to begin with, and overall I feel like we are quickly done with them. Some of the talents even sound like a bad idea, like Elemental Archer. I didn't test it, but I fear it may lead to awkward situations like healing an elemental foe by triggering a random elemental effect. On the other hand, everyone will go for +stats, +abilities, while no one will take the food buff or probably the opportunity attacks. Overall, not sure where this is going, but I feel like talents aren't balanced and interesting enough...
- Overall, there is something off in the character progression. It's hard to point fingers. It seems too "fast", especially in regards to talents and attributes. Skills are a different story, mainly because it's almost impossible to assess how useful or useless skills like Crafting, Repair, Loremaster, Lockpicking, Pickpocket, etc, actually are. Ignoring them and dishing everything in combat skills will result in some very powerful characters early on, while trying to experiment can be very punishing. Repair isn't efficient enough to keep the equipment in good shape ( it even seems to degrades it faster ), but new gear comes a-plenty and it doesn't seem useful to "waste" points in Repair. Same foes for crafting, it looks like you would have to invest a lot of points right from the beginning to keep crafting challenging versus looted items.
Last edited by Dr Koin; 09/04/14 12:41 AM.