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Originally Posted by Stabbey
Secrets of the Scroll V and FunWith Fluids III (both found in the Hidden Hatch cellar) have a normal cover in your inventory and don’t get added to the formulas menu.

Originally Posted by Aramintai
-Using needle and thread on leather scraps consistently crashes the game for me.


Just one Leather Scrap, or a stack of more than one?

I had exactly 1 leather scrap, no stacks, and 2 needle and thread.

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Originally Posted by Hydrophobia
I've opened lot of boxes in The end of the Time and receive hi-level items. If equip sword 172-278 damage for 13 str then it make less damage then normal sword 54-90, char level is 7. Also lot of misses on target.

Did you HAVE 13STR?
There was a bug in the last version (which probably isn't fixed reading your report) that allows you to equip items you didn't have stats for. The stats ARE given, just not listed. AP thinks you attack hand to hand (and you use the animation) but having less than the sword needs leads to constant missed due to lack of AP.

All in all, exactly the story seems to tell, making me believe you equipped it without requirements and see the same...

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yes, I have. 11 base str + 2 str from unique amulet.

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- Returning to the Homestead resets the 'show helmet' option to 'show always' even if the interface states otherwise.

- The AP cost preview indicator shows a wrong value if you use a spell located in the second or third skill bar.

'Small Fireball' costs 8 AP but the preview says 3 AP.
[Linked Image]

Because it shows the AP cost of 'Slow Current' which is located in the first skill bar at the same position as 'Small Fireball' in the third.
[Linked Image]


- No difference between 'Encourage' and 'Inspire' apart that the latter grants +0 to Speed and Perception.

[Linked Image]


- The trigger of the electric trap in the tutorial dungeon is not where it's visual representation is.

If you drop the vase in the center of the trap it doesn't turn it off, but if you move the vase behind it it works as intended.
[Linked Image]
[Linked Image]


- Using 'Knockdown' on a frozen enemy does not apply knocked down effect.

[Linked Image]


- 'Summon Wolf' is listed under 'Survival' instead of 'Earth' skills.

[Linked Image]


- The tooltip of 'Fear' states that it decreases 'Reflexes' by three of the affected character.

[Linked Image]


- If the destination of 'Phoenix Jump' is a burning surface it doesn't work.

[Linked Image]
Even though the orcs got damaged and Roderick got burned he's still at the old position.
[Linked Image]


Last edited by Loadrunner; 27/04/14 07:40 PM.
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- There seem to be a Problem with Global chat that the Steam profile Names dont get copied right. U can see often Commander*Number* or Soldier*Number* as Names.

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- Found some placeholder "Pet Pal" text for rats in the Burial Mounds. The NW mound rat only has "(end)" to say, and the SE mound rat says: "[This rat is in one of the two Burial Mounds /mirror dungeon different than 15-16]"


- After how many patches, most or all zombies are STILL embedded halfway into the ground. Now, perhaps this is intentional and they're meant to be just torsos... but if so, then why do they vanish underground when they evade one of your attacks? At the very least that's an animation bug.


- Flare on poison surface still produces ugly green smear-looking gas clouds.

- I walked into one poison gas cloud to pick some stuff up, my Henchmen followed because of the formation, got angry at me as if I attacked them (I did create the poison cloud from attacking the poison surface with fire), then Madora went hostile from the recurring poison damage.

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Bug: Code / Content

Priority - Low

To 2nd/3rd/4th other's feedback, recipe books do not all scribe recipes into the notation.

~

Bug: Code

Priority - Low

The old "NPC meets gold = then claims they're insulted" ==> loss of reputation bug has reappeared in trading.

Seems to be based on attempting to sell damaged items for full price. i.e. if an item is not 100% durability, the engine lowers its price (?) but the NPC offers the full price and so on and so forth.

~

Bug: Mechanics

Priority - Medium

Blacksmithing / Repairing is totally broken at the moment. Skill requirement is purely based on the % loss of durability, not the item level / quality. i.e. if your level 1 dagger is 10/100 durability, you will require 5 in blacksmithing. If your level 10 unique 2Hsword of DOOOOM is 90/100 it will require blacksmithing 1.

Obviously, this allows players to never have to raise their skill above 1 (or 2, see next point).

Skill is irritating / broken atm, and not fun. Armor doesn't seem to degrade at all compared to weapons.


~

Bug: Code

Priority - Medium

Pretty damn sure that the perk "my precious", at least on melee weapons is increasing durability loss by 75%, not reducing it.

Char 1: melee [1h / shield], with 'my precious' perk -- long battle, looses 18-20 odd durability
Char 2: melee [2h] without the perk -- same battle, looses 6-7 durability

Items have similar levels, are both uniques and so on.

~

Bug: Code

Priority - Low

Using the treasure maps gives you waypoints. These disappear on quickload. But if you wander near them, they appear on map. Once found, the waypoints don't disappear, which is a little 'uncool' stylistically.

Odd, but nothing important.

~

Bug: Code / Flags

Priority - Low

In the "Trap House" east of the city, using the lever in the SE corner to stop the fireballs in the last room [with bellows / forge] doesn't set them to be permanently off. Means you can wander back in + get nuked even though you've "completed" the challenge.

Irksome, just forces a reload once a player falls foul of it.

~

Bug: Content

Priority - Low

In the 'back door garden entrance' on the way to the Trap House, if you fireball the huge poison lake there's no feedback, nor do the fountains stop spurting poison [with no effect]. Would be nice to set a flag where they stopped + message. ("Can you smell the roses now?"). Purely aesthetic but hey.


~

Bug: Content

Priority - Low

The abandoned house that leads to the graveyard sewers in Cyseal has two level 10 doors (external upside; internal below). Couldn't find keys for them - meaning that you just have to slog at them with spells. ZZzz.

Not sure why they aren't a more appropriate level?

~

Bug: Code / Loot tables

Priority - Medium

Rings:

1) Equipping two rings = one doesn't work [reported by many]
2) Ring of Telekinesis gives no skill bonus, merely +% resist shadow
3) Something's very wrong with the loot tables on rings (and amulets, to a lesser degree) -- telekinesis = 80% of all ring drops, +loremaster = 90% of all amulets.

~


Bug: Content

Priority - Low

Paintings stack really strangely. i.e. there are placements for them as "lent against wall" and so on, but if dragged / dropped from inventory, they act as if they're hung against an invisible wall.

Yes, you can make walls with them, in 4x4 blocks. Tee-hee.

~

Bug: Content

Priority - Medium

Lever puzzle (Earth / Air / Fire / Water) is still a little strange, it took me a while to get it to work, even when I know the solution.

I was working on the principle that 1 wrong = puzzle resets, which works. Actually reading the hints - didn't provide the solution (either directly or swapping the two).

~

Bug: Content

Priority - Low

If you find the dead sheep, and give it to Bert, without talking to the mortician past the stage of finding the notebook you get an XP reward [yay] and next time you enter the morticians there's a scripted arrest [yay, very cool! reminds me of U:VI with the dodgy mortician near Yew / Empath].
This obviously skips the whole "return gold to Bert" part [not tested]

But...

Mortician never arrives in the prison and ceases to exist. (!) At least give him a cell!

~

Bug: Content / Flags

Priority - Low / Medium

Digging graves in the graveyard to spawn "Dave" leads to a fight where:

1) Mutt of the year aggros & comes in on your side & has high inits
2) Dave refuses to target any PC / NPC barring the faithful mutt and had high inits...
3) Will 100% two-shot the NPC [tested multiple times] which leads to ...
4) You cannot resurrect animal NPCs.

This breaks a few things, and is very sad. frown


Solution - Said mutt shouldn't aggro! Note: tested @ around level 3/4 where you'd naturally meet this. Obviously, if you do it later, you'll one-shot the level 5 Dave - case study is based on party not being able to kill in 1 turn.

On a related note, if you dig up the grave of the woman's child, the mutt then spanks her for you.

~

Bug: Code / Mechanics

Priority - Low / Medium

While going through the NPC dialogue in the new Rex Court fight [near trap villa], mages could move / summon / attack while I was in dialogue with the Lord. This actually made it a lot easier, since both mages were toe-to-toe with my party when combat started.

~

Bug: Mechanics

Priority - Medium

If you use Ice Wall on foes, who are then frozen within the wall, targeting them becomes a real chore. Especially with large mobs [e.g. Rex Court boss] who turn / get mixed up in the wall.

Not sure if they're meant to be targetable or not?


~

Bug: Mechanics

Priority - Medium

Ice % fall checks are waaaay too strong still. It's almost 90%, meaning you can spank most things if you get them to trip up.

~

Bug: Content

Priority - Low / Medium

NPC dog near the wolf den [on way to trap villa] has conversation via Pet Talk ("The hero I've been waiting for") and even joins in the fight against the wolf pack, but has no attendant mission / dialogue post fight.

Merely polish, but considered incomplete.

~

Bug: Content / Mechanics

Priority - Medium

Reported by another player ingame -- he failed the charm mini-game with the entertainers / crowd warmer, and then couldn't finish either the crowd entertainment quest and therefore the missing skull quest.

Solution: if failed, give ~200 gp bribe option so player isn't stuck on x2 quests.

~

Bug: Content

Priority - Medium

Quest to "confront the summoner of Rex".

a) If you find the diary first, your party tells you that you should seek out the man responsible
b) You can then actually get the quest from Arhu
c) A + B = NADA. Can't confront the guy.


Bit broken / unfinished, on many levels.

~

Bug: Mechanics

Priority - Low / Medium

Undead mages can resurrect / heal mobs who have died, who then appear @ 10% health. They do nothing else but heal / resurrect.

You get full XP on killing the raised mobs for the second, third time.

Ho-hum. XP FAAAAAAAAAAAAAAAAAAAAAAAAAARM. Wee!

~

Bug: Balance

Priority - Medium / High

Skeleton archers get x2 ranged attacks / turn. Fair enough. They now also get x3 extremely strong dagger melee attacks using the same AP. This breaks their difficulty curve for the levels intended [i.e. before players have access to summons / ice wall / freeze etc] as closing to melee them actually makes them far more dangerous.

Skele archers are currently wildly unbalanced for their level (4-6 range), and are better in melee than the fighter mobs.



Fix: Yeah, don't be giving them daggers and/or melee skills.


~

Bug: Mechanics

Priority - Medium

User: LightningLockey reminded me of this.

Why. On. Earth. Do. All. Party. Members. Now. Readjust. On. Selection. Of. New. Lead?

Really painful, and they trigger stuff left / right / centre.


Formations = Good
Instant formation based on newly selected character lead = Bad

And yes, I noticed this triggering a lot of traps (i.e. over-riding the AI pathing to avoid "known" traps)

~

Bug: Mechanics

Priority - Medium

Starlapse just reported it, but I've got it underlined four times in my notes.

Shields: un-equipping because?

1) Skill use?
2) Item use?
3) Special use?
4) Dialogue / trading?!

I couldn't work out what was triggering it, but suffice to say that a 1H / shield build is now dumping shield into inventory on a regular basis.

Put it this way: my main tank's uber unique shield found its way... into my mage's inventory as the main fight with Evelyn was starting. (Que ~ lost round / wasted AP to swap it back)

~~

More when I've time. Difficulty balance is hard to judge given I know the content / mechanics, but I'm not facing any challenges. Again, lighthouse was the difficult part, I then spanked everything without a worry[* See below]. However, I am using the entire tool set / mechanics, so that's probably not a bad thing. The skill book costs are well balanced. Although I'm rolling in gold, even having bought them all.

p.s.


Very nice work, you peeps should at least get a RPG award 2014, even with Wasteland 2 around!

Last edited by SteamUser; 28/04/14 02:57 AM.
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Originally Posted by Loadrunner
- Returning to the Homestead resets the 'show helmet' option to 'show always' even if the interface states otherwise.

The helmet off option works now?
Originally Posted by Stabbey
- Found some placeholder "Pet Pal" text for rats in the Burial Mounds. The NW mound rat only has "(end)" to say, and the SE mound rat says: "[This rat is in one of the two Burial Mounds /mirror dungeon different than 15-16]"

Where those still copies (the other rat around giving the proper dialogue in both dungeons?). Hope they didn't remove the wrong rats there 0_o

@ Steamuser; People report the 'insulted' issue with unique items (brown namecode). Did you try to sell any such items?
Also the endurance mismatch could be from using weapons more as 1h rather than 2h (due to the lesser AP cost). Haven't tried the latest version to see if they fixed the "no durability loss on skill use/no durability loss if enemy blocks" issues (which can affect your findings).

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BUG:

Raistlin 'health reduced in half' is calculated of FULL health (consition+gear health combined) while GAME DIFFICULTY settings increase health from FULL health as well, resulting in very strange anomalies:

Example:
Health from constituion: 184 (level 6 with base [5] constitution)
Difficulty modifier: +60% easy / +15% normal / -25% hard

Total health WITHOUT Raistlin:
184 + 110 easy
184 + 27 normal
184 - 46 hard

Total health WITH Raistlin:
92 (50% of 184) + 110 (60% of 184) easy
92 + 27 (15% of 184) normal
92 - 46 (25% of 184) !!! <<< BUG

Difficulty modifier health should be calculated of modified health pool not the global one before changes.

Should be WITH Raistlin:
92 + 55 easy
92 + 13 (14 if rounding to fulls, not sure about this) medium
92 - 23 hard

Last edited by Gabbox; 28/04/14 12:31 PM.
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needle and thread + leather scraps has been crashing game constantly, as well as hammer on metal scraps.

Last edited by dopefisher; 28/04/14 04:27 PM.

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Originally Posted by Hassat Hunter


@ Steamuser; People report the 'insulted' issue with unique items (brown namecode). Did you try to sell any such items?
Also the endurance mismatch could be from using weapons more as 1h rather than 2h (due to the lesser AP cost). Haven't tried the latest version to see if they fixed the "no durability loss on skill use/no durability loss if enemy blocks" issues (which can affect your findings).



1) Yes; item was a unique, durability 6/50. This is quite possibly the reason.

2) Nope; 2H has a build + haste that has more AP than 1Her. The sheer size of the disparity suggests a code bug.


~

Bug: Content / Mechanics

Priority - Low

"Not all rugs are created equally".

There now seems to be a 'background' rug type that cannot be moved, with an 'active' one that conceals some of the puzzles. This creates confusion as only certain types of rugs can be moved. [I can guess the reasons for this visa vie optimization, but it's an oddity].

Example: abandoned house in Cyseal with entrance to sewers has a rug in front of the fireplace that is passive. Rug covering hatch to Snork the Strongman ghost is active.


~

Bug: Content

Priority - Low

Note that was available from start regarding flight / jumping off cliff has been removed. Fair enough. Haven't found where it was moved to, even after finding standing stones. This means the meta-quest of finding out what happened to each unfortunate who believed the statues is incomplete [poverty man, crab / pearl diver / ??]

Suggestion: the redesigned [very nice!] exit from SparkMaster / bandit camp has lots of cliffs...


~

Bug: Mechanics

Priority - Low / Medium

The spread for social trait bonuses is a little off (some have a lot more possible bumps than others) and the benefits are unbalanced. e.g. getting the +1 lore master skill on your IDer is essential (and irritatingly I lost it on the char that I required it on) whereas "immune to fear" is so much more useful than "+1 sneaking" to not even be a choice.

The color coding is pretty though, and a good visual guide.

~

Bug: Mechanics

Priority - High / Game breaking

Was reported in Global chat:

Using the pyramids to teleport with a summon active allows cloning / making summons permanent. e.g. summon -> teleport => summon slot open + permanent party summon. Player reported multiple wolves etc. Also stated that pyramid use could be used to make other buffs permanent (?).

Probably requires a bit of testing, but...

Last edited by SteamUser; 28/04/14 06:54 PM.
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Bug #1:
I've been playing mp with my brother. I'm controlling the fighter from the inn (forget her name). We love the bull rush skill smile but, it seems very buggy (at least in MP). What often happens is that I'll set up a long rush to hit 3 or 4 enemies. On my screen, the enemies will all take their damage and/or get knocked down, but, she will end the rush early, as if she got 'stuck' on one of the enemies (even though the ones further in the line still take damage). On my brother screen, it will look correct - she's be standing in the spot that I targeted for the end of the rush.

This happened twice - the first time, I moved her to attack another enemy. In this case, my brother saw her instantly snap from the position she was supposed to be in to the position on my screen, then start the move I planned for her. The second time, I didn't move and instead attacked the enemy that I got stopped on. This time after the attack, on my screen she snapped to the original spot I had targeted for her rush. On my brothers screen, she was already at the intended end of the rush, so he saw her swing, then some enemy 5 feet away take the damage (the enemy that I was stopped beside on my screen).

Bug #2:
We reproduced this bug quite easily. While I was chatting with an NPC, my brother attempted to start a dialog with on of our companions (both of them were standing near my character). Nothing happened, and afterwards, my brother's character could not start dialog with any NPC, and I could not start a dialog with the companion. This was permanent and did not reset after loading - we had to load an old game.

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I'll Thor one of mine here - repair is not working if I change to another character while I the trade interface with NPC. I have to close the interface then click NPC, go to trade interface go to character that has an item then it will repair, also why money is not shared between characters? That's just weird. Are they that greedy that everyone has to have their own money PILE?

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Originally Posted by SteamUser
Pretty damn sure that the perk "my precious", at least on melee weapons is increasing durability loss by 75%, not reducing it.

It works fine here, testing it on a chest (3 durability lost per hit normally, chance to not loose durability each hit with My Precious, though how that works may be changed).
If the number of hits was not comparable (higher AP of the 2H player balancing out the higher attack cost), then did the 2H player use more special attacks (which currently don't damage weapons)?

I don't know if I'd trust a blacksmith with crappy doors.

There is currently a bug where shields are not re-equipped after digging. That wouldn't account for one ending up in another character's inventory, though.

Click on the body of the guy that jumped off the cliff to loot his diary.

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Bug: Flags / Mechanics

Priority - Low / Medium

Somehow Maxine (Councillor's cat) disappears. Started the love quest, then did the new ghost not wanting to enter the afterlife, then found collar. Flags got scrambled, Maxine doesn't exist to trigger next part of quest, and collar found is noted on quest log.

Her meeeow is still audible, so she might just be invisible.

Edit: she was indeed invisible and immune to AoEs [or perhaps I missed].

I set the place on fire with fireballs, causing the NPC scripts to change to "summon guards" for property damage, paid the fine (thus re-re-resetting NPC scripts) & then cast rain several times until she got the "wet" effect + her coat became shiny. On talking to her, she regained her skin. Quest flags were unaffected, and I could complete the quest.

+romantic option is now working correctly smile

~

Bug: Mechanics

Priority - Low

Killing the undead troll before talking to it (by fireball + burning) leads to no xp.

~

Bug: Content

Priority - Low

Undead battlemage just outside church dropped a parchment. Cannot be used / contains no fluff. Same for dying orc in Black cove and one other case. Not sure if they're blanks or something else is going on.

~

Bug: Mechanics

Priority - Low

Oddity in Black Cove pirate fight - character who landed the killing blow on the boss [who was blinded, petrified] became permanently poisoned. Had to let her die + resurrect to fix.

~

Bug: Content

Priority - Low

In the church basement you can throw a pyramid into the empty area to the west of the boss fight / blue fields & warp there. However, your characters cannot move & you have to teleport out. I suspect the area is out of bounds (?)

~

Bug: Content

Priority - Low / Medium

Speaking of the church basement... the locket & note that was found in Evelyn's lab in alpha that was supposed to give you passage through the fields is no longer present - wasn't in usual place (desk in fight area). e.g. the only way to get through is now to use the pyramids.

~

Bug: Content

Priority - Low

The head healer doesn't respond / die / do anything post the Braccus fight. He could at least croak his mortal coil...

Also, there's a quest update with Arhu -- but head healer is still present. Surely at some point (diary presented to Arhu?) he should flee town?

~

Bug: Content

Priority - Medium / High

Lots of people reporting on global that Jake isn't appearing for them post Evelyn. I've not had this issue.

~

Bug: Mechanics

Priority - Low

The AI is now a little too good. In the Black Cove harbor, where the oil slick / trap / x4 bomber skeletons, if you set the pool alight from out of trigger range, and watch the oil spill's fire spread downwards towards the bombers.......

They all jump out of the way.

All that was missing was this effect: https://www.youtube.com/watch?v=sC75aU47GRk -- it was very funny though.

Last edited by SteamUser; 29/04/14 09:16 AM.
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Issues which still remain:

- Some spells like the Mage's "Oozespray" spell and the skeletal scorcher's flamethrower triggers the ground effect first before the animation happens, or if the enemy is facing the other way, it triggers the ground effect before the enemy turns and animates the attack.


- The conversation about Murphy looking agitated STILL doesn稚 trigger properly. It only triggers AFTER you dig up Jake痴 corpse. It should trigger when entering that area of the graveyard.

- If you talk to Murphy after that, you get a pop-up informing you that Pet Pal can let you talk to animals even if you have already been using it for a while.

- There is possibly a missing argument in the Homestead. If you look into the portal and talk to Zikxax, one player can choose between éhat void looks scary and éhe dark doesn稚 scare me? Your partner doesn稚 seem to get a chance to interject about the void, and it seems like they should.

I'm asking about this, because early in the alpha, Zixzax used to ask for you and your partner's opinion on something, then a patch bugged it so it only asked you and not your partner, so I'm wondering if that bug is still there.

Last edited by Stabbey; 29/04/14 03:54 AM. Reason: bugs
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So my last post vanished just the moment i wanted to make some additions to it... good thing i had it still cached

Originally Posted by Hassat Hunter

Originally Posted by Loadrunner

- Returning to the Homestead resets the 'show helmet' option to 'show always' even if the interface states otherwise.

The helmet off option works now?

It does until level transition to the homestead or the black cove.

- 'Draw Blood' doesn't add bleeding effect even though it has a 100% chance to apply it.

[Linked Image]


- You can pick up items over a huge distance if you drag em directly into a container in your inventory. This way you can even pick up water, poison and oil barrels which have a wheight of 150.

[Linked Image]
[Linked Image]


- If you rechain characters that are far away from another they get teleported to the character that got included in the chain.

Scarlett at the second level of the inn.
[Linked Image]

Roderick at the harbour gate.
[Linked Image]

Include Scarlett back into the chain.
[Linked Image]


- The key for the chest near the rope bridge in the second level of the black cove used to be in an area that isn't accessible anymore. I couldn't find the key elswhere either but maybe i am just blind.

Key used to be behind that rock.
[Linked Image]


- The switch to turn of the trap of the rhyming ghost inside the black cove vanished alongside the carpet it used to be under. Did it move somewhere else? Apart from a painting that you can't move (destroying it doesn't reveal anything either) i couldn't find anything else inside the room except the other traps. Btw its kinda funny that you can fool the trap mechanic by dragging a basket on it and then move along. Has some Indiana Jones 'replace the idol' feeling

- If you revisit 'Evelyns Lair' some time after you finished the dungeon you'll find a little suprise.

I guess its a fallback for people who decided to kill Evelyn earlier than intended.
[Linked Image]


- The script of the fighting guards near the mess broke the moment one of em couldn't sit on the bench to regenerate health.

[Linked Image]


- The chicken that you can save inside the mess has no pet pal dialog even though it has a unique name and says something if you let it die.

- Candles are worth 50 gold and you find alot of em inside the tutorial dungeon. Just sayin.<br /><br />

- Vendors sell 'legendary' items.Not a bug but maybe balance breaking to have two vendors (maybe more just found two atm) in Cyseal that can sell those items.

- Zixzax clipping bug

[Linked Image]


- The entrance to the earth elemental lair inside the homestead is on the wrong side of the portal.

- The 'Smokescreen' skill of the wizard has no visual effect, apart from that it seem to work.

- Occasionally when i exchange items between characters it happens that when i start dragging an item i end up with another item dragged instead. E.g. i try to drag a sword from Scarletts inventory to Roderiks and shortly after beginning dragging the item it changes to an item from a total different position in Scarletts inventory. It usally happened when the inventory was pretty full.

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Originally Posted by Loadrunner


- The key for the chest near the rope bridge in the second level of the black cove used to be in an area that isn't accessible anymore. I couldn't find the key elswhere either but maybe i am just blind.


Nope, I noticed this as well ~ I presumed I didn't have enough perception to see it.

Originally Posted by Loadrunner

- The switch to turn of the trap of the rhyming ghost inside the black cove vanished alongside the carpet it used to be under. Did it move somewhere else? Apart from a painting that you can't move (destroying it doesn't reveal anything either) i couldn't find anything else inside the room except the other traps. Btw its kinda funny that you can fool the trap mechanic by dragging a basket on it and then move along. Has some Indiana Jones 'replace the idol' feeling



The button is under the crate in the room, and works fine. It's coloured white, not orange unlike last build. In this build you can't see the pressure plate, so <unchain> and get another char to wander around moving everything. If you trigger the trap, the damage reports are... somewhat OTT. 30k+ multiple damage hits.


However, the rug "passive or active" issue seems to be at the core of this one. Not sure why, as there's still the movable rugs in-game.


Since you reminded me:

Bug: Content

Priority - Low / Medium

Labels on the levers in pirate cove + hint sheet have disappeared. i.e. they are all unlabeled generic levers, no longer "rusted lever" etc etc.

This might be perception related, I'm unsure of the new perception mechanics. e.g. the hidden hatch in the church requires ~8 perception to discover.

~

Bug: Content

Priority - Low

In the graves near the massive skeleton bomber trap you can find an "old metallic key" [or similar]. You can also dig up x2 "old metallic chests" from the graves around the church (one just by north most bridge to ghosts, other near to battlemage fight).

Neither unlocks, and I've not found a keyhole for that particular key.

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Bug: Content

Priority - Low

Since we're on chests - in the Braccus' court fight, the eastern court chest key is on that platform. The west court chest has a key right next to it... isn't the correct key. Copper key? (from memory)

Makes two keys whose locks I cannot find.

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Bug: Mechanics

Priority - Low

Not sure I should report this one, as I prefer it as it stands. Perception makes the secret treasure locations "pop" a mound. However, you can easily use the map + manually using the shovel to un-earth the chests without requiring perception at all.

I understand the mechanics (i.e. with +perception, you don't need to buy the maps) but it's not explained at all.


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Bug: Content

Priority - Ultra Low

The secret maps can be sold for relatively generous amounts. e.g. the 900 gp one resales for 225gp. Just struck me as odd.

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Bug: Content / Mechanics

Priority - Low / Medium

In the tutorial dungeon, the electric cloud asks you to throw something at it. If you chose the pot closest to the character [there's x2 pots, a barrel, a box] the item isn't heavy enough to shut the trap off; however, it does block heavier items being thrown on it!

Suggestion: either make pots effect trap discs, or remove the pot at that point or make them smash on being thrown like barrels can.

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Bug: Content

Priority: Low / Medium

Given the huge massive burnt out fire destruction new area & massive totem, no-one in town mentions it. No NPC mentions it. The bad guys don't even mention it (i.e. the Court boss has some expo at the very least) nor does the boss seemingly exist in the storyline. It is mentioned that
the bosses are summoned by the head healer
but... nope, doesn't make sense.

I suspect this is just unfleshed content.

However:

Bug: Mechanics

Priority - Low / Medium

Mass using rain to get through this area is fine, and the +weak effect it gives is very useful / is an excellent touch, however... the lava around the bases of the trees does not disappear (rain doesn't effect lava either, cf trap house, but hey) and your characters LOVE walking into it, especially if you do a "formation shuffle" picking up items / casting spells.

The trees were more damaging / threatening than the mobs in this area.

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Bug: Mechanics

Priority - Low / Medium

Braccus' seems to have a large +weakness to petrification (that special sword!). The problem? It's large enough so that a weapon with a 10% chance to petrify does so 100% of the time, I didn't even have to use the -resists spell options.

Did the Braccus fight x3 times... he didn't get a single turn / attack.


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Bug: Mechanics

Priority - Low / Medium

The pirate cove boss is using an earth shield spell, however, unlike the other shield spells (e.g. courtly queen mage) it seems to give 100% immunity to all damage types for 6 turns (and water heals him). This seems to stretch to the physical damage stuns as well (fists / knockdowns / rushes).


The problem is that the AP cost is such that on turn #7 he'll instantly recast it. The solution
was to blind the boss so he couldn't do so, then spank as normal. Was interesting, but I'm unsure of how players without blind could do this boss.[Edit: just remembered - boss appears immune to fist stuns etc, but not the trip effect from phoenix dive]


There's two solutions, but not many others.

Last edited by SteamUser; 29/04/14 09:30 AM.
Joined: Feb 2014
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Joined: Feb 2014
Originally Posted by SteamUser

Originally Posted by Loadrunner

- The switch to turn of the trap of the rhyming ghost inside the black cove vanished alongside the carpet it used to be under. Did it move somewhere else? Apart from a painting that you can't move (destroying it doesn't reveal anything either) i couldn't find anything else inside the room except the other traps. Btw its kinda funny that you can fool the trap mechanic by dragging a basket on it and then move along. Has some Indiana Jones 'replace the idol' feeling



The button is under the crate in the room, and works fine. It's coloured white, not orange unlike last build. In this build you can't see the pressure plate, so <unchain> and get another char to wander around moving everything. If you trigger the trap, the damage reports are... somewhat OTT. 30k+ multiple damage hits.


Thats strange i only remember a barrel, a chest and a chair where steam traps where under but not a crate. I will check that again.
Regarding the pressure plate you can spot it if your perception is high enough (i think 9 or 10 is enough).

Joined: Mar 2003
Location: Canada
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Joined: Mar 2003
Location: Canada
Originally Posted by SteamUser
In the tutorial dungeon, the electric cloud asks you to throw something at it. If you chose the pot closest to the character [there's x2 pots, a barrel, a box] the item isn't heavy enough to shut the trap off

Weight isn't the issue. There is a bug in the beta with the point you need to drop the vase actually a little past the vent; crates and barrels work better because their surface area is large enough to generally hit the required area if aiming at the indicated area.

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