General Bugs: * While in the user menu screen, selecting confirm/ ok, in between menu option requires the user to back out of the menu, then enter again to apply the setting. * Path finding for player characters often ends up having the character go to locations surely not intended. * Path finding for player character after resurrection to chained/ unchained player characters that exceed 1, while in combat, will initiate auto walking as if out of combat for the additional party member resurrected. The pathing for this bug is also broken as well. * The game keeps sending the user to the desktop in full screen mode intermittently on windows 10. * Purging wands against the "shriekers" was ineffective. * Unable to stack like items, such as shells, berries, mushrooms, potions, etc... often no greater than stacks of 2-6. * While in combat and not the current player's turn, if a hotkey is pressed, it is delayed and executed on the start of the that player character's turn. * The warfare ability "shockwave" and "ground slam" are the same ability, different name and should be merged. Most likely an artifact from conflicting branches in development when published.
UI Bugs: * Party inventory sometimes does not allow the user to r-click on an item to return an action selection menu and requires the user to back out with "escape key" or select another player character. * Character attribute screen does not reflect the character's experience in the presumed experience bar where the character's name and level is displayed. * When tool tips pop up in a user's screen, the user forfeits the ability to interact with other UI sprites or menu options. * When drag-dropping a skill into the place of a memorized skill's slot, an error returns "Not enough memory slots..." vice replacing the destination skill with the desired skill. * Near the end of Act 1, the full screen map loses icons, player markers, and other key notes for game space reference. * If a player character dies, the top combat initiative combat order queue disappears until another player character is selected. * The tilde key "~" to toggle on/off character outlines resets at combat start/ end and needs to be reenabled. * Deleting items out of the quick slot bar by unlocking and drag/ dropping he button into the game space results in dropping the actual item from the player character's inventory, vice deleting only the quick slot button's icon. * If movement or an ability is selected and the user places their cursor over the portrait or any panel in the normal user interface screen without sub-menus, that selected primed ability is executed, most often in an unintended manor or location. Quest Bugs: * Quest with Ghost Withermoore does not trigger the next phase of the quest through breaking the proper urn to release his spirit and remains uncompleted. * Final battle: ** Reinforcements never arrived ** Voidworm spawn after final hostile NPC death does not trigger Garret or reinforcements. ** Garret spawns invisible until after worm's death, where remaining environmental damage easily triggers a defensive NPC response to engage Garret in battle. * Dungeon of Fort Joy, Han's escape boat cog wheel interactive when activated does not return a result and resets the player character to its destination location in front of the boat. Exploits: * Inventory items between player characters, regardless of control, while in the party inventory menu, can "steal" or "force take" items by drag/ dropping items from the controllable character to the desired target character's inventory. This exploits the item swap ability, but breaks the restrictions to inventory management based on distance, player health/ life status (dead or alive), and allows players to steal or swap inventory items that normally would not be able to be exchanged between player character inventories. * When a user equips an item with a special ability, they may memorize the ability permanently then discard the item while retaining the skill or ability.
Undefined issues: * Items remain in the game with "luck" traits, though luck is not in a player character's attribute screen. This could potentially be an artifact of previous versions of the game, or is as intended--currently unverifiable.
General Feedback from Act 1, Alpha w/ Recommended UX improvements: * Navigation would be made easier if the user could direct the characters from the mini map or full map screen. * Better Side screen scrolling bounding box/ sensitivity and speed should be two distinct game options. Scroll speed being the rate at which the screen pans, while side screen scrolling sensitivity is the delay an d threshold to where the user's cursor must extend beyond the windowed game space before initiating a side screen scroll command. This would reduce the game from scrolling every time the user cursors to the skill/ ability bar, or to select a menu option on the lower left hand corner of the main tool bar. * Greater detailed player character attribute descriptions and/ or formulate with calculations. Currently players are unable to determine how to increase the starting, overall, or surge AP/ Soul Point pool, if at all possible. If not, outline in the mouse-over description that it cannot be modified. * During multiplayer combat, while multiple players managed multiple characters, it became difficult to determine whose current turn it was. Previous games had a splash screen stating the current player & character turn. * Environmental and special effects becomes very intense, even for high end terminals. Please reduce particle clutter and complexity to improve graphic performance. * When a trap is detected, should automatically cause the character to halt immediately, requiring a new path to be established after the trap was detected to confirm the path selected was intended. * Character pathing seems broken. Frequently the path a slave player character takes is irrational, long, or dangerous while trudging through hazardous terrain and obstacles. * Having to hold or press the L-Alt button to see loot is impractical and often leads to players having to "wedge and prop" the L-Alt key down while adventuring. This proves problematic when needing to select option buttons, but most importantly could be solved by a toggle on/off keys. * Continue to optimize the inventory management screen by: auto-organize, sort, stack, auto equip, equip best, equip best by attribute/ type/ bonus/ trait, and repair all button(s). * Place how many charges are remaining on an items with expendable charges. * If an item is cursed and has a negative attribute or trait, when cured, remove the negative attribute or trait. * When trading or interfacing with an NPC, a mouse over their perception/ relationship status reflects the degree of bonus or hindrance, vice only a perceived arbitrary number/ value. * In an ability or attribute description, note the cap or maximum value before no longer receiving a bonus, such as leadership. * Place a minus, confirm, commit button to the attribute and ability changes permitted once level is gained. Also, include temporary adjustments to descriptions with the projected changes in parenthesis.