Some additional bugs I have found.
During the 'Save the Gnome' quest in the Blighted village where you have to free the gnome from the windmill, I talked the goblins into leaving. Then when I went to shut the windmill down, a cut scene fired off as if the goblins were still there and reacting as if I had snuck into the windmill. Once the cut scene ended, they were gone again.
Pathfinding seems to be off as well, particularly on hills. Several times (usually in combat, but not always) where the ground isn't level, my characters will only move part of the way being requested and then stop. I presume this is because the walk mesh doesn't understand the gradient of the ground topography.
The boots you find in the bottom of the well in the blighted village are supposed to prevent the wearer from being ensnared. During the combat with the spiders in the caves, my bard was wearing them and was still impacted by slowed movement as if he had been ensnared.
Also, the boots which are supposed to generate a static charge don't appear to be working. Or maybe I just don't understand how they work. Either way, I was not able to use them to any effect.
Finally, there is an animal corpse outside of a cave (I think the owlbear cave, but can't confirm it) close to the bridge leading to the Blighted village. When I went to examine it, a cut scene fired. But the corpse disappears and my character is looking at the ground. The voice over still talks about the corpse. The corpse reappears once the cut scene ends.
Oh, and whenever I examine an item in my inventory regardless of which character I am looking at, the comparison always compares to my main character. So, if I am in Gale's inventory and looking at armor, it will tell me that Tav (my main character) isn't proficient in that armor type.
Last edited by The Spyder; 20/01/23 04:35 PM.