I did the Mind Flayer Colony last night and ran into the "Flesh Door" show-stopper once more (haven't seen that one in a while). Solution was/is still to quit the game, re-start and reload the auto-save the game takes as you approach said door (or probably also any earlier save).
Perhaps what I'll describe next is related to the door-issue in some way, as it did happen to me on this run, but I can't be certain of it, so:
The restoration station also didn't work as expected (unless they've since changed its behavior?). I've been only playing on HM or HM-rules (custom game) for a while now and I'm pretty sure restoration stations should only work *once* at that difficulty level. This time, it stayed active after I'd used it - though I didn't check if it *actually* would've worked a second time or if the game simply failed to change its visual status to "inactive". Point is: It was still lit after I had used it. And even though the wiki claims this particular station works indefinitely on HM, I'm *pretty* sure this one used to go dark after use in my previous play-throughs.
Also: Lots of special abilities granted by equipment will refresh visually once the party uses the station, but when you reload the game or come out of a cut-scene, they will be greyed out again in the UI. Amulet of Restoration's mass healing spell was spent before I activated the station, then showed up as refreshed/available again after I'd used the station, then showed up as spent/unavailable again when I quickloaded to get out of the stuck dialogue at the flesh door. I'm not sure if these stations are generally meant to refresh an item's special abilities/spells or not, but this seems like an inconsistency either way.
Last edited by 1Sascha; 01/06/25 08:02 AM.