Larian Studios
Posted By: Gyson Bug report Beta v1.0.80 collection thread. - 29/05/14 03:01 AM
Looked around for one of these and didn't see it. I'll start off with a few I noticed right off the bat.

- Ishamel the clam is once again spamming the chat log when the characters first appear in the world.

- "Walking through water" sound effects are playing in the first area of the tutorial dungeon, where the first chest is, prior to the boxes and barrels blocking the bridge. The area in question has no water.

- The only bench in the tutorial dungeon does not restore health when characters are sitting on it. Also, I want to suggest adding a second (working) bench at the end of the tutorial dungeon (after the new mini-boss fight), as these characters are now on their way to their first orc battle and going into that fight while wounded from the miniboss encounter can be iffy.

- Traits adjustment notifications ("+ Romantic") need to remain above the characters heads longer. There is an adjustment that takes place if you agree to to allow the drunk guards to escort you to Cyseal, and yet players will never see it because it's gone by the time you exit the conversation (and the camera pans away from the characters at the moment the adjustment occurs).

- That patch of fire on the floor in the tutorial dungeon is simply too dangerous and too difficult to put out with just the water barrels. Several times my characters died within one second after passing over that section of floor *after* I had broken all the water barrels with ranged attack. Even though I carefully avoided any remaining burning embers I would still randomly take fire damage and die. After several reloads I eventually gave in and just used the rain spell.

- How much strength is required to move a water barrel? With a strength of 8 I was unable to budge them in the tutorial. Is that intended?

- Some of the conversations in the dungeons that used to take place between the two characters were removed in this update. Namely, the one that took place regarding the cultists not making it that far after the fireball/lever trap (which is now gone) and the conversation that takes place about being no closer to solving the mystery, prior to leaving the dungeon (which seemed to be missing).

Is there any way to work those conversations back into the tutorial somewhere? I guess I just like seeing my party having frequent conversations, particularly that early in the game. It gives a nice role-playing impression that's missing now.

- While the timing has been improved, the boat-on-fire event in Cyseal is still triggering too early, with the NPCs shouting "Fire, fire!" and running to the dock just before the player is in range to see it. This used to work so perfectly, and while it's better than it was in the last patch it's still not there yet. It's actually easier to see this now from *outside* the city gates (over where the treasure chest is tucked away near the burning ship). Is that the intended/expected way to approach this event?

- The two characters aren't receiving equal "attitude" credit for actions performed while together. For example, if I recover Bertia's sheep corpse and give her the money earned off its demise, one of my characters has +90 attitude with her while my other character retains her starting attitude score. This makes absolutely no sense as both characters worked together on resolving this situation for Bertia and would obviously stress that point to her (e.g. "together, the two of us recovered your missing sheep..") when reporting back in on their progress. Thus, why would she only end up liking one of them?

- There is a missing word in one of your loading screen tips. It scrolls by quickly and is hard to catch, but it's something about tossing fireballs and being up close. I'll try to update this one when I see it again.
Another bug perhaps.

- When filling an empty cup at a water barrel, I create a "water filled cup." I am unable to pick up this newly created item. Additionally, this applies to mugs as well.
- I set both my guys to have a personality, but when I talked to Ishmashell, the other one didn't automatically give an opinion so I had to answer for both. I guess it's still glitchy in places. I tried recreating the bug and could not. Later on, after returning from the homestead with Madora and Jahan, I talked to them about the Homestead and Imp's tale, and again I had to answer for both people. I'm not sure why.

- I played rock paper scissors and got almost to the end. The odd thing is that when I reached the last one, I selected my choice and automatically won without it showing what move the AI played. Okay, I assume I beat the AI, but at least show that first. If the AI wins the last turn it also happens before it shows what both sides played.

- Rock Paper Scissors AI is a little too easy. You can pretty reliably beat it by playing what would counter the counter to your last move.

- Near the barracks are some archery targets lying on the ground, not on the stands. They are items you can put into your inventory, but they have a "Junk" icon

- I recruited the henchmen and went to the Homestead. Madora starts out with a [NorokTheOrc] topic in her conversation list. Jahan, under his "I've got a few questions for you" seems to have a lot of topics and I don't think all of them should be unlocked just yet because we hadn't done anything together yet to trigger any of his opinions.

- Something happened to reduce my attitude with people to -5. I can't figure out what it is. It went down with everyone, my party members, ZixZax, the Weaver of time, merchants in Cyseal. All I can think of is that I accidentally moved Robert's chair a bit and he got annoyed.
Found a rather serious bug (at least I think it is a bug). When placing oil on the ground and lighting it on fire, if the mob resists, they become "invisible" and unable to be attacked.

Happened first with the 2 Legionnaires on the bridge. One was failed to resist and got burned, while the other resisted and was standing there shooting me for 3 turns, while I was unable to attack due to him being invisible. Once the oil faded, I was able to attack again.

Repeated the same issue with the next fight vs orcs.

Hope this helps.

Found another: When an enemy is knocked down, the teleportation spell does 0 dmg. Meant to be this way?
i have a game-breaking issue.

i started a new game and did the turorial. one of my characters died in the fire even if i used all barrels to put it out (it is really too strong!), i resurrected him, he died again, i resurrected him again, he died in the fire again and then i was out of scrolls. (each character started with 1 scroll.)

i decided to go on with just one character but unfortunatelly there is one place in the tutorial where you cant put a crate or something else on the press plate to open the door. its not the first encounter with the press plates, but the second.

i have to leave the tutorial or start a new game, because i cant go on now.
[Linked Image]

1. When I was building a cooking place, it appeared right next to the campfire I put the cooking pot on. And campfire is still there. If you cook something it is the same as with filling water into cups. The coked object appaers on the ground, you can move it arround but cannot pick it up. The original item you wanted to cook is still in the inventory.

2. I dont like removal of information that states if it is a 1H or 2H weapon. Currently there is no way to tell what kind of weapon it is, other than guessing from the size of the thing.
I made a Wayfarer and removed Summon Spider, and then replaced it with Slow Current. Then I changed my mind and removed Poison Dart and replaced it with Summon Spider. When I started the game, I had two copies of Summon Spider and Slow Current on my skill bar. (It was still the same skill, the cooldowns on both activated at the same time.)
Posted By: Exca Re: Bug report Beta v1.0.80 collection thread. - 29/05/14 11:44 AM
Here is my first report from 1.0.80 testing :

- Cooking dinner with fish and a mobile kitchen creates a dinner in the inventory, doesn't consume the fish, but the dinner is not selectable (never, even after quit/load game). The slot in your inventory is lost. You can't create another dinner (there's a progression bar but nothing is created nor consumed)
- Sitting on chair doesn't heal anymore
- Equip/Unequip gear heals you!
- Using a bucket on a well to fill it creates a filled bucket on the ground, but you can't grab it and the empty bucket is still on your inventory (repetable)
- Opening chest & container often makes your char walk on/in it
- When music change occures, all sounds stop for a second (didn't used to)
- Again some life lost through save/load, I have to figure it out better
- After using shovel, shield still no re-equip automatically
- In the entrance of the tutorial, walking makes the sound of a water surface, it shouldn't

More to come, nice update so far
Posted By: Elwyn Re: Bug report Beta v1.0.80 collection thread. - 29/05/14 12:35 PM
Please double-check the spelling in the hints displayed during the load screen - there are quite a few mistakes there, e.g.:

"Ennemy" instead of "enemy" and "seems" where it should be "seem".
Larian, if you got a crash report about being on the beach and it crashing when clicking on the "Show Conversations" checkbox in the log while moving, you may want to ignore it: I had forgotten to validate my files and 3 had to be re-acquired.

Originally Posted by Stabbey


- Something happened to reduce my attitude with people to -5. I can't figure out what it is. It went down with everyone, my party members, ZixZax, the Weaver of time, merchants in Cyseal. All I can think of is that I accidentally moved Robert's chair a bit and he got annoyed.


I think I know what this is: Me being dumb and forgetting my Wizard has Know-It-All.
When i selected Witch for Scarlett she hab orbs of see-through floating around her staff. I suspect they should have been pieces of stone.
Posted By: Exca Re: Bug report Beta v1.0.80 collection thread. - 29/05/14 01:24 PM
Autoquote :
Originally Posted by Exca

- Cooking dinner with fish and a mobile kitchen creates a dinner in the inventory, doesn't consume the fish, but the dinner is not selectable (never, even after quit/load game). The slot in your inventory is lost. You can't create another dinner (there's a progression bar but nothing is created nor consumed)

Have the same issue with oven + apple pie dough, maybe all cooking recipes have that bug

- Carrots still can't be used and I've never found any recipe with them so far
- Show/Hide preference for helm still not save if you don't select the character you want to modify
- Some items still not stack (for example, 2 apples)
Not healing on chairs is not a bug, is by design. You only heal in beds now.
Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 29/05/14 01:43 PM
And thats actually and scientifically correct.

http://www.bbc.com/news/health-19910888



... it would be fun if you guys made sitting for a long time start to damage the characters. small amounts would be fine so not to actually kill them too fast. Just something like 1 point of damage would be cool. :P

I'm getting a repeatable crash to desktop upon loading my game in the Cyseal dungeon.

Guess I'll have to start up another game! Lol.
Cooking is totally broken
empty bottles don't fill water from barrels
bucket is filled at the well but empty bucket stays in inventory
the filled bucket is unpickable
can get dough from it, flour stays in inventory and cannot pick the dough
etc...
Same problem with the water mugs...
I cannot open the lid of the sarcophagus in the crypt near the lighthouse
Posted By: Exca Re: Bug report Beta v1.0.80 collection thread. - 29/05/14 03:19 PM
Originally Posted by Scordon
I cannot open the lid of the sarcophagus in the crypt near the lighthouse

Don't know if it's your pb but a certain amount of force is required for that I think
Originally Posted by Exca
Originally Posted by Scordon
I cannot open the lid of the sarcophagus in the crypt near the lighthouse

Don't know if it's your pb but a certain amount of force is required for that I think

hmm... i tried it with all my characters, even trying to force it open... i always hear the sound of stone grinding on stone, but nothing happens. no textual indication of something happening either. only the gears when i hover over it, to show me that i should be able to interact with it.
Posted By: Gyson Re: Bug report Beta v1.0.80 collection thread. - 29/05/14 03:59 PM
Originally Posted by Scordon
Originally Posted by Exca
Originally Posted by Scordon
I cannot open the lid of the sarcophagus in the crypt near the lighthouse

Don't know if it's your pb but a certain amount of force is required for that I think

hmm... i tried it with all my characters, even trying to force it open... i always hear the sound of stone grinding on stone, but nothing happens. no textual indication of something happening either. only the gears when i hover over it, to show me that i should be able to interact with it.


I think you need a 9 or 10 strength to open it? Don't quote me on that. What's your highest strength character (probably Madora)?
Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 29/05/14 04:24 PM
There is a potion of strength right there on the shelf....


Speaking of that very location, if you try to loot the box at the upper right corner, the character walks right into it and gets stuck. Fortunately exiting the room while everyone are chained together solves the problem.

Though it doesnt change how that box malfunctions since that remains the same and happens again everytime you try it.



- tried making honey at that small hut place.
Cant do it. Same as all other crafting problems reported so far. Cant pickup honey pots - i pick them up but when character moves the honey pots appear back on the ground - empty jars remain unchanged in inventory all that time.
Originally Posted by Metixen
i have a game-breaking issue.

i started a new game and did the turorial. one of my characters died in the fire even if i used all barrels to put it out (it is really too strong!), i resurrected him, he died again, i resurrected him again, he died in the fire again and then i was out of scrolls. (each character started with 1 scroll.)

i decided to go on with just one character but unfortunatelly there is one place in the tutorial where you cant put a crate or something else on the press plate to open the door. its not the first encounter with the press plates, but the second.

i have to leave the tutorial or start a new game, because i cant go on now.


Technically I believe you would just leave the cave at that point, go to town and can comeback, rez, continue.

I set QuickSaves to 25 and save a lot.

But I do understand your predicament. But I suppose this could happen at other places in the game if you run out or Rez's. As long as you can leave, get to a vendor and return, it could be by design.
nevermind guys... i tried to open the sarcophagus by clicking on it... didn't even think about telekinesis ^^ sry wink (I did search the forums before though, couldnt find anything about it, which made me think it had to be a bug :/)
Posted By: Gyson Re: Bug report Beta v1.0.80 collection thread. - 29/05/14 06:54 PM
Originally Posted by Horrorscope
Originally Posted by Metixen
i have a game-breaking issue.

i started a new game and did the turorial. one of my characters died in the fire even if i used all barrels to put it out (it is really too strong!), i resurrected him, he died again, i resurrected him again, he died in the fire again and then i was out of scrolls. (each character started with 1 scroll.)

i decided to go on with just one character but unfortunatelly there is one place in the tutorial where you cant put a crate or something else on the press plate to open the door. its not the first encounter with the press plates, but the second.

i have to leave the tutorial or start a new game, because i cant go on now.


Technically I believe you would just leave the cave at that point, go to town and can comeback, rez, continue.

I set QuickSaves to 25 and save a lot.

But I do understand your predicament. But I suppose this could happen at other places in the game if you run out or Rez's. As long as you can leave, get to a vendor and return, it could be by design.


Just my opinion, but my thinking is that (tutorial dungeon or not) if you die frequently and run out of rez scrolls before completing a dungeon, it's probably expected that you would just leave the way you came in rather than trying to push forward.

That particular pressure plate puzzle seems to intentionally require both characters to be available to continue. That said, the developers have made comments in the past that lead me to believe it is weight triggered rather than requiring a characters presence, and it may just be a matter of getting enough weight on it. I tried 2 boxes the first time I went through, but that is only 10 lbs (I think). Maybe stacking dozens of barrels crates is enough to do it?
i think, LEADERSHIP is somehow buggy.

it would be nice if the highest leadership skill would "count". i have one character with 1 point in leadership and the other with 4 points. somehow the half of my grp has leadership 1 and the other leadership 4.

also on leadership 4 it says it would increase also armor, but it doesnt. but one of my character has increased willpower by 1, which should come from leadership on level 5, what i dont have right now.

[Linked Image]
Sitting on stools and chairs no longer heals, tho beds still work. Crafting is badly borken. No cookie for the regression testers! frown
(Mac version)
Had a crash while dragging candles into inventory. Also, hitting "Reopen" in the crash report window will cause the game to reopen and immediately crash. I'll upload the crash reports once I can consistently reproduce the dragging candle one.

EDIT:Crash reports. The 4:21 one is the reopen crash, the rest are caused by dragging a candle from the game world to a spot in your inventory with another item. This is really easy to repro.
After recruiting my companions, the AI personalities don't seem to kick in and I have to answer for both of them again.
I just found an odd ball glitch...just strip down Madora and she should be wearing some underwear but instead u see some see through censor like bars acting as underwear...

Will continue to see if I can find any other odd ball bugs on my end...
Posted By: Elwyn Re: Bug report Beta v1.0.80 collection thread. - 29/05/14 09:59 PM
The very first trap in the tutorial dungeon did not explode when Roderick (standard wayfarer) was shooting it with the bow - although it worked in previous versions. Now, I am not sure whether this is a bug or just my inability to shoot precisely but I thought I mention it just in case.

As a sidenote: I like the changes to the tutorial dungeon. However, there is one thing which struck me as illogical. In the dungeon you keep going east the whole time - however on the world map you end up to the west of the original entrance. Not a big deal, but maybe the exit door could be moved somewhere to the east of the entrance door? (Just to make the three space dimensions match again...)
Originally Posted by Elwyn
As a sidenote: I like the changes to the tutorial dungeon. However, there is one thing which struck me as illogical. In the dungeon you keep going east the whole time - however on the world map you end up to the west of the original entrance. Not a big deal, but maybe the exit door could be moved somewhere to the east of the entrance door? (Just to make the three space dimensions match again...)


Apparently the Cyseal map is really crowded, and things need to be laid out just so or else they won't fit. Just assume that there were some twists and turns or something and we're facing the other way now. Imagination!
Posted By: Exca Re: Bug report Beta v1.0.80 collection thread. - 29/05/14 10:50 PM
Originally Posted by Metixen

also on leadership 4 it says it would increase also armor, but it doesnt. but one of my character has increased willpower by 1, which should come from leadership on level 5, what i dont have right now.


That 1 willpower comes from the obedient trait this character has
When converting knives to daggers, the knife doesn't disappear and the dagger that shows up in your inventory can't be interacted with at all.

Correction: you can interact with it to craft teeth and wood, etc. You just can't equip it, drop it, etc. I can't eat a carrot I picked up and would suggest rolling back to the previous patch if possible. This patch hasn't been tested enough. It's this type of thing that will cause the Steam forums to combust.
Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 30/05/14 01:38 AM
Of all crafting that has bugged out, atleast making your own potions inside inventory still works.


Zombies are now damaged by health spells and healed by poison. Yet the boar zombies and their gang heal eachother with regular healing spells. They should be using some poison spells for that.
They also heal from poison they spread around themselves.


NPCs generally take too many hits and damage before going on defensive and starting combat. Some take even four to five hits before they decide they had enough.
I think they should take two at the most. First one can be a mistake, but second one certainly isnt.


Im noticing reduction in damage from fire during combat to some reasonable levels.
Seems that resistances now work and affect that.

The fiery deaths in the tutorial are as quick as they use to be before, mostly because it is real time and we have no resistances at that point. I think some potions with fire res can be found but everyone are instinctively saving those.

Still, the main problem there is that water from barrels doesnt extinguish the fire on the ground completely, leaving various patches to burn, some still visible, some not.
-Can't start a multiplayer game.
I start a new game, go to the char selection screen, my friend joins, we edit our chars, laugh a lot. Everything fine till there. When we both accept the changes and start playing, we skip the cinematic and game crashes. Haven't tried yet not skipping the cinematic. We tried changing some other stuff in the process so the problem could be the skip or just trying to play multiplayer by the very beginning.
I could solve this by starting a multiplayer game, editing by myself both chars, and my friend joining when i'm in the beach already.

-Sometimes after loading a saved game (despite the progress in the game), the pop-up messages start appearing again when it comes to it.
The welcome message when load is complete, the inventory message when picking up an item, the bartering message when talking to a NPC, etc. It's really anoying.

-I also found some crafting bugs. When converting knives to daggers, when cooking, when filling bottles, mugs or buckets whit water, all the same that's described above. Also a convenient bug when creating a spear: the spear actually got created, i could equip it and use it, but conserved the dagger.

-Regarding the fire path in the tutorial dungeon, i think the water barrels should be removed and it should be a clearer hint about using the rain scroll. Or, at least, a hint about the remaining fire after using the barrels that will burn you if you step on it (that would be something to bear in mind when you are in the burial grounds).
Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 30/05/14 05:10 AM
I would prefer they fix the water instead. And make it extinguish the fire completely, as water does.
Its not napalm we are dealing with in the game. Lava is specific enough.
Posted By: Gyson Re: Bug report Beta v1.0.80 collection thread. - 30/05/14 05:11 AM
Originally Posted by Hiver
The fiery deaths in the tutorial are as quick as they use to be before, mostly because it is real time.."


Yep.

Not even two seconds of real time, actually. Faster than any player is going to be able to react and act to save their character.

Elements doing damage in real-time is a problem.
The Kelvania? woman in the Cyseal market reacts as if you have men in your party even though I did not (was running a party of two females). She also (sometimes) gives a positive response if you have Jahan in your party - I'm not sure if this is intended.

Attacking the Graveyard Madman in the cemetery below the church BEFORE he initiates conversation does not trigger his horde of Exploskeletons.
Judging by the fact that you bothered to script that I think it should.

The Tong in Arhu's study on the table seems to be standing upright (which is a very odd position). It should probably be lying down on the desk with the rest of the tools. And it should be renamed to "Tongs" since that's the name of the tool.
Originally Posted by crpgnut
When converting knives to daggers, the knife doesn't disappear and the dagger that shows up in your inventory can't be interacted with at all.


I believe most of these issues are due to new tooltips, the way they are presented and some of them got messed.
Posted By: Exca Re: Bug report Beta v1.0.80 collection thread. - 30/05/14 11:02 AM
There's a possible XP exploit in the tunnel under Cyseal. It's not new but forgot to report it before:
You can kill the 3 summons that appear at the beginning of the fight with the Skeletal Scorcher, then run away from fight without killing him.
When you come back to him, his 3 allies reappear. It's only 3x130 XP each round, but I've managed to get 1.5 level that way, not sure how long we can do it, it's too boring for me to test further.
All I can say is that it lasts much longer than the summons of the idole behind the fire twins that end one day or another (with that one, I went from early lvl8 to 9.5 before this patch).
Originally Posted by Exca
There's a possible XP exploit in the tunnel under Cyseal. It's not new but forgot to report it before:
You can kill the 3 summons that appear at the beginning of the fight with the Skeletal Scorcher, then run away from fight without killing him.
When you come back to him, his 3 allies reappear. It's only 3x130 XP each round, but I've managed to get 1.5 level that way, not sure how long we can do it, it's too boring for me to test further.
All I can say is that it lasts much longer than the summons of the idole behind the fire twins that end one day or another (with that one, I went from early lvl8 to 9.5 before this patch).


I can confirm this one.

I was trying to get my Wizard and Wayfarer combo to Level 3 before hiring companions, so I took this fight on. I killed everything else, but my fire mage was worthless and my Wayfarer couldn't hope to outdo the healing of the Skeletal Scorcher's burning sensation, so I made use of the Escape button. When I came back with Jahan and Madora, everything in that fight respawned.
- Combining a Debuff Perception potion with an arrowhead creates a Debuff Perception Arrow and not an arrowhead. It also doesn't show up under any tab except All, when other magical arrows show up under Magical.

- Same thing with a Debuff Constitution arrow, and probably others.

- Roderick was caught in the blast from a poisoncloud arrow and poisoned. When his turn came up he died, but his health bar was still shown at halfway - it didn't update properly.

- UI Bug: I set my array of magic arrows onto skillbar 3, but when I moused over them, the AP cost preview showed the cost for the things on skillbar ONE. It was only clicking on them which showed the actual cost.

- Silver Arrow is listed as showing a penalty of "0" armour for 3 rounds.


- I can confirm that crafting is partially broken. I dragged a stack of three empty honey jars onto a beehive. It created a honey jar without consuming one of the empty jars in the inventory. I did this for a few minutes, until I realized that while I got the animation and sound for picking them up, nothing was appearing in my inventory. They were fake Honey Jars.
Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 30/05/14 02:17 PM
One small buggy effect is happening again.


When you finish with some battle and move your characters away from that place, then command them to run back to it - but pull the camera to it before they actually come back there, you can see various magic effects firing off over that place of battle, as if someone was still alive there. Its mostly healing spells animations and effect that appear in the thin air above all the dead and any environmental effects still left - although some other can be seen too.

This happens with every battle or fight location, especially any larger ones with more enemy remains left.



About loot :

I don't know if it's intended or a bug but I'm at level 5 and I only got one useless amulet, one useless belt and no ring. There are none to buy from the merchants as well.

The belt gives nothing ( no armor, no bonus ) and is said to be level 8 ! Is it a joke ?

The amulet required to be identified and surprise : it does nothing but it is unbreakable !

About pickable items :

There are still a lot of objects that can be picked only by using the Alt key and click on the name. One example is the key in the tub in Esmeralda's house.

About burning/poisoning :

The fact that characters stay in place at the end of combat is a good thing but we still have the issue of effects being way too quick in real time mode.
Also there is the issue with invisible surfaces. ( after rain spell )

A suggestion : would it be possible to highlight the surfaces when using the Alt key ?
Originally Posted by Exca
There's a possible XP exploit in the tunnel under Cyseal. It's not new but forgot to report it before:

And that's why summons (and re-animated foes) shouldn't grant XP wink
Originally Posted by Gyson
Yep.

Not even two seconds of real time, actually. Faster than any player is going to be able to react and act to save their character.


Yep I've been thinking of Macro's F1-F4 with Heal Potion Hotkey.

To note I generally play the game at 1.75x speed, so it's even tougher for me, but I've brought that one in myself. smile
Originally Posted by wdarkk
(Mac version)
Had a crash while dragging candles into inventory. Also, hitting "Reopen" in the crash report window will cause the game to reopen and immediately crash. I'll upload the crash reports once I can consistently reproduce the dragging candle one.

EDIT:Crash reports. The 4:21 one is the reopen crash, the rest are caused by dragging a candle from the game world to a spot in your inventory with another item. This is really easy to repro.


Talking to Stabbey the candle bug seems to be a mac-specific thing. It doesn't happen 100% of the time but will happen pretty fast. Another Crash Report
Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 30/05/14 07:40 PM
Headless quest

Quest with the head can be done in one single way only. by taking two specific steps and they have to be done in specific order. talking to Lilian and then convincing the crier to start working for the other guy.

I cant take the head in any other way, cant steal it, cant lift it, cant teleport it - and cannot take it even if all things are done correctly with the hired crier - if i didnt talk to Lilian in the BC first.
In fact, if i do the competition quest first and talk the hired crier into working for the other guy before talking to Lilian - the quest becomes unsolvable. Because in that case i cannot interact with the head in any way anymore.

That should be fixed so i dont have to do these two steps in that specific order - and there should be other ways to complete it. Atleast by stealing the head (sneak, teleport, invisibility, freezing the "owner" etc) - without talking to Lilian first.
Five Star Diner perk bonuses are not displayed correctly when moving the mouse over the status icon which indicates the bonuses are in effect after consuming food.

Default values show up instead of the ones boosted by the perk. The character screen registers the bonuses just fine.
Posted By: Gyson Re: Bug report Beta v1.0.80 collection thread. - 30/05/14 10:41 PM
Originally Posted by Stabbey
I was trying to get my Wizard and Wayfarer combo to Level 3 before hiring companions, so I took this fight on.

And that is why I want companions to start at level 1 or 2. Right now they scale up to your level when you hire them, but they don't scale down to your level. So.. why not just start them at lower level so people aren't feeling like they have to find creative ways to level up before expanding the team?
Posted By: Gyson Re: Bug report Beta v1.0.80 collection thread. - 30/05/14 10:49 PM
I turned off a candle in Arhu's room and he killed me. I mean straight out jedi-lightning one of my characters dead, ran across the room over to my other character and beat on him several times - all during his "turn".

Is that supposed to happen?
One of the loading screen tips has problems displaying what keys it's referring to:
http://steamcommunity.com/sharedfiles/filedetails/?id=264945964
Posted By: Bucki Re: Bug report Beta v1.0.80 collection thread. - 31/05/14 12:22 AM
ok BUG REPORT TIME <3

All bugs reported with the host saved file on Windows 8.1 and the friend connecting to me using mac OSX Mountain Lion.

Some of these bugs are GAME BREAKING. Please read smile

Multiplayer Bugs:
-When loading a save file from a previous multiplayer game you CANNOT invite a friend from steam. The join game is greyed out on the steam layout and the invite player to game is greyed out. (Workaround - start a NEW multiplayer game, invite a friend during character creation and start the game. After new game starts load your old saved multiplayer file. From this point on you may invite your friend at any point in time the buttons will not be greyed out.) REPRODUCIBLE

-In the black cove there is a Crab boss which spawns two mini crabs. After summoning the two crabs on his second tuen he then uses the skill called 'Wildfire' which proceeds to kick my friend from the game every time we try. After this happens whenever i invite my friend back into the game he will get kicked immediately. We have to reload from a previous save and avoid the area, or somehow one-shot the boss so he does not cast the ability 'Wildfire'. REPRODUCIBLE


-When panning the screen from a high loction on the map say...at the top of the steps in town of Ceicel, if you move your character down the steps to the shore sometimes the screen camera view will still be at the height of the top of the castle where you were before so your character appears very small and you are overlooking a large part of the map and you cant zoom back in. I also saw this happen when going into the cave to fight the undead killing machine the fabulous five send you to kill. (Workaround - hit F5 to auto save and the camera will auto adjust and zoom back onto your character at normal viewing height. REPRODUCIBLE

-At random times when creating a new multiplayer game, 1 of the characters screens will be completely black. The map, skill bar (with no skills), and character portraits will be visible but the map itself is black. It appears as though you may move around and fire abilities but you have no idea what you are doing. This also happens randomly when inviting a friend to an existing multiplayer game. REPRODUCIBLE (with a bit of luck)

-In the market square between the Fletcher shop and the tent below. If standing close enough to side of the wall one of our characters will get auto teleported into the room with the two sick men in bed (Steven and Boris) and get directly pulled into a conversation with evelyn. After the conversation is done the character will be back by the side of the house in the market steet like nothing ever happend. Unable to Reproduce.

-In town there is a small fence with a sheep and a digable grave site. If both of your characters are present you will initiate a conversation about the grave and you can decide to dig it with your shovel or not. Your source hunters after all! HOWEVER, if during multiplayer your friend is roaming some part of the world and you want to dig that grave site by yourself you will get stuck in a one sided conversation with yourself. you their is no way to end the conversation and you cant move or leave. Having your friends character walk up to you and try to talk to you during this will do nothing. You must reload an old save file. Have not tried to reproduce.



Please let me know if this was helpful. I love this game so far and will continue posting bugs when i see them. I am a developer myself so i know how frustrating it is when testers find your mistakes wink But GL get it fixed!!! Looking forward to the finished product.

-Bucki
Originally Posted by wdarkk
One of the loading screen tips has problems displaying what keys it's referring to:
http://steamcommunity.com/sharedfiles/filedetails/?id=264945964


You're running the Mac version, yes? I recall seeing that screen on the PC, except for me, the directions were correct not broken.
Did the burning ship quest from the beach outside the gate. Waited until the three townies were involved, and everybody stopped bailing when the rain started.

Once I'm in town, the three stranded sailors, Pablo, and the three townsmen just inside the gate are all replaced by red silhouettes whenever they're in full visibility. As they start to fade out into the distance, they return to normal display.

Conversation does not change this.

Marv and the sailor he's talking to, and everyone else deeper in town appear normal.
Posted By: Raze Re: Bug report Beta v1.0.80 collection thread. - 31/05/14 05:42 AM
Originally Posted by Bucki
Please let me know if this was helpful.

It was, thank you.

BTW Camera height doesn't automatically adjust if it is not locked onto the lead character. Double clicking the lead character's portrait, clicking and holding to move, switching leaders, the Home key (don't know what the equivalent Mac key is), starting a conversation, etc, will re-centre the camera and adjust the height.
Posted By: Vrghr Re: Bug report Beta v1.0.80 collection thread. - 31/05/14 08:04 AM
Have encountered several bugs in the latest build:

"Crafting", to include cooking, creating ingredients, etc:
- Cooking pizza, potatoes, fish, and other items causes an un-clickable result to appear in inventory, and the raw ingredients are not deleted from inventory. For example, cooking pizza dough creates a pizza you can't click, and the dough remains in inventory.
- Crushing bones, skulls, etc., to create bone dust causes the object to be crushed, but no result appears in inventory, effectively destroying the item for no purpose.
- A full cup or container of water can be combined with flour to create dough, but the container can not be refilled. Attempting to refill at a water barrel causes a full container to appear on the map, but clicking that object does not put it into inventory, and the empty container is not removed from inventory to put the filled version on the map. You can stack "infinite" filled containers on the map that you can't pick up this way.

"Invisible" fire:
- Fires can be visibly extinguished with rain or broken water barrels, but will still damage characters if they walk over the area even minutes later. This happens in the tutorial, and again when encountering the "scorcher" in the tunnels under the cemetery.
- Characters killed by "invisible" fires can not be resurrected. Since these "invisible" fires can not be extinguished with water or rain, using a resurrection scroll results in the character immediately catching on fire and instantly dieing again, even if attempts are made to wet down the area they died in.

Severe Fire Damage = "insta-kill characters"
- Fires burn characters so severely that they die before healing can be administered.
- - This is compounded when a warning appears that your character is low on health; normally the character dies before you can clear the warning to do anything about it.

"Invisible" foes from ooze or oil:
- Undead wallowing in ooze puddles, and other foes in spell-drawn oil fields occasionally report as "invisible" preventing them from being attacked until the ooze or oil is destroyed.

Game-Breaker: "Invisible" Fires + 2-person barrier in tutorial dungeon:
- When a character dies from the "invisible" fires in the tutorial, they can not be resurrected (see above) because the "invisible" file immediately burns them to death again. Since the large fire trap to teach characters to use rain or water barrels occurs before the new barrier that requires separating the two characters to step on the pressure pads and open the individual doors, there is no way to proceed beyond that point. You must quit and re-start the game to continue.
Posted By: Raze Re: Bug report Beta v1.0.80 collection thread. - 31/05/14 08:30 AM

You can move a party member's body with the Teleportation spell, if you have it. Later in the game you will get teleporter pyramids with will give you another couple options to move bodies.

You can backtrack in the tutorial dungeon and go out the entrance, if you don't have any saves to reload, though it may be easier to restart than to get somewhere that you can buy another resurrect scroll.
Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 31/05/14 10:47 AM
Headless quest correction:

You can finish it if you did the two steps in incorrect order, by convincing the crier to work for the other showman before you talked to Lillian BUT, to actually talk to the head in that case you need Strenght of 11. It cannot be done with strength of 9. I didnt have anyone with str 10 to check, but it works with 11. (which doesnt make any sense, of course)

Which makes it finishable but not in the best or proper manner, for an RPG sub-quest.

The rest of the problems with it mentioned above remain.
(plus the loot is very low quality which, considering those are ghosts and the amount of traveling you need to do should be better. how about nick gives you unique treasure map? - but if you leave him where he is he gives you ... increase in lore by 1 point?)




Human heads probably shouldn't require strength 11 to move, that's for sure. Heck, there was an entire movie about that - "Eight Heads in a Duffel Bag".


- I'm not sure if this is a bug or just a change, but I didn't see the "Is it just me or was there something odd about that situation?" conversation between the Source Hunters after they left Thelyron's clinic. I had already activated the star stone from the murder scene, so the one in the clinic just flashed. Madora also didn't make her comment about it being a blood stone.

It's possible these lines were intentionally removed to be less of a flashing bell.
Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 31/05/14 12:46 PM
That shouldnt require any strength at all really. Its not just that you cannot "move it". You cannot start the conversation with it unless you have 11 strength, if you deal with the crier first and talk to Lillian second.

In addition to the quest being so constricted and linear in all the wrong ways.


***


Gonna put this next one under spoiler tags for a reason.


If you attack Evelyn in the doctors house
- first, you need to attack her five times for her to start combat
- second, she calls all her support troops when she reaches half health but they attack her too.
- third, if you do it in the room where doctor is he also joins the fight and calls several Legionnaires to basically teleport in and then its just one big free for all, everyone against everyone.


It is fun. But.. im not rally sure thats the best thing to allow at that point. Maybe, if i attack Evelyn there she should just "teleport" away or disappear. Or just call the guards.

So the mystery of the murder quest doesnt get spoiled too soon.
- edit - and that her reinforcements arent revealed too soon. -

She and doctor are sufficiently hard at that level to deal with. Doctor has a gazillion hp and some decent magic, plus Legionnaires ... seems like more then enough.


Additionally , i dont think she should wait to get her health to half to summon the additional support, although i understand that is done to make it easier for the players.
She is attacked by several people, which is hardly fair, right?
Just a thought.

Mac answers:

1. Clicking reopen after crash will immediately crash game - thanks to Steam and its DRM. Nothing to do here, sorry. You can't run Steam protected executables on OS X. Only through Steam "Run" button.
2. Illegal buttons [X][X] in hint screen - yep, known, Mac only, will be fixed
3. Candles - damn it we just fixed another candle dragging issue in .80! Prev. one was in Drag&Drop manager. This one is not, so it's different crash. Will pass on to QA.

Posted By: tom8a Re: Bug report Beta v1.0.80 collection thread. - 31/05/14 03:06 PM

In the latest beta my rouge has started walking into the middle of boxes with only the top half of the body showing and then getting stuck.
Posted By: tom8a Re: Bug report Beta v1.0.80 collection thread. - 31/05/14 03:09 PM

In the latest beta my magic users were able to hit a skeleton standing in front of them with their staffs but when they tried to use telleport on it they got "target out of sight" and could not cast.
Posted By: tom8a Re: Bug report Beta v1.0.80 collection thread. - 31/05/14 03:14 PM
Don't know if its a bug or a deliberate change, in latest beta I read the diary from the dead flyer on the beach and it does not trigger a conversation between my characters.
Posted By: Gyson Re: Bug report Beta v1.0.80 collection thread. - 31/05/14 03:21 PM
Originally Posted by tom8a
Don't know if its a bug or a deliberate change, in latest beta I read the diary from the dead flyer on the beach and it does not trigger a conversation between my characters.


I had the normal conversation between my characters at that point. It sounds like a bug caused yours not to trigger. You said you read it, but (just to be certain) did you actually use the book or just pick it up?
Originally Posted by tom8a

In the latest beta my rouge has started walking into the middle of boxes with only the top half of the body showing and then getting stuck.


I had this happen to me in the Hidden Hatch house. I clicked on a crate in the corner and walked into it, I had to move the crates to get out.
Posted By: tom8a Re: Bug report Beta v1.0.80 collection thread. - 31/05/14 08:42 PM
Re - book on beach.

Yes I definitely read it. In fact I got each character to read it. But no conversation started.
Posted By: tom8a Re: Bug report Beta v1.0.80 collection thread. - 31/05/14 08:45 PM
Originally Posted by Stabbey
Originally Posted by tom8a

In the latest beta my rouge has started walking into the middle of boxes with only the top half of the body showing and then getting stuck.


I had this happen to me in the Hidden Hatch house. I clicked on a crate in the corner and walked into it, I had to move the crates to get out.


Now you mention it. It happened to me on two occasions. Once in the backroom of the black widows shop, and once in the hidden hatch house. Both times it was a crate in the corner with other crates around it.

In the hidden hatch house it was bottom right of room / screen. In the black widows house it was top right of the room / screen, In the corner behind the wash tub.
Posted By: Gyson Re: Bug report Beta v1.0.80 collection thread. - 31/05/14 09:46 PM
Originally Posted by tom8a
Re - book on beach.

Yes I definitely read it. In fact I got each character to read it. But no conversation started.

That definitely seems bugged then.

You know, for a while there my two companions used to have a multiple-choice conversation about the shovel the first time they used it. A patch a two later that vanished. I assumed maybe it was changed to trigger after a couple of shovel-uses (rather than the first one), but now I'm wondering if it's just bugged too.
Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 01/06/14 12:17 PM
Not a bug specifically, but more of a unfinished feature:

New rooms in homestead open without me actually needing to take the star stone there or to give it to Zixzax. I dont even have to have it with me when i travel there.
I left Evelyns on the floor at the doctors, yet i got the room all the same.
I had unused one from BC in the inventory, used it - it dropped out of the inventory on the ground - and i got a prompt that i got a new room.
I could travel, go into my new room, while the stone was still on the ground in Cysael.

There should be a requirement to actually pick them up and maybe give them to Zixzax?



***


I still cant even mention that i saw a freaky green looking woman or a huge demon to Zixzax right after i return from those rooms.

He talks about Astarte only when the next room is opened. And then i cannot mention the demon to him.

He doesnt need to have explanations for those right away, but i should be able to mention them.



***



All edible items cost much more APs to use in combat then their description says.

Almsot none cost 3 APs and cost even changes through the battle - regardless of any status effects i have btw - middle healing potions cost 3 APs as advertized in one situation, then on reload they cost 4 or 5, while all other food costs 5 or 6 and even 7 APs to use.

(that was all noticed during the fight with the Sparkmaster 5000)



****


my characters sometimes heal from enemy hits.

I have no idea how or why. it happens in seemingly random moments, sometimes from weapon hits, sometimes from any "hand" attacks. I was just fighting a fire demon at the statues nand after several turns, in one - his hits healed my character - no i did not have fire resistance up to 100.

It happens from ordinary weapons and other enemies too, usually only during one turn, then it becomes normal damage.

Ive seen atleast one instance where i was damaged and then healed by the same hit.

Yesterday I just found an odd ball bug...

One of my characters is a fighter wearing plate armor and when she goes digging for something and when she uses the shovel she strips down to her undies and begins to dig...

When she finishes digging you need to re-equip her armor afterwords... >.<;;

It turns out that the bug is repeatable on plate armor and the bug will not work on characters wearing leather armor...
Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 01/06/14 05:00 PM
I have to correct myself on some things i wrote above.

The edible items only display the wrong AP cost, in the Ap bar, where too much APs turn red - but when you use any of them they all actually cost 3 APs. As they should, according to their descriptions.

correction on the previous spoilery "problem":

Evelyn does summon her support earlier. In previous version it was about half her health... but now she doesnt wait that long at all. Which is good. Great. telepathy?

But, i did fight her now and managed to get her to very low health, about 10-15% (maybe 20%), while she was frozen and then stunned all that time. I tried just clicking turns and not attacking her anymore after that, to see if she would call reinforcements but, she didnt no matter how long i waited. She just casts some ordinary spells at my characters and nothing else, for many turns.

So... maybe the "problem" is reversed now? :P

I tried that only once, though. After that i tried again, avoiding to get her stunned or frozen and she called her goons very soon, almost at the very start.



Originally Posted by Hiver
I have to correct myself on some things i wrote above.

The edible items only display the wrong AP cost, in the Ap bar, where too much APs turn red - but when you use any of them they all actually cost 3 APs. As they should, according to their descriptions.



I know what's causing that: It's showing the AP costs for the things on a different skill bar, instead of the current skill bar. My wayfarer put some arrows on her Skillbar 3, but when mousing over the arrows, the AP gauge displayed the AP cost for the skills on Skillbar 1.
Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 01/06/14 05:14 PM
ahhhaa... interesting. Good perception reveal Stabbey.

That was the case with skills window in previous version but thats fixed now.
Ok so, that should be a relatively easy to fix little glitch.
I realize this isn't .80, but this bug has existed since the alpha. I was going to post it in the previous bug list, but I didn't have enough time. If it has been fixed in .80, then I guess it can be ignored.

Floating Light on Roderick's head. He's wearing a red hood. The light is floating mid air.

[Linked Image]

Location:

[Linked Image]
(Mac Version)
I've had a random crash loading a save: http://www.mediafire.com/view/hmvlau39w7cj58h/Divinity_-_Original_Sin_2014-06-01-151255_Tilia.crash
When I reached level 5 I could only upgrade sttributes - running with 2 battlemages - Is this a bug or a new upgrade schema?

My lead frequently gets stuck in barrels into which she has stuck her nose - the teleport gets her out.

10 out of 10 for all the hard work - its been a while since I played & the difference is enormouse
I've encountered what I think is a bug and pretty serious in terms of how I can progress in the game. In previous versions I've been able to use the blue pyramid to break into Evelyn's house and advance the story. In the latest version I now get "path blocked" when I attempt to do this.

http://cloud-2.steampowered.com/ugc/561009230880526170/A1322E82431BC9B24541216E9C2DBFBE63A95B1E/

Is this a bug or am I supposed to use another method to get into her house? I've included a screenshot above.
The bug was being able to use the pyramid to get in at all. There's another way you're supposed to do it - a key.
Ah! Ok well thanks Stabbey! I'll hunt around then for that key and hopefully it will be nearby! Now I've got to figure out just what use I'll put those pyramids too!
Originally Posted by Tombeatster
I've encountered what I think is a bug and pretty serious in terms of how I can progress in the game. In previous versions I've been able to use the blue pyramid to break into Evelyn's house and advance the story. In the latest version I now get "path blocked" when I attempt to do this.

http://cloud-2.steampowered.com/ugc/561009230880526170/A1322E82431BC9B24541216E9C2DBFBE63A95B1E/

Is this a bug or am I supposed to use another method to get into her house? I've included a screenshot above.


You should not able to throw pyramids through doors or portals, those are bugs that has not been fixed.
- While playing the game co-op it will randomly switch my character to be controlled by my co-op partner. This always happens in the middle of a fight
- When we load in a game, say we are reloading after messing something up or whatever, the game will not load any weapons and armor for the person I am playing with but I see them still.
-When exiting game after prior bug I am unable to launch game for a bit. The error reads 'app already in use' from steam.

Thank you.
Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 02/06/14 01:35 AM
Originally Posted by Texoru
You should not able to throw pyramids through doors or portals, those are bugs that has not been fixed.

Seriously?

I thought thats what theyre for. What use are they then?

I thought its because they are interdimensional. Pyramids. Possible made by aliens.



Oh right... just to the right from the church-graveyard courtyard entrance, at 396-319, around that first barrel of water... i throw two rains and break the barrel and stand there, in water, fighting them all and then combat ends and two of my characters just rapidly burn to crisps.

I didnt even move.
Originally Posted by Hiver
Originally Posted by Texoru
You should not able to throw pyramids through doors or portals, those are bugs that has not been fixed.

Seriously?

I thought thats what theyre for. What use are they then?

I thought its because they are interdimensional. Pyramids. Possible made by aliens.



They can be used to bypass surfaces obstacles or to sneak away from enemy's by teleporting all your group to one location. You can do many things with it...

It's technically always was a bug as it could mean lock picking doors and portals are useless in the game. Portals meant to be open with the amulets and locked doors or locked areas and walls cannot be used with the pyramids.

Edit: If they are interdimensional they only should limit to portals or locked doors or magical locks, because lock picking and amulets will be kind of useless than.
Posted By: Gyson Re: Bug report Beta v1.0.80 collection thread. - 02/06/14 02:32 AM
Originally Posted by Hiver
Originally Posted by Texoru
You should not able to throw pyramids through doors or portals, those are bugs that has not been fixed.

Seriously?

I thought thats what theyre for. What use are they then?

I thought its because they are interdimensional. Pyramids. Possible made by aliens.



I think the purpose of the pyramids is to provide the party a quick way of getting back together, especially during co-op sessions. There are a lot of neat tricks you can accomplish with them, but I would be surprised if they were meant to be tossed through locked doors and the like (assuming your entire party is on one side of said obstacle).
Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 02/06/14 04:20 AM
Originally Posted by Texoru

They can be used to bypass surfaces obstacles or to sneak away from enemy's by teleporting all your group to one location. You can do many things with it...

It's technically always was a bug as it could mean lock picking doors and portals are useless in the game. Portals meant to be open with the amulets and locked doors or locked areas and walls cannot be used with the pyramids.

Edit: If they are interdimensional they only should limit to portals or locked doors or magical locks, because lock picking and amulets will be kind of useless than.

I was only joking with the inter-dimensional schtick.

I guess i just got used to the wrong way too much. I forgot they were meant to have a less gamebreaking purposes. Actually, i dont even use them when im playing, because it seemed so cheap to throw them through doors and various gates. Not to mention kiting enemies with them.

Will be refreshing to play with them properly.



Bug:

Im noticing my dead characters are regenerating health - all on their own.


Maybe a bug:
There is too many rings with completely same stats popping up - mostly a ring that gives loremaster +1 and telekinesis +1.
I think i got at least a six of those.

And several that are magical but just unbreakable.

There is much less magic rings to be found, which is good but... would be nice if they were more diverse.
Not special and super awesome. Just less clones of that one would be good.

Helmets and bracers with stats could be bit more diverse too.

Boots seem ok more or less.
Originally Posted by dubiouschicken
You can only identify the items in the inventory of the person who spoke to the shopkeeper If you switch to the inventory of another character and try to identify you get the usual dialog about the price but clicking yes does nothing.


This was in the last version. In this version you can identify the item but the gold is taken from the inventory of the character who spoke to the shopkeeper. However, the character that has the item has to have enough gold for the transaction. If he does and the first character has no gold then the transaction is free.
Some Bugs seem to appear only in offline use, especially those crafting bugs such as:
- if you fill a water bucket, you get an empty bucket back in your inventory and a filled one on the ground you can't pick up.
- same thing happens with almost every item-"station" interaction (mobile kitchen, anvil, furnace...), while combining stuff within your inventory works fine (orange juice, dough, arrows..)

never had those bugs before, when i play without an internet connection this happens, what is rarely the case, noticed it today by accident and was confused. ^^
Originally Posted by MaralDesa
Some Bugs seem to appear only in offline use, especially those crafting bugs such as:
- if you fill a water bucket, you get an empty bucket back in your inventory and a filled one on the ground you can't pick up.
- same thing happens with almost every item-"station" interaction (mobile kitchen, anvil, furnace...), while combining stuff within your inventory works fine (orange juice, dough, arrows..)

never had those bugs before, when i play without an internet connection this happens, what is rarely the case, noticed it today by accident and was confused. ^^


Tbh, I registered to the forums for that exact reason. Just emerged from a 16 hour romp through the beta, and as the avid cook finally found a furnace. But every time I try to cook an item (fish, dough, etc) after the process is done and I get the message in the combat log that I created the item, I get an unclickable version of the finished product in the inventory, and the base material is not used up. But this happened to us in co-op multiplayer.
@Hunvagy,

i just checked last time i was playing was after the new update, but to be honest it may be that i did not try crafting while playing online then (i think i just tried out the new tutorial). i was away for the weekend, so today i played again but without internet connection and this happened to me, so tbh i think my assumption this has something to do with offline use may be wrong, especially because many people are experiencing this.

If this helps, this is a new issue. in previous beta builds, crafting worked fine, but they now added the option to stack items instead of combining them, for example, so they made changes to crafting that may now cause this.
Originally Posted by MaralDesa
@Hunvagy,

i just checked last time i was playing was after the new update, but to be honest it may be that i did not try crafting while playing online then (i think i just tried out the new tutorial). i was away for the weekend, so today i played again but without internet connection and this happened to me, so tbh i think my assumption this has something to do with offline use may be wrong, especially because many people are experiencing this.

If this helps, this is a new issue. in previous beta builds, crafting worked fine, but they now added the option to stack items instead of combining them, for example, so they made changes to crafting that may now cause this.


Well it is a beta after all. Was just a bit disheartening, that after two days searching for an oven (because we are blind, and didn't notice the giant furnace behind the abandoned house) My grandious apple pie wasn't doable laugh But hey, at least I get to talk to Roosters who want to murder us all wink
bug reproduced in Mac Version

once use either spell or scroll "wildfire" on the main character, the game crashed every time on Beta v1.0.80.

please check this, thanks
Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 02/06/14 09:41 PM
This is not just a bug, but... a condition, that may be a result of a bug or just another similar condition.

Steam arrows work in the exactly same way as fire does in this game. There is no difference at all.
And the damage is as preposterous as that done by fire. It functions in the exact same way. No difference whatsoever.

You, or enemies - get multiple damage hits for every single step taken inside its radius.
+ Once you are burning - every step creates another set of fast hits of damage.
+ it lowers the fire resistances into negative numbers too.

Just as burning with ordinary fire does, regardless of what resistances i had before that. Baring only the resistance of 100 i guess... but i haven't tried that myself.

A ranger with enough steam arrows can go through 90% or more of the beta content - easily.

- Spell availability icon (small red triangle) doesn't take into account 'Elemetal affection'.
The red triangle suggest i can't use 'Minor heal'.[Linked Image]
But i can. AP Cost is 3 and i have 3 AP's left.[Linked Image]


- AP preview in second and third skill bar is still broken.

- Using mouse scrolling to switch the skill bar doesn't work anymore.

- Using the context menu in mode 'shift + right click' locks the shift button. You can recognize this if you use the context menu once and than try to move a stack of items afterwards. It will always try to split the stack even though you aren't holding shift. To unlock shift you have to press it once more and it works again as intended.

- Wool shear doesn't work anymore.

- Shadow essence doesn't work on weapons with crafting (tested with crafting 5 and 6).
[Linked Image]


- If you talk to the zombie troll on the bridge with a companion his usual dialog will be skipped and he doesn't attack afterwards.
[Linked Image]
Want to pass a door with a companion? Too bad doors don't talk to companions![Linked Image]


- Hotkey '9' doesn't work in dialogs.
[Linked Image]


- The evelyn fight is trivial if she can be knocked down.

- Pot Still?
What ever this is, i couldn't pick it up.[Linked Image]


- You can't use 'Ice wall' on enemies anymore because the 'out of sight' mechanic kicks in before you even can cast it.
Tryed to place the ice wall that the enemy is stuck in between.[Linked Image]
But it didn't work cause 'target out of sight' mechanic. [Linked Image]


- Whats the differnce between 'Staff of tempest' from Jahan and 'Staff of magus' from the other characters.
- Digging with a character that has a +1 skill item in his hands makes you loose some of your spells.
[Linked Image]

- Sometimes when moving an item ininside a container it looks like the items gets teleported from far away including a nice little laser beam effect.
[Linked Image]
[Linked Image]

- Knocking down a 'Explosekeleton' (without it dying) on oil surface ignites the surface.
[Linked Image]

- Health bar beneath the character portrait and the health bar above the skillbar aren't always sychnron.
[Linked Image]

- Save game ui with old saves display error
[Linked Image]

- Archers always drop the arrows they could use (if they wouldn't die so fast).
[Linked Image]

- Known food effects don't show up when starting the game and loading a save game. After you quick save/load they reappear.
[Linked Image]

- Some foodbuffs are not shown with active leadership or not at all i am not sure.
[Linked Image]

- Found some bottles inside a wall in the warehouse.
[Linked Image]

- Burning chest path script still interrupts sometimes.

- Switching character in trading window, stills show the equipped items of the character who intiated the trade.

- 'Blitz bolt' still teleports the casting character some meters.

- Mortican escape script broken when the warden is dead (no chance to regular free him after evelyn fight either).

- 'Clobbering time' should drop 100% of the time? It doesn't.

- Journal performance goes down after you open the dialog log.

- Picture from graveyard grave fell through the ground.

- Summons can't delay their last turn.
- 'Vampiric touch' healed even though it did 0 damage.
[Linked Image]


- Serveral persistent surfaces that never vanish like in the sparkmaster cave, the left overs from the light house ghoul, after the graveyard mayhem and others.

- Charm battles seem to ignore the last 1-2 points. If you have 8 or 9 points you automatically win.

- 'Electric mines' labeled as 'Explosive mine'?

Tryed to clear the explosive mines with fireball got stunned.[Linked Image]


- Sarong visual buggy on male charcters.
[Linked Image]


- 'Draw blood' damage and 'Bleeding' effect damage too low low? Atleast not worth 6AP. The effect hit for round about 3-5 damage...

- +1 Tenebrium has no effect?
[Linked Image]


- The guards that support you in the first fight seem to have suicidal tendencies as they don't mind running into ignited surfaces.

- Besides the other bugs with leadership i had a rare case where leadership rank 1 wouldn't vanish for quite some time even though nobody had leadership anymore.
placeholder[img][/img]


- Undead mages shouldn't heal zombies.
placeholder[img][/img]


- Murphey attacked my group after he ran into an oil pit i deployed for the skeleton from the grave. Which is kinda funny because NPC's doesn't give a shit if i cover the whole market with ice and they'll get knocked down.
placeholder[img][/img]


- The exp bar below the skillbar and the exp values from the character sheet aren't synchron always.
placeholder[img][/img]


- If you select containers in an unreachable position, sometimes the character wanders into them but is stuck there afterwards.
placeholder[img][/img]

Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 03/06/14 12:04 PM
I think exoskeletons ignite flammable surfaces because fire from their ...err... pots touches the surface when they fall onto it.

Unused arrows from archers you manage to kill before they spend them are a nice additional loot. Whats wrong with that? It is appropriate, really.



- Ice Wall definitely cannot be deployed anymore for any obstacle at all. Everything blocks it now. NPCs, enemies, any piece of furniture or scenery. You can only finish its casting if the area youve chosen is completely clean.

I forgot to write that one, good reminder.
Originally Posted by Hiver


- Ice Wall definitely cannot be deployed anymore for any obstacle at all. Everything blocks it now. NPCs, enemies, any piece of furniture or scenery. You can only finish its casting if the area youve chosen is completely clean.

I forgot to write that one, good reminder.


That's weird. I used a summon ice elemental scroll a day ago, and the elementals Ice Wall could target enemies in combat, and it could place the wall on them, freezing them for a few rounds.
In the lighthouse, Jahan's line about the unfaithful woman deserving to die is triggered during the conversation with Samson, instead of afterwards, so you can only see it in the log file (or the non-talking co-op partner can see it)
Posted By: VPA Re: Bug report Beta v1.0.80 collection thread. - 03/06/14 08:01 PM
Good Night

I got some interesting Bugs to report, if i repeat some one, sorry - no time to read all previous msg:



1) Double character of Arhu(Got Save File if needed):
[Linked Image]





















2) Near start Beach - Object_Knife-Underwater:
[Linked Image]
























3) Map_work_incorrect if one of character in Library and second in city:
[Linked Image]






























4)Object_Staff-Sale_ability:
[Linked Image]
































5) Save problem in Trap Pirate house(Got save file if needed):

In game this position is secure and trigger not activated, but when i try to load, after save in safe position - room Exploded!
Character NOT "in chain" and mustn't move after load:

[Linked Image]
















Had some message about not being able to save the game. It said something like "Cannot save file. Incorrect save logcache." Needless to say I lost all my progress. it said to report it immediately
These are the ones I experienced so far.

When having Eglander arrested, they move to the next room and disappear, instead of going down the stairs.

The guard only gets on the floor after you enter the area, and if you try to talk with Eglander the dialogue box disappears. (This problem with the dialogue box disappearing also happens when trying to enter Esmeralda's house and one of the guards in patrol sees you unlocking the door)

Also his line of dialogue goes too fast, forcing you to read on the dialogue box (that by the way is flooded with all the random dialogue from npcs on the street, the range should be smaller)
last on the Eglander topic, will it be possible to pickpocket the same person again? Either with a higher level on pickpocket, or after a certain time has passed?

On my first playthrough I pickpocket Eglander before I had enough level to steal his amulet. Making it impossible to have him arrested after.


And a new one that I think broke my game.

My game went offline during playtime, now I leveled up to 5 witch I believe should give me abilities and a talent is that right?

Im only getting the abilities, no talent. Ive tried rolling back to a save prior to leveling up but it does the same thing and I cant go back to a point where I was online because it had been hours offline =\
Originally Posted by Manthraxx
Had some message about not being able to save the game. It said something like "Cannot save file. Incorrect save logcache." Needless to say I lost all my progress. it said to report it immediately


I think you lost that progress needlessly. If you get that, try saving again and it usually works. It also only seems to affect quicksaves (and rarely, autosaves).
Got this message again. It won't let me save so I can't play it until I figure this out. I installed this on a new computer. Wondering if I need to reinstall the game.

ERROR MESSAGE SAYS:

Savegame failed (copy to levelcache failed). Please report this.
Posted By: Raze Re: Bug report Beta v1.0.80 collection thread. - 03/06/14 11:22 PM

Try browsing to the '..\Documents\Larian Studios' folder and renaming the 'Divinity Original Sin' subfolder.
This folder contains the saved games, configuration files and a level cache folder. Deleting or renaming it will get the game to recreate it on startup; playing the game from a different Windows user account would effectively do the same thing.

If that fixes the problem (a new game can save/load), then copy your existing saves from the renamed folder to the newly created one. Each save is a folder in the '..\Documents\Larian Studios\Divinity Original Sin\PlayerProfiles\<ProfileName>\Savegames' folder.
Posted By: Lodin Re: Bug report Beta v1.0.80 collection thread. - 04/06/14 12:55 AM
When smelting a weapon in a furnace, the weapon remains in my inventory and an iron bar appears in my inventory as well. However, there is no tool tip for the bar and I can't interact with it. It just takes up a space.
Originally Posted by Lodin
When smelting a weapon in a furnace, the weapon remains in my inventory and an iron bar appears in my inventory as well. However, there is no tool tip for the bar and I can't interact with it. It just takes up a space.


That's probably related to the general bug plaguing all crafting interactions with world objects.
I've defeated Sparky a number of ways and I've saved the 3 men every time. I always get comments and journal updates that say I saved all the men and then one right after that saying they all died. Sparky is hard to beat without losing those men, so the lack of a decent outcome sucks. I've never found the men in town afterwards either. I'd love to know who "tested" the .80 patch; Casper?

Also, the treasure has been severely nerfed on this fight too and it's the hardest in the beta. I get two greens most of the time and this should grant at least one orange or brown.

Okay, got orange the next 3 times. Go figure. Still haven't figured out why the men are showing as having died. I walked them all the way to the exit and they're fine, then my gal says too bad we couldn't save any of them.
Originally Posted by crpgnut


Okay, got orange the next 3 times. Go figure. Still haven't figured out why the men are showing as having died. I walked them all the way to the exit and they're fine, then my gal says too bad we couldn't save any of them.


I think she means the other guys who are dead by default around Sparky. Tom, and two or three others. If you managed to save the others, they should be around town. One of them should now be guarding the Legion treasure room, and you can rock,paper,scissor convince him to let you in.
Posted By: VPA Re: Bug report Beta v1.0.80 collection thread. - 04/06/14 07:38 AM
More than week ago send mail to support about bug's in previous version, still no answer (only autoreplay- delivered).
I thought on forum my message won't be ignored, but it seems Bug Doubling Arhu not a bug...

Originally Posted by VPA #498091

1) Double character of Arhu - both "speak and trade"(Got Save File if needed):
[Linked Image]

Posted By: Raze Re: Bug report Beta v1.0.80 collection thread. - 04/06/14 07:52 AM

Arhu being in both forms at the same time is a bug, and it should be fixed in the next update.
Posted By: VPA Re: Bug report Beta v1.0.80 collection thread. - 04/06/14 08:04 AM
in NPC dialogue option Hotkey "1-8" work , but 9 and 0 - not.
Probably already reported but: health bars in the UI and ion the character screen don't update correctly when taking damage or drinking potions.

Not really a bug but you could possibly alter the death animations for the characters so they won't end up in the "ready" position to preserve their dignity: http://steamcommunity.com/sharedfiles/filedetails/?id=267060660

EDIT: Arhu's Sparkmaster 5000 quest is bugged, gave me 2 quest resolution entries. The first one said I had saved everyone and the second one said noone survived.

Also Arhu's inventory is bugged. It's not replaced but it just constantly gets added new items. He ended up with 60000 gold + stacks upon stacks of skillbooks and magic items.
Maybe not technically a bug, but annoying: The citizens wandering upstairs in the King Crab tavern consider the doors of rooms to be their own - even Eglander's door. They get mad if you open it. That's been reported before, but that's not the annoying bit: if you close the door, they'll open it again as they wander by. This is especially annoying if you closed it to assassinate him in peace, because then everyone outside will join the fight. (I do like that they don't fight if the door is closed.)

Apparently they are suicidal enough to attack 4 heavily armed and armoured strangers, instead of say, calling for guards.


Bug: I had a bow which does air damage (chance to Stun). It went off on Eglander and his blood pool. Unlike the blitzbolt + water combo, this stunning pool remains stunning indefinitely. The blood stays lit up with the static electricity.


Placeholder Dialogue: If you talk to Victoria with your weapon unsheathed, all the dialouge is in [placeholder brackets].


Silent Rat: In the NW Burial Mound, there's a rat who has only (end) to say if you talk to it with Pet Pal.
When I engage the-ghoul-at-the-lighthouse creep and manage to go in sneaking mode, with combat mode still on. The the-ghoul-at-the-lighthouse starts attacking NPC's in Cyseal each turn with his teleport spell. The-ghoul-at-the-lighthouse basicly murdered most NPC's in Cyseal eventually by teleporting to a NPC, hitting it and teleporting back to the lighthouse.
Originally Posted by SilencerZ
When I engage the-ghoul-at-the-lighthouse creep and manage to go in sneaking mode, with combat mode still on. The the-ghoul-at-the-lighthouse starts attacking NPC's in Cyseal each turn with his teleport spell. The-ghoul-at-the-lighthouse basicly murdered most NPC's in Cyseal eventually by teleporting to a NPC, hitting it and teleporting back to the lighthouse.


Ha ha ha, that's amazing. Did you get video? I'm guessing that the rest of your party wasn't around, so it had nothing to target?
My game is saved at that point. My party consists out of the two source hunters, both were in sneaking mode. There is a bush near the lighthouse, I attack from the bush and get back into sneaking mode -IF- I have enough AP left.

If I don't go into sneaking mode, the-ghoul-at-the-lighthouse will find me. Doesn't matter how far I run away. He teleports across the map to hunt me when one of the characters is visible. The ultimate death machine frown
The 2 dogs in the wilderness (Sheba and Toxa) have human responses to unsheathed weapons. This should not be happening. Poultry in Cyseal gives me a normal response so these two seem to be an exception.
Posted By: Raze Re: Bug report Beta v1.0.80 collection thread. - 04/06/14 10:42 PM

SilencerZ, could you please email supportdos@larian.com, with a description of the problem and the report.zip file generated by the D:OS support tool? The report will contain your saves (many of the earlier ones you can delete from the zip, if file size is an issue).
Report.zip sent+the info about the bug.
Posted By: Cower Re: Bug report Beta v1.0.80 collection thread. - 05/06/14 02:39 PM
I came here to report one and only "bug" that really bothers me.

Throwing Teleportation Pyramid over "trap trigger pressure plate" will actually trigger it.
Come on, i am throwing it OVER it, why should it press the pressure-plate anyway???

Encountered it at least in General Store Dungeon (the one you can access from underground tunnels of Cyseal).
Not sure if these ones have been mentioned yet

F5 before opening chest, then F8 to see an alternative selection - character focus has changed. This is not consistent (of course not - that would be too easy) but I think I have noticed it most with Treasure map chests.

Can't add custom markers on map - though that might be user ignorance - I'm sure I use to be able to.

After digging my character doesn't put her shield back on again.


I saw an enemy undead use a healing spell on a zombie boar, which actually damaged it. The AI hasn't fully learned not to use healing spells on zombie-type enemies.


Major bug: Madora was "downed", on a patch of fire, so I teleported her out. She made her saving throw against Knockdown, but remained down. I was able to try and use a resurrection scroll from inside her inventory on a dead party member, and that made her get up (but the scroll didn't do anything).

That seems to have broken her, as she can no longer interact with things (at least in combat). Surfaces had no effect, using skills had no effect and consumed no AP, attacking enemies normally consumed no AP, only moving consumed AP.

Enemies could still target and kill her, though.


- Seaside Thug used Nullify Resistance on itself. I have no idea what that's supposed to accomplish, as the warrior skill calls that a debuff.

- I used Ricochet on a thug, and instead of bouncing to any of the six thugs nearby, instead the rebound went off back close to my party and killed a very threatening crate.
Sorry if this has been mentioned.. but just a small change:

Can we have a "compact" sort option? That way I can keep the order, but just get rid of all the void space.

Bug?: I don't think weapon durability is going down anymore. I have been ignoring repair on Madora and using the same weapon for a while, and nothing has happened.


Originally Posted by Xzanron
Sorry if this has been mentioned.. but just a small change:

Can we have a "compact" sort option? That way I can keep the order, but just get rid of all the void space.



That's not a bug, you're looking for the UI wishlist thread.
Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 06/06/14 01:26 PM
Ricochet shots do often damage crates and other furniture instead of the enemies.

I dont think thats a problem but maybe it should change as you improve? maybe adding points into "Expert marksman" should affect those results?

That would be a nice smaller addition to efficiency and value of skills.



Another thing entirely.

I noticed that chance to hit around 73% is the one where i have the most consecutive misses.
This effect starts around 68 or 69% and is actually the worst at 72 or 73%.

This is coming from someone who plays RPGs often and is use to RNG effects.
But... this is actually strange.

I am not sure that this is a bug really, or maybe just a freakish nature of probability mathematics.
but whatever it is - it produces almost assured consecutive misses. Three in a row. In about 8 out of 10 attempts. Or 9 out of 10.

I have more hits with a 50 - 60% chance to hit then with 73%.

And i almost never have consecutive misses with those lower chances.

Its just freaky.


Can someone go down to the basement level the engine and check whats going on? Thanks!

I am aware that Ricochet does target crates and things, which is fine. I guess the targeting is random, because the crate was much farther away from the initial target than the other enemies. (The most annoying thing was that it didn't rebound from the crate to one of the enemies.)

I've also noticed strangeness with the RNG apparently not hitting, but after I ran a test on a 70% CTH enemy, 10 times (reloading after each attempt), I did get exactly 7 hits. It may just be confirmation bias, we remember the less than expected result (a miss) and forget the hits.

Bug Description: Opening a door in Esmerelda's shop caused camera to "flip out" and all npcs in town to aggro, despite guards approaching and pardoning me for the infraction.

Play Environment: Co-op

Long description: While playing a co-op game with a friend and working through the murder quest, I decided to investigate Esmerelda's shop for any incriminating evidence. The room behind the door downstairs looked interesting, so I clicked on the door. When I did so, the camera repeatedly flipped, zooming in and out quickly. There was a dialog box that was hard to read. Eventually the camera stopped and I realized it was the "crime" dialog, in which guards were talking to me.

I apologized for my infraction. The guards responded that they would let me off with a warning. I clicked out of the dialog box, however all of the npcs in the area remained hostile. Esmerelda and her legionnaire friend began moving towards me. The guards did not, at first. I ran out of the establishment's door, hoping their aggro status would reset. At this point, all of the npcs in the market square became aggro towards me, all citizens, all shopkeeps.
Posted By: Hiver Re: Bug report Beta v1.0.80 collection thread. - 06/06/14 05:20 PM
Originally Posted by Stabbey

I've also noticed strangeness with the RNG apparently not hitting, but after I ran a test on a 70% CTH enemy, 10 times (reloading after each attempt), I did get exactly 7 hits. It may just be confirmation bias, we remember the less than expected result (a miss) and forget the hits.

Try with 73% and let me know. It is not a confirmation bias, of that im sure.
Reloading might be affecting the freak occurrence that happens in the normal gameplay.
As i said, i doubt its a proper bug.
Its just... peculiar.
© Larian Studios forums