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Reinne

Initiates
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About Reinne

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  1. I've been playing the TBmode beta and have encountered these bugs so far: -Sometimes when kana starts his turn the game seems to wait forever for his chant to start, requiring you to load an old save and redo the fight. -The chill fog spell visual effects don't linger after casting and only return at the start of each turn. (don't know if this affects other lingering aoe effects.) -I've had a summoned phantom with the chanter class ability make an enemy seemingly endlessly paralyzed. -When using the halt spell against enemies they take some time to decide what to do(usually nothing), but sometimes spam their 'growl' sound until their turn ends. -A lot of enemies spam the message that they engaged in combat with a character even if it's not their turn, usually when then can't reach the character with a melee attack. -When recruiting Aloth in gilded vale, during combat he decided to skip all of his turns. -When loading a save just before a character takes their action you commanded them to take, most graphics turn black and the game freezes -Some spells like iconic projection hitboxes don't seem to align with the aoe shown, though i believe this issue already existed before in rtwp. -Sometimes the combat start message appears randomly mid combat, though things such as per encounter resources aren't reset. Feedback: -Currently if you choose to melee attack an enemy but you can't reach them the action remains queued up, if you then switch to a ranged weapon you immediately attack. It would be better if switching your weapon cancelled your attack action. -The game doesn't really make it clear enough how initiative works in turn based mode. -Enemy detection range for when combat starts is way too small, I've had enemies that appeared on the turn list use abilities to buff themselves whilst out of range, never moving to attack. and combat can end without defeating them.
  2. I've been playing the TBmode beta and have encountered these bugs so far: -Sometimes when kana starts his turn the game seems to wait forever for his chant to start, requiring you to load an old save and redo the fight. -The chill fog spell visual effects don't linger after casting and only return at the start of each turn. (don't know if this affects other lingering aoe effects.) -I've had a summoned phantom with the chanter class ability make an enemy seemingly endlessly paralyzed. -When using the halt spell against enemies they take some time to decide what to do(usually nothing), but sometimes spam their 'growl' sound until their turn ends. -A lot of enemies spam the message that they engaged in combat with a character even if it's not their turn, usually when then can't reach the character with a melee attack. -When recruiting Aloth in gilded vale, during combat he decided to skip all of his turns. -When loading a save just before a character takes their action you commanded them to take, most graphics turn black and the game freezes -Some spells like iconic projection hitboxes don't seem to align with the aoe shown, though i believe this issue already existed before in rtwp. -Sometimes the combat start message appears randomly mid combat, though things such as per encounter resources aren't reset. Feedback: -Currently if you choose to melee attack an enemy but you can't reach them the action remains queued up, if you then switch to a ranged weapon you immediately attack. It would be better if switching your weapon cancelled your attack action. -The game doesn't really make it clear enough how initiative works in turn based mode. -Enemy detection range for when combat starts is way too small, I've had enemies that appeared on the turn list use abilities to buff themselves whilst out of range, never moving to attack. and combat can end without defeating them.
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