Everything posted by Theodanis
- Few minor bugs in V3.8.0.88149
- Few minor bugs in V3.8.0.88149
-
Few minor bugs in V3.8.0.88149
You can attack, knock out and outright kill the dead initiate's purple essence at the entrance of the copperlane catacombs. They'll even run towards you as an invisible character with only the green circle shown. Killing them by depleting their health to 0 will make the essence and the watcher dialogue option disappear. Usually interactable essence/ghosts like this have an attack restriction on them to avoid this kind of thing.
-
Few minor bugs in V3.8.0.88149
You can reset the number of wounding shots/heal companion uses you have by interrupting the ability mid use with another command such as moving or switching weapons. You can effectively get infinite wounding shots this way by using it once and interrupting it the second time to get 2 uses again. I accidentally keep triggering this one since I'm always switching weapons after firing to retreat faster. When using the Spike-Flinger, you can sometimes skip the first part of the long reload animation (the windup up part) by firing once and then immediately moving your character. I think this also needs to be preceded by exiting combat just before which performs and instant reload upon moving (if out of combat) before entering combat again. Basically when this happens you can fire once, move and my character only plays the quick second part of the reload animation of putting the bolt in the arbalest and you can fire a second time with very little delay.
-
Few minor bugs in V3.8.0.88149
Another one I just thought of is my animal companion always loses his green circle, combat menu and affliction popup after an enemies dominated/charmed affliction on him wears off. This persists even after combat ends but going into another area seems to fix it. Sometimes Calisca turns invisible, specifically her 3d character in the game. Not sure if it happens with other characters but having her attack or do something other than move seems to make her visible again. Her menus and green character circle are fully operational, it's just her model isn't drawn.
-
New Weapon/Armor/Concelhaut skull active abilities sometimes not showing up
This has been happening for a few years since v3.9.3.88783: Often when finding and equipping a new unique weapon or piece of armor that adds active abilities (ie: concelhaut's skull adding a summon concelhaut button), the ability just doesn't show up in the combat menu. It persists no matter how many times I equip and unequip the item and move between different areas/reload save files. Fortunately, the fix is pretty simple: just exit to the main menu and reload the save from there. This fixes the issue for that particular armor/weapon you have and you can equip and unequip it just fine after that. It only seems to happen when you find a new weapon/armor for the first time and use it in the same playthrough. Here's a list of the weapons/armor I've had issues with: Stormcaller and it's bulwark against the elements Concelhaut's skull pet and its ability to summon concelhaut Bittercut and its infestation of maggots ability plus it's other one too Deadfire cannoneer's belt and its various abilities It's really dicey when you're doing an Ultimate run and you've already entered combat and realize the ability you need isn't there!
-
Ranger Wolf Companion sometimes goes into a 1-7 crash damage state
Also, the super fast running animation bug on my wolf companion seems to happen much less in v3.9.3.88783 but I've still seen it happen sometimes in combat: for instance after triggering the hobbled trap in galawain's maw by the levered door my wolf starts moving his legs extremely fast while barely moving an inch. It's so funny to watch that I'm starting to hope it doesn't get fixed. It also happens to some other enemies that I hobble through my wounding shot such as the swamp lurkers (and maybe forest lurkers?) in Northweald. To be specific, their movement animations are sped up while they actually move slower which causes extreme skating like those cartoons where someone in shoes runs in place on ice.
-
Ranger Wolf Companion sometimes goes into a 1-7 crash damage state
This is still happening in 3.9.3.88783 for me even after reinstalling. This bug definitely happens after resting to clear by wolf's negative status effect from being knocked out (maybe it's wrenched shoulder or sprained wrist). I think resting to clear the negative status effect causes this bug to happen where he is stuck doing only around 1-7 crush damage to everyone. I haven't determined exactly which negative status affliction leads to it since it doesn't always happen. I have to keep respecing my character from scratch to fix this bug when I see it happening. It seems to happen at all levels from level 1 at the start of the game up to level 16.
-
Charm/Dominate on many enemies wears off almost instantly
This has gotten MUCH better in 3.9.3.88783 but sometimes it still happens where the charm/dominate effect wears off after a second as the enemy goes into the "walk back to my post" mode, ignoring their allies fighting around them. This bug can be avoided if another ally attacks them which makes them stop walking back to their post and start fighting them instead but that's hard to do in the heat of the moment. This bug doesn't seem to happen with the confuse affliction though. It's just really annoying to have a 20+ sec dominate wear off after a second and you're suddenly surrounded...
-
Character can't take any action
Still hitting this in v3.9.3.88783.
-
Few minor bugs in V3.8.0.88149
Update for 3.9.3.88783: Seems to be fixed now, I haven't encountered invisible purple objects anymore. Also can enter the cave for the flame that whispers clan from the top walkable area. Also can enter the alpine dragon cave from the upper left corner and thus skip the lagufaeth guarding it. On a similar note, you can exit the white forge after activating it via the nearby exit right before the battle starts. It's a handy glitch to reposition yourself in solo. The strange cutoff success jingle that plays at combat start only seems to happen in Anslog's Compass. It's pretty consistent when entering combat against the Xaurip Champion west of the cave. -Edit this is the cutoff trill from the start of the anslog's compass background soundtrack. It's strange that it sometimes cuts in at the start of combat even though the soundtrack should be the combat one. The rest of the bugs still happen in the new version. A few new bugs I've encountered after reinstalling: After combat ends and there are enemies still left, many of the enemies keep glitch walking in place to their original posts. They endlessly skate walk in place in a bugged animation where certain frames are spliced from different animations. When the Meztla or Ulmar monks perform force of anguish attack on my wolf companion while he is on or near the stairs/ramp, it seems to displace him so that he becomes transparent and is unable to do anything. After some time, he teleports slightly to the correct position and is usable again. During this time, the monks endlessly run in place towards him and can't do anything because they can't reach him. This seems to happen on or near the stairs or ramp where the elevation changes which might be the source of the bug. Another stairs bug is that enemies often can't attack my ranger if we're both on the stairs and the enemy is just above me. They get within melee range of my character just fine but then don't do anything. It seems like they are failing a range check to perform their melee attacks. I know that they're in range because if I switch from a ranged weapon to a melee weapon while engaged with them in this state, they start to correctly do their melee attacks again against me without moving closer. For context I'm playing on a 4k monitor with a 144hz refresh rate and this is set in my NVidia control panel with the latest graphics drivers. The closest option in the game's settings to this is 3840x2160@119hz with V-Sync enabled which is a strange refresh rate. I hope a dev at obsidian sees this and adds it to the next patch for the game. Keep up the great work on this iconic title!
- FIXED: Multiple Stuns on Player/Companion/Summoned Figurine causes Stun to last beyond the affliction timer
-
Few minor bugs in V3.8.0.88149
Here are a few more minor bugs in V3.8.0.88149 I've encountered which should be easy to patch: The wild druids to the north of Lle A Rhement's entrance often get stuck standing and doing nothing during combat. Attacking them sometimes breaks them out of it. I've consistently had hidden intractable objects (Ie: the purple outlined ones found during scouting) not illuminate at all. This doesn't seem to be an issue with containers but hidden switches. I can still use them but I need to pixel hunt with my cursor to find them. Consistent ones that remain invisible even after my character mentions finding something are: the Woedica Temple floor tile switch to open the tomb area, the lamp switch on the upper floor of the Eothas temple, the floor tile switch to open Lambdala's amphitheter to the catacombs You can enter the Underground Woedica temple during the Defiance Bay riots by having your character approach it from the right road. This can cause you to enter in First Fires and Brackenbury from the wrong side which will make you stuck since all of the other waypoints are disabled during the riots and burning debris blocks them from the main path you're supposed to take. Into The White Void is extremely easy to do because as a Ranger, you can just send your wolf companion to run to Glasvahl which triggers the dialogue event to finish the quest. The temple priests do not aggro even if your companion is right in front of them in the restricted areas. They even open the door to the main chamber for your companion to run through. The audio for the Twin Elms guards that bar passage to Old Song and Elms Reach plays only on one speaker and very faintly. This happens with my standard dual channel setup but it sounds just like if you try using surround with two speakers. I triple checked my settings to make sure this wasn't the case, all other dialogue works fine. Sometimes the combat track suddenly ends and the regular biome specific idle track plays in the middle of combat. This happened when fighting the Durgan's Battery Lagufaeth and Ice Blights to the left of the bridge that leads to Feara's shipment and the ice cave. There's a strange cut-off jingle that plays very rarely when combat starts and you're in autopause. It's sounds like the brief winning sound from a slot machine that's faint. Sounds similar to when you record something but forget something else is on in the background. Not sure if this is a bug, but Heodan's buy price for everything is very high at the start of the game. You can sell him all your gear for an easy 2900cp or so from the start (Gaun's pledge can be sold for over 1500cp).
-
Character can't take any action
This happens quite a bit and there are many ways of it triggering it. The easiest way that's been around for at least a few years is to (as a Ranger): Enter combat and auto-pause or manual pause Enable the Vicious Aim Modal AND use wounding shot to target an enemy The player is stuck taking no action until you order them to move or cancel the action Upon moving or canceling the wounding shot, the modal activates just fine The problem is that there are so many other ways this can be triggered that I can't keep track. I'm always wondering if my player is waiting for his recovery to finish or is deadlocked and needs to be moved (often causing a heavy disengagement damage penalty). Is there a mod or tool to inspect the recovery time to check what's happening in the game's internals live during combat? I'm avoiding the console to play as legit as possible.
-
Ranger Wolf Companion sometimes goes into a 1-7 crash damage state
This has happened alot during my solo playthrough where my wolf starts doing 0.6 damage to enemies (after DR). Upon closer inspection, my wolf only does 1-7 crush damage to everyone. The only way I've managed to fix this is to retrain my character from scratch. I'm not sure exactly what causes this but I'm pretty sure it has to do with status afflictions causing my wolf to unequip the default hidden pierce weapon and use fists. Resting doesn't fix the issue though. There's a few more wolf companion bugs I've had too: The wrenched knee affliction causes my wolf to play the running animation much faster while only running much slower. This amusing visual bug happens both in and outside of combat and remains even after resting to cure the wrenched knee. Combined with another affliction like hobbled it's funny to watch but should definitely be fixed. Once, my wolf was stuck at moving at -2 movement speed, about half the speed of my unbuffed character. There were no status afflctions or effects and was only noticeable when combat started. The only way I was able to fix this was by retraining my character.
-
Charm/Dominate on many enemies wears off almost instantly
Specifically, for some enemies (ie: Ogre Chanters during the WM Stalwart battle) successfully hitting them with Charm/Dominate even with a long duration causes them to start walking back to where they stood before combat even if there are enemies to target all around them. This walking back lasts for about a second before the charm/dominate instantly goes away (same behavior as if they're the last enemy left) and they aggro like all the regular enemies. I've had this happen with many different enemies like the Crag Ogres and different mercenaries. I can consistently reproduce this bug by charming the Ogre Chanter to the right of the Gref's Rest during the Stalwart battle only for them to walk back to where they started for 1 second before the effect disappears and they aggro once more. I've seen this issue raised before in 2016 but it still seems to be in my latest build v3.8.0.88149. It makes doing The Ultimate legit much harder since this seems to happen about half the time.
-
FIXED: Multiple Stuns on Player/Companion/Summoned Figurine causes Stun to last beyond the affliction timer
When my player or any other figurines or companions are hit with multiple stunning effects where one stun is applied before the previous one has worn off, it causes the player to still be stunned after the stun has worn off. To be clear, the stun timer reports the stun correctly in the afflictions section but my character remains stunned after the timer has expired and the stunned affliction has disappeared. This extra (hidden) stun duration seems to be tied to how many successive stuns the player or companion endured. For example, while clearing the Caed Nua Hall of phantoms by having the summoned Animat shield my companion while I cast fan flames from behind, the animat can remain stunned for an additional 4-5 seconds during which he plays the stun animation interrupted by hit animations even though the stun has worn off and there are no enemies left hitting him. To reproduce, just have your wolf companion get hit a few times by a phantom and kill it before it knocks out your companion. For context, My MC is a ranger and I have no other party members. Using V3.8.0.88149.