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Found 13 results

  1. Sorry for the grammar.. After killing all of the ships around Port Maje, there is a Lone Unaffiliated Merchant Ship that does not let me Go into combat with them that has a weird bug i've experienced. After trying to attack the ship, i go to a combat encounter around the area with i.e. Mareyl the Mad and/or Purakau .. after the encounter I get Experience and loot like i went to Ship combat. It is only 600 xp... but its a bit.. just wanted to point it out ... I have not tried to do this and dungeons ... to see if i can get xp yet but so far... has anyone else experience this bug .. and if this has been reported already im sorry to take your time.. thanks again ...
  2. I won't post the details here obviously, but how do I go about reporting this in a non-public forum?
  3. Seems like seelah's inspired grace bug leading to seeing the next location card is a known issue . I'll just add a bit on what I'd observed. This happens on most checks except barrier check and villain henchman combat. The dice roll type gets changed to the next location card. If the next is a trap dex roll, the wisdom roll seelah is attempting will be changed to a dex roll. If the villain has 2 checks , like black fang fortitude and then combat, inspired grace usage on fortitude will be changed to the combat roll . You don't see the next location card. When having seelah use a spell to aid a companion check such as improved aid, after resolution of companion check there is a recharge check for spell card used by seelah. NOT using inspired grace at this check will see the skill button lighted and clickable after the dice roll is completing/completed. Clicking this skill button now will see inspired grace activated ON COMPANION screen . In my first screen shot it shows the wizard having the option to discard from his deck a card . note that in this case the wizard initial check was failed . Seeing through inspired grace ON wizard will see dice rolling against no check and nothing happens except wasting a card from wizard's deck ( sorry, no screen shot of this ) What happens get interesting when the wizard succeeded at a treasure check using seelah's spell aid and this bug/exploit is executed on seelah's spell recharge check. Wizard gets another roll against the same treasure using inspired grace on his screen. Succeeding at this check again will see an exploding cascade of reward from the treasure chest. Refer to second screen shot. I rolled a 4 for count of weapon but I got something like thrice that number.
  4. Ok, again, sorry if this is a duplicate post. I did search the forums first. this is another exploit I found. I have a 4 character group that i'm taking through story mode. i'm I currently in the middle of skinsaw on normal, but they were boring me so I wanted a new character. I dropped out Kyra, Harsk, and Seoni, and just went with Meri to farm Poison Pill on legendary. (she can do it faster on her own) Ok so while farming on my 4th or 5th run I ran across an ally I already had with Seoni. (Father Z !!) So I was immediately worried I lost father z and all of Seoni's other cards. But no... I checked and now both Meri and Seoni have a copy of Father Z, however there is only 1 copy of Father Z in the vault. Issue, When you are calculating what cards can come from the vault to create a location deck, you are not taking into account the quantities currently held by other "experienced players" in their current decks in the experienced player pool. I think Those should be blocked out, however I dont' think that you are locking experienced characters per story save. This is an issue because now it become more complicated on tracking which cards to lock out and when. I would expect each new story to start with a clean vault. (ie, if sioni has a unique card in story 1, I can still get it with Lem on story 2). But I can drag "experienced" characters from one story save to another. So in theory I could end up with any number of , Father z for example. I can drop an experienced character out of one Story save, back to the experienced pool then pick up that character in the same story, or in another story save.... But at the same time, when I start a new story I would expect all the cards in my vault available for characters on that save regardless of what my other story characters have in their deck. So the solution is more complicated than just "check experienced pool player decks before making location decks" i'm not sure how you will ever calculate the correct number of cards that could be available at any one time. Perhaps this is a feature and there is always the very real likelihood I don't understand the relationship between the game mechanics that you all are trying for, but it seems like an exploit to me.
  5. Pretty serious graphic bug. if not an outright cheat. I searched forums but I didnt' find anything like this mentioned elsewhere. sorry if its a duplicate post. I didn't leave my game state in an invalid or cheating setup because i'm afraid of corrupting the game state some how, but this could be exploited to make the game easier. On an android device(unknown flavor) With Harsk in the woods and Meri in the General Store doing the scenario "Local Heroes" on hardest Setting(Legendary?) I went to discard a Blessing of Erastil on Hark. While I was dragging the blessing from his hand (had the card selected and dragging ) I then selected Meri's portrait from my group (she is position 1, harsk is position 4) I was then able to drag my finger back into Meri's hand, and drop the blessing of Erastil into her hand. Effectively passing cards from one character to another in different zones, for free whenever I want. I've done this with every card in each of their hands. when you select the different character, the card that has focus, and is being dragged has visibility = false, however it is still on the cursor, so if I don't pickup my finger i was dragging it with, I can mouse over the inactive characters hand and release the press (mouse up??) and drop into their hand. Looks like when you change party focus you need to reset the active card back into the previous character's hand, not just set visible =false. Or something like that.
  6. Please fix the bug where you can reset your action by inventory spamming to constantly attack. Basically you open your inventory (I) after every swing to reset the swing after damage has already been done to immediately swing again. Thanks!
  7. I discovered this playing as a monk and this class benefits from this the most but it can be used by all one-handed style champions. If you use two weapons or no weapons at all (two fists) accuracy of both is lowered if you use only one one-handed weapon in primary (right) hand you have increased accuracy but if you place just one weapon in off hand and leave right hand empty your right hand fist is listed as a primary weapon but the accuracy of both hands primary and secondary benefits from one-handed accuracy bonus. In this situation normal attacks only utilize your equipped secondary weapon ignoring your right fist so You don't get to actually attack with a fist as if you were fighting with two weapons but when executing full attacks (i.e. from monk's torment's reach) you get to utilize both hands for damage as if you were double wielding. If you would place the same one-handed weapon in your right hand your full attack would only attack once. Simply switching a weapon from the right hand to the left hand without changing anything else gives unintentional bonus. This benefits monks the most of course as their fists hit like a hammer but every player who decides to use one-handed style will benefit from this while performing full attacks. As to how to deal with this bug I have a suggestion that equipping only one weapon in off hand should count as using two weapons style with all accuracy penalties in place. It will open the possibility (for a monk mostly) to use fist and a weapon simultaneously as a two weapon style. To be clear I don't consider using weapon and a fist as two weapons as an exploit but rather as a feature that apparently isn't here unfortunately. I strongly suggest that rather than removing fist attack from full attack in the above situation you would resolve this problem as I suggested above. Cheers
  8. A game breaking exploit occurs when your fire godlike has less than 50% endurance with his "increased damage feat" ... All around him, all enemy takes 20+ raw damage and just quickly die ... Does it occur for anyone else ? (not yet tested by myself, but done by my brother)
  9. Hi, I noticed that when entering to the Hall of Stars in Twin Elms it'll keep you giving xp under "Location Discovered!". I'm guessing this would also prevents users (or Steam users only?) from getting the Explorer (Visit every map) achievement as well. Just did a small screenshot, but I could have keep doing this as long as I wanted. See here.
  10. Hey there, I don't know the exact rules regarding exploits, but since it's a singleplayer game I think it's alright to post them here. If not, moderators know what to do ***************** After having collected the remains during the Buried Secrets quest, and upon returning to Wirtan, it's possible to get in a dialogue loop that keeps on giving money (and I assume but haven't checked-- Aggressive disposition). Link to images showing how it's done: http://imgur.com/a/gPo3C Text-version: - Select "I found more than bones" - Select "[Might 15] [Lift Wirtan off his feet] I will crack your head in two if you lie to me again. [Aggressive]" - Select "Throw the remains at his feet" - Select "Fine, keep your silence. I want my payment." - Select "I found more than bones"-- and repeat. ***************** Love the game!
  11. Description: Get unlimited Amulets Step 1: During the 'His Old Self' quest, side with the original Purnisc and kill the wizard. Step 2: Go back to the Goose and Fox and talk with Kaenra Step 3: Lie to her (Do not tell her Purnisc deals or she won't talk to you again), give her the ring. Step 4: She gives you the amulet, talk to her again https://www.dropbox.com/s/h1kje24qx8n9z0i/UnlimitedAmulet.zip?dl=0
  12. I play with this feature enabled and noticed that you don't have to die at all. Even after all you characters are unconscious there is a few seconds "gap" that is long enough for you to get to options screen and quit to main menu. You can load your save and try again. There should be no option to quit a game during fight. I don't know whether it's possible but this would fix that exploit. Great game
  13. Let's start to collect all the stinky stuff right here. Inspired by Use R. Unfriendly and his epic collection The Hero's Guide to A Succesful Adventure or 500 ways to use cheese for decimating even the most powerful foes. link
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