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Sorry if these have been raised already, I tried searching the forum, but didn't find any hits. If they have please disregard. First bug Using the form of helpless beast spell and killing pig people = giant dead bodies. They first turn into giant pigs. And then giant people. Second bug There's a skeleton in the hanging sepulchers that I can't kill, or target. I can't get out of combat or leave and for some reason it's doing auto damage to my party even when we're not near it. Third bug Companions coming way too strong off the bat, usually immediately after they join the party. This leads me to rejecting all of their advances, because they are strangers at that point. First and third bugs aren't really too significant, with the prior even being amusing. The second bug makes it impossible to advance that specific quest, I'll probably just reload until it works, but I'd rather not.
Device info: - Galaxy Prime Core - Android version: 5.1.1 I found another minor bug, I think. After beating Heroic Jorgenfist for the first time I wanted to check in the vault about something I wasn't sure off anymore. However when I opened my vault I saw that all the monsters there still had the giant trait. When I checked the gallery, every card was still normal there, and also in the next match I played everything was normal again. That made me question, is this really a bug? Or is this done intentional? Again, this is a very minor thing, and I know there are more important things to be fixed/made. I just thought I inform you about it.
(When I was playing Fallout 2 I remember thinking: "cool, I'm going to get a car sometime. Will I see it move?" I knew the answer would be negative, but I enjoyed wondering. In BG1 I was very glad whenever I saw any animation, as small as it was, but watching a video of a flying Wyvern only to find out it had go around the lake to attack my party. PS:T had some few but awesome animations. IWD had a few animations at the ending, and the fact nothing in Nature moved because all was frozen served as an acceptable excuse. In BG2 there were some improvements, but most of it was static too. Then IWD2 showed a lot more things moving and more big size puzzles, and I wondered if the Infinite Engined could be tweaked so we could get more from it. But then there was Lionheart and nothing more.) I'm very glad this game will be isometric and use pre-rendered art, and I am aware it's not easy to blend 3D animated elements and physics into static "paintings", but come on, almost 10 years have passed... I believe the stillness of pre-rendered graphics was a technical limitation and not an aesthetic option. Pre-rendered isometric games are great because they have a closer relationship with old book and board games but, other than that, I think designers and programmers should be completely free to develop a more interactive experience. I find this very important for the immersion factor. Black Isle games have always had a great atmosphere, the lighting and weather was fantastic and I hope Obsidian's attitude won't be "going back to the RPGs we loved" but "pushing the RPGs we loved to the possibilities of 2012 technology". There's a lot to learn about this on games like Commandos 1, 2 & 3, Robin Hood: the Legend of Sherwood (impressive physical engine!) and Desperados.