April 5Apr 5 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 catacombsYou 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).
May 8May 8 Author 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! Edited May 9May 9 by Theodanis
May 8May 8 Author 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.
May 8May 8 Author 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.
May 9May 9 Author 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.
May 10May 10 Author Many spellcasters like pygras, adragans, priests teleport right in front of my ranger when casting some of their spells. This most often happens with pygras/adragans summoning a blight.
May 12May 12 Author Combat often ends and instantly restarts in the middle of battle. This happens every time when I'm fighting only a singe Crag Ogre and they activate their Frenzy ability as just one example.
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