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Gameplay bug collection


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#21
Longshot11

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Updated with:

 

  • Father Zantus and Shadow Clock powers don't allow you to select the order of recharged cards

  • Impaler of Thorns applies non-proficiency penalty (the opposite is intended)

  • Brodert Quink doesn't prompt you if you want to recharge it

  • non-target cards examined with Augury and weapons/armors examined on closing the Garrison should remain visible and examinable until the player 'Close'-es the location UI

  • the spell Heat Metal adds 2 points, not 2 dice vs Barriers

  • Typo: At the start of scenario 2-5, Seelah says “... but it is first step.” An 'a' seems to be missing

  • Typo: At start of 2-4, Seoni says “A city of filled with the new, the ancient, and the familiar”

  • Typo: start of 0-1, Seoni: “This place looks quieter than it did my dreams” - misses an 'in'

  • Typo: Lem is missing an apostrophe in “...as dangerous as living an adventurers life.”

  • using Cape of Escape to evade a monster summoned by location deck barrier shuffles the location deck (/ or bug could be with Goblin Raid set to “must defeat all summons)

  • if 'Close Location' is confirmed with another character selected other than the active player, the summoned Bandit (possibly other monsters with pre-combat powers?) applies his power to the selected character

  • Adventure 'Treasure Card' rewards may fail to unlock if you do Legendary across multiple Parties

  • Aldern Foxglove can absorb damage for characters not in your location

  • Amiri awarded with Hide of Fire Resistance (unique card), while the party already possesses one

  • monsters with die-roll difficulty increase actually increase the difficulty of the next check after the roll (pre-combat summons, Goblin Cutpurse's Wisdom roll, recharge on pre-cobat spells...)



#22
Longshot11

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Some of the bugs weirdly seem to be Here Comes the Flood (HCtF) -specific, and are marked so.

Updated with:

 

  • Adventure 3 scenarios are out of order in the Gallery

  • when characters have insufficient cards on Deck Rebuild, they're only offer Basics to replenish (in AD3 should show all cards AD1 or lower)

  • HctF: Turtleback Ferry power doesn't let you move

  • HCtF: Black screen lock-up on closing General Store

  • HCtF: most of the time, locations don't offer Close Location when player encounters the last card in the location (it is offered normally on subsequent turns)

  • Locksmith Leather, Gale Armor and Superior Leather Armor's text requires 'heavy armor proficiency' to be buried (not known if the actual power is also bugged)

  • Merchant discards for no effect with single character at location, when 'Give' power is selected

  • Characters with 'start of turn' powers can use them twice at locations with 'start of turn' power (possibly also relevant for 'end of turn' cases)

  • Ezren's Evoker role preview in the Store doesn't list the Hand Size 9 upgrade

  • Quest mode power “All monsters gain the Undead trait” doesn't give the Undead trait (tested for Deathbane Crossbow)

  • Glassworks power (possibly other powers that discard from the top of your deck) doesn't kill the character if he has 0 cards in his deck

  • Cape of Escape's first power (move only, during your turn) doesn't work

  • Flask of Ice states it gives 2d6 instead of 3d6

  • Flask of Force Missile states a recharge check Arcane 13 – should be Arcane 14
  • In Characer Select screen, 'Powers' tab, the original Hand Size of characters and the power feats spent on it doesn't show - it only shows the last checked Hand Size (and any upgrades beyond it)

  • If Lem choses Favorite type: Loot, he can then start without Loot card, even if he had one in his deck (tested with Medusa Mask and Sihedron Medallion)

  • Amiri's Move Another doesn't work (it worked correctly before patch 1.0.3)

  • Epic and Legendary card glows are switched

  • Quest Mode: wild card that shuffles back henchmen if location is not closed, instead shuffles them in another location before the close attempt is made

  • Flask of Force prompts Recharge/Bury instead of Discard / Bury

  • Orb of Firestorm prompts Recharge / Discard instead of Recharge / Bury

  •  


Edited by Longshot11, 30 May 2016 - 12:54 AM.

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#23
Joshua.North

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I found another bug with Goblin Commando. Adding it here since it was pretty far down the list due to moderation mode still on my account.

 

http://forums.obsidi...oblin-commando/



#24
Kalkynrir

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-Valeros' skill close quarters does not add the melee skill as it should, I was using a frost longbow +1 it incorrectly made me roll 1d8 and 1d10 with a bonus of 1, the same as it would without the skill.
-Harsk's skill reload works...kinda. I was using a deathbane light crossbow +1, I revealed it for a combat check and afterwards it made me recharge or discard, I was not able to keep it.

#25
Rhygar

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-Valeros' skill close quarters does not add the melee skill as it should, I was using a frost longbow +1 it incorrectly made me roll 1d8 and 1d10 with a bonus of 1, the same as it would without the skill.
-Harsk's skill reload works...kinda. I was using a deathbane light crossbow +1, I revealed it for a combat check and afterwards it made me recharge or discard, I was not able to keep it.


Hmm? When selecting recharge doesn't it recharge the deathbane crossbow to your deck ? I'm pretty sure it works for other bow but hadn't actually had harsk use a deathbane.

#26
Kalkynrir

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-Valeros' skill close quarters does not add the melee skill as it should, I was using a frost longbow +1 it incorrectly made me roll 1d8 and 1d10 with a bonus of 1, the same as it would without the skill.
-Harsk's skill reload works...kinda. I was using a deathbane light crossbow +1, I revealed it for a combat check and afterwards it made me recharge or discard, I was not able to keep it.


Hmm? When selecting recharge doesn't it recharge the deathbane crossbow to your deck ? I'm pretty sure it works for other bow but hadn't actually had harsk use a deathbane.

Oh it recharges it, or it discards. It is suppose to be able to JUST reveal, I shouldn't have to do either

#27
Rhygar

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-Valeros' skill close quarters does not add the melee skill as it should, I was using a frost longbow +1 it incorrectly made me roll 1d8 and 1d10 with a bonus of 1, the same as it would without the skill.
-Harsk's skill reload works...kinda. I was using a deathbane light crossbow +1, I revealed it for a combat check and afterwards it made me recharge or discard, I was not able to keep it.

Hmm? When selecting recharge doesn't it recharge the deathbane crossbow to your deck ? I'm pretty sure it works for other bow but hadn't actually had harsk use a deathbane.
Oh it recharges it, or it discards. It is suppose to be able to JUST reveal, I shouldn't have to do either
You are only given that option for deathbane crossbow if you possess the reload power, and opted to discard the crossbow to add to combat check elsewhere. So it's perfectly normal to either discard it or recharge it as a benefit of the reload power. In normal combat checks encountered by harsk, you can't discard the crossbow per it's description. The reload power seems to be working fine.

Edit: if you meant to say when you reveal the crossbow in a normal combat check and somehow gets the prompt to recharge or discard then it's bugged though.

Edited by Rhygar, 30 May 2016 - 05:28 AM.

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#28
Longshot11

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-Valeros' skill close quarters does not add the melee skill as it should, I was using a frost longbow +1 it incorrectly made me roll 1d8 and 1d10 with a bonus of 1, the same as it would without the skill.
-Harsk's skill reload works...kinda. I was using a deathbane light crossbow +1, I revealed it for a combat check and afterwards it made me recharge or discard, I was not able to keep it.

Thanks for the input, guys. I keep a separate list with all the bugs reported on the forum, but I try to include in The List only the ones that I have been able to confirm myself, or that are being reported by multiple users.

If that bug with Harsk is real though - that's some major suckage right there. Effectively, by getting your Role power, you just gimped your character...



#29
Longshot11

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Updated with:

  • Fiery weapon can be played on a non-weapon combat (tested with unarmed Sajan)

  • scenario 3-1 power should specify that Mammy Graul's difficulty is increased by 1 “for each Henchman FROM A LOCATION DECK that has been defeated”

  • -beating Barl Breakbones' first Fortitude check defeats him outright (tested with recharging Amulet of Fortitude)

  • You may chose the card to discard after Barl's first check (it should be random)

  • Skull Ripper is not immune to the Attack trait


Edited by Longshot11, 30 May 2016 - 09:38 AM.


#30
Kalkynrir

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-Valeros' skill close quarters does not add the melee skill as it should, I was using a frost longbow +1 it incorrectly made me roll 1d8 and 1d10 with a bonus of 1, the same as it would without the skill.
-Harsk's skill reload works...kinda. I was using a deathbane light crossbow +1, I revealed it for a combat check and afterwards it made me recharge or discard, I was not able to keep it.

Hmm? When selecting recharge doesn't it recharge the deathbane crossbow to your deck ? I'm pretty sure it works for other bow but hadn't actually had harsk use a deathbane.
Oh it recharges it, or it discards. It is suppose to be able to JUST reveal, I shouldn't have to do either
You are only given that option for deathbane crossbow if you possess the reload power, and opted to discard the crossbow to add to combat check elsewhere. So it's perfectly normal to either discard it or recharge it as a benefit of the reload power. In normal combat checks encountered by harsk, you can't discard the crossbow per it's description. The reload power seems to be working fine.
Edit: if you meant to say when you reveal the crossbow in a normal combat check and somehow gets the prompt to recharge or discard then it's bugged though.
That is exactly what I meant, sorry for the confusion.

#31
Longshot11

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Updated with:

 

  • 'Into the Mountains' Heroic/Legendary power is triggered by the Full Packs/Painful Memories wildcards, and defeating henchmen triggers the wildcard 'bury 1' effect

  • Kyra doesn't add Magic vs. Spectre (works fine vs. Ghost; Shadow – unknown)

  • Valeros' “Close Quarters” only adds Strenth die + Melee bonus, no Strength feats

  • HctF: playing Brodert Quink off-turn resets the active players turn (new Black Magga turn + new free exploration)

  • HctF: wrong ally count in the 'scenario power' (Ex: shows 18 for 4 players, instead of 15)

  • HctF: a top-decked Boa encountered as first exploration can be stuck (non-swipe-able)

  • HctF doesn't unlock adventure progress if Magga eats the last card in the game

  • Shimmerglens: “When Closed' power doesn't work - even if “end turn” is selected, it resets your hand and kills your hero if he has no sufficient cards; also, the power description, when location is closed, is not visible during the turn

  • Wand of Scorching Ray is missing the Arcane trait (both in terms of description and usability)



#32
Kgk4569

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Also: In

HctF: Rescued allies are not available to put into players decks after the first play through in normal.



#33
Longshot11

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Also: In

HctF: Rescued allies are not available to put into players decks after the first play through in normal.

Rescued allies in HCtF constitute "Scenario Reward", and as such - it is expected behaviour that you only receive them the first time you complete the scenario with any given party.



#34
Kgk4569

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Hmmm....the Scenario Reward clearly says a random ally, which you get in addition to all those. So you get double rewards the first time?

#35
Longshot11

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Hmmm....the Scenario Reward clearly says a random ally, which you get in addition to all those. So you get double rewards the first time?

Where are you reading this ?!? It says "All the allies that were acquired and put aside"



#36
hfm

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Ahh cool.. I just ran across defeating Barl by recharging the Amulet for Fortitude.. Glad I searched before I made a thread for that.

 

I'm pretty sure the 

Fort 12 

OR

Combat 17

THEN

Combat 21

 

is supposed to be

(Fort 12 OR Combat 17)

THEN

Combat 21

 

NOT what it appears to be which is:

Fort 12

OR

(Combat 17 THEN Combat 21)

 

That fight was way too easy, but I wasn't complaining, I got confused by the Hook Mountain Hag locking Arcane Attack spells bug for my Seoni in that run and Seoni got rocked because of it. Just desserts was Lini closing the Shirne to Lamashtu and Valeros amuleting Barl.. :)

 

In all fairness I think Valeros would have easily taken him on that Combat 21 anyway, he had a decent weapon + multiple blessings were ready.


Edited by hfm, 08 June 2016 - 07:57 PM.


#37
Longshot11

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NOT what it appears to be which is:

Fort 12

OR

(Combat 17 THEN Combat 21)

I'm pretty sure someone reported they defeated the Fort check with a standard roll, and then they got the second combat as expected, so this is probably not the issue.

Rather. it seems to lie with auto-succeess cards (Amulet / Potion of Fortitude and Luckstones..)



#38
jtrowell

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In the original post you mention a bug with Fox not giving bonus to other characters, this has already been fixed for a while (in 1.3.0 i think)



#39
Longshot11

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In the original post you mention a bug with Fox not giving bonus to other characters, this has already been fixed for a while (in 1.3.0 i think)

I haven't had a chance to test it yet, but if you've checked it out - I'll mark it as fixed. Thanks!



#40
Longshot11

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I've taken to assigning 'severity' to the bugs - Minor, Major or Critical - by my admittedly subjective standards, which in no way should be taken to reflect Obsidian's view on the issues.

 

Updated with:

 

  • Critical: Merisiel's 'Inspired Dexterity' banishes the Blessings and resets the boosted encounter

  • Critical, Quest Mode: the “increase Goblin difficulty” power creates lock-ups (possibly the same for Ogres?)

  • Critical: Lockup of the game if player tries to acquire Blessing of Norgorber by check (acquisition by Bury works fine) – occasional occurrence

  • Critical: closing General Store / Goblin Fortress (other “roll to add boons” locations?) lock up the game when closed

  • Major: Undefeated Malugus Kreeg creates multiple copies of himself

  • Major: summoned Rat Swarm undefeated by at least 4 shuffles into deck

  • Major: Barl Breakbones' “discard random card” power can target displayed cards (general issue with displayed cards being treated as being in hand)

  • Major: two Swipes cast by different heroes don't stack (the second replaces the first one)

  • Major, Quest Mode: corner-and-defeating Black Magga doesn't end the scenario

  • Minor: Flask of Shock: offers Recharge/Bury instead of Discard / Bury (possibly other Flasks?)

  • Minor: two Flasks of Shock can be cast by one player on the same check (possibly other Flasks?)

  • Minor: the AD3 Sihedron Medallion displays wrong AD number (1 or 2 – may be dependent on Sihedron presence in current party)

  • Minor: Merisiel recharges Swipe instead of banishing it

  • Minor: Blessing of the Gods offers 'Recharge' when copying Blessing of Zarongel

  • Minor, Typo: on the 'Welcome to Quest Mode!' pop-up when starting quest mode for the first time, the word 'scenarios' in the first line is missing its 'c'.

  • Minor, Typo: Ilsoari Gandethus is called Ilsaori by Orik Vancaskerkin when you have the former in a deck and find the later at the Thistletop Delve scenario.

  • Minor, Giantbane Battleaxe doesn't add 1d10 vs. Ogres (all Giants?)

  • Minor: Mail of Escape cannot be recharged at end of turn






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