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Longshot11

Gameplay bug collection

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So, I've edited this post to collect a list of all bug that I was personally able to confirm, or that were reported by multiple forum users. Many of these have multiple threads, but I like thinks nice and tidy, so I thought I'd collect them all in one easy-to-reference place. As applicable, I'll update the list when bugs are squashed, or when new bugs are confirmed. Most of the descriptions are nearly verbatim to their threads, so it should make searching for the relevant topics easier.

 

- Sanatorium shuffles your deck on 0 card heal (and possibly freezes)

- Haunts trigger Retaliation Wild card

- displayed/revealed cards can get stuck on screen on Cancel and then the game can banish them

- Lini's Beast Form reverts the check type

- a cornered Skinsaw Man is not affected by Desecrated Vault

- Guard ally prevents damage only at its location

- Fox doesn't give its bonus to other characters and/or combat checks FIXED

- Habe's sanatorium typo doesn't specify that a random card is healed at start of turn

- Wrong timing for the 'Closing Location' prompt of empty locations

- visual bug on the Deeper Dungeons picture

- Superior Chainmail can be buried without proficiency

- Summoned Skeletons (possibly other monsters?) don't trigger Ezren's 'Extended Spellbook"

- character with 9 or more unique cards in their deck can't examine the right-most card

- Habe's examination doesn't show cards properly on location double-tap

- Habe's examination reveals card in reversed order

- Sandpoint Cathedral doesn't grant blessing from discard if a Wildcard (possibly also regular) summoned monster is defeated

- Dragging a card and changing the selected character, allows you to pass cards to the new character's hand

- Seoni's Arcane Blast lacks the Magic trait (FIXED)

- the Rusty Dragon's "When permanently closed" power can be triggered several times (after recharging a spell, or canceling a cast spell)

- Collapsed Ceiling UI bug blocks progress (unless you know the workaround)

- Foxglove Manor loses its 'reveal Foxglove" power when permanently closed

- succeding a check in Glassworks via burying Luckstone still deals damage

- sometimes summoned Scout and Goblin Commando auto-banish after dealing their pre-combat damage

- Henchmen and Villain cutscene don't replay in the same Party profile after encountered once (Location cutsenes such as Mill and Sanatorium appear unaffected)

-  Map button is missing during 'Start of Turn action" (it is present during the End of Turn actions)

- deleting Quest mode characters messes up the interface, and player has to quit and re-enter the menu to fix it

- on Legendary, when player moves to new location, the red paths between locations don't recenter accordingly with the screen movement

- in Quest Mode, the 'skeleton summon' wildcard removes Bruthasmus's second check and spawns new wave of Skeletons

- Loot is not displayed in the appropriate Card Type tab during the Deck Rebuild screen

- Tracker Harsk's Wild Empathy power is incorrectly named 'Animal Trick'

- Barriers that grant you to select and draw a card from the location deck interface, give access to all examined cards in the deck, not only the ones revealed by the effect (Secret Stash, Pit of Malfeshnekor, Treasure Map)

- when player has to drag a card to Bury pile (but possibly also Hand or Deck) and drops it halfway - it becomes invisible (it's still present in the interface and can be dragged again, becoming visible only while being dragged)

- when all of Goblin Warchanter's pre-combat Widom checks are over, his card becomes invisible (his encounter still proceeds normally) (FIXED)

- sometimes Pit of Malfeshnekor will return to the deck if no item is selected (it should get banished)

- Scenario 2-3 ending cutsence: Xanesha's letter text spills out of the text box

- Typo: Fortified Leather Armor reads "Recharge this card to add 1 to your Constitution of Fortitude check." Should be or.

- Typo: At start of 2-3 Trouble beneath Sandpoint, Father Zantus says: "This more dire than I expected" - an 'is' is direly missing in this sentence.

- Typo: The longbow+1 says it can discard for another location if you "are not" proficient with weapons.

- Dilettante adds d4 to combat checks

- Seelah's Inspired Grace - it's buggyness is well documented

- Weapon  and Armor boons remaining in the Garrison after it's closed don't require confirmation before being shuffled backed into the deck, and they appear too quickly to be properly seen (as should be when cards are 'examined')

- summoned and undefeated Specter freezes the game on Map screen, then shortly crashes to desktop

 

- only 4 Blessings of Lamashtu (AD1) exist in the Gallery/Vault, instead of 5 (FIXED)

- the Henchman Pidget Terelson (AD2) is missing from the Gallery/Vault (FIXED)

- using the Web or Paralyze spells to put an enemy on the bottom of the deck briefly reveals the upcoming top card

 

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 (FIXED)

  • 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 (FIXED)

  • 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 (FIXED)

  • 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...)

 

v. 1.0.3. 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

  • Black screen lock-up on closing General Store, Goblin Fortress (possibly other locations with similar card-generation 'On Close" powers?)

  • 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

  • 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)
  • The active player may chose the card to discard after Barl's first check (it should be random) - possibly caused by another player taking the first check
  • Skull Ripper is not immune to the Attack trait
  • '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)

 

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.

 

v.1.0.3.1 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

 

Updated with:

  • Minor: Snakeskin Tunic and Blackcloth armors can negate damage after being revealed to add to the combat check

  • Minor: Pit of Malkefeshnekor doesn't activate 'Arrow Tarp” wildcard if defeated

  • Minor: Superior Leather Armor: text and effect require Heavy Armor proficiency ; also, recharges to prevent non-Combat damage (ex: Goblin Pyro BYA damage)

  • Minor: Lini can add Animal Trick to her roll for cards from defeated chest barriers

  • Minor, Quest Mode: “when you defeat a Henchman you're dealt 1d4 damage” doesn't show up and isn't activated

  • Minor: Brooch of Shielding can only recharge to reduce Combat damage (instead of any damage)

  • Minor: Lem's Performance powers can be used with displayed cards

  • Minor: Dzejet Skin adds 1 die + 2 to a Charisma/Diplomacy check, instead of only 2

  • Minor, Quest Mode: Summoned Henchmen allow a Close Location attempt

Edited by Longshot11
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You can use the 'Mark Solved' button beneath a post that answers your topic or confirms it's not a bug.

The time that devs don't have to spend on the forum is a time they can spend on fixing the game.

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: "If proficient with light armors, you may recharge this card when you reset your hand." I cannot find a way to use or activate if there is one.

Press the discard button at top right instead of move turn on double arrow

This will now have the recharge option on the armour as well as voluntary discards

This one caught me for a while


------------------------------------------------------------

Playing with

iPad mini 4th Gen iOS 10.3.3

Primary party

MERISIAL, EZREN, LINI, SEELAH

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Another issue: Major Cure seems not to work properly when the caster uses on himself/herself. The cards are normally recharged, and that bonus card that the caster recharges is graphically showed, but does not count as a real recharge (the discard remains with the same cards as before).

 

(Not an issue, but a question and a suggestion to the developers: why the arcane attack spells are so cool looking and the divine ones suck so much? It's kind of disappointing to see a spell like Holy Light having the graphics and the sound of a punch, when it should look and sound like a beam of searing light. Same thing to Inflict, that should look like a surge of negative energy and not like a random blow.)

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Defeating the henchman Nightbelly Boa does not give an option of closing the location. This happens in both Story and Quest modes.

It is working as it should be and not allow closing. Not all hensmans Are suposed to close locations!

Edited by Hannibal_PJV

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Defeating the henchman Nightbelly Boa does not give an option of closing the location. This happens in both Story and Quest modes.

It is working as it should be and not allow closing. Not all hensmans Are suposed to close locations!

 

Yeah, I noticed that in its card text, and makes sense in the "Here Comes the Flood" scenario, but in Quest Mode not closing a location after defeating a henchman is definitely very problematic.

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I have found that when the non-active character plays an ally while the active character is at the Farmhouse, the played card is then buried (should this happen when the non-active character is playing it from another location?) and at the end of the scenario it is found in the deck of the then active character.

 

As an example, Kyra is active character and Seoni (not at the same location) discards Sheriff Hemlock to add 1d6, the card is buried and appears in Kyra's deck at the end of the scenario.

 

Is this working as intended?

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I didn't see it in the OP, but when encountering the Hag (in Hook Mountain Massacre), I was not afforded the opportunity to test my wisdom prior to the attack. That happened multiple times with the Goblin Warchanter too (in adventures 1-3).

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I have found that when the non-active character plays an ally while the active character is at the Farmhouse, the played card is then buried (should this happen when the non-active character is playing it from another location?) and at the end of the scenario it is found in the deck of the then active character.

 

As an example, Kyra is active character and Seoni (not at the same location) discards Sheriff Hemlock to add 1d6, the card is buried and appears in Kyra's deck at the end of the scenario.

 

Is this working as intended?

I had this same problem. In my opinion, it's a bug, since the ally should be discarded to the non-active character discard pile.

Edited by Saint Ajora

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I have found that when the non-active character plays an ally while the active character is at the Farmhouse, the played card is then buried (should this happen when the non-active character is playing it from another location?) and at the end of the scenario it is found in the deck of the then active character.

 

As an example, Kyra is active character and Seoni (not at the same location) discards Sheriff Hemlock to add 1d6, the card is buried and appears in Kyra's deck at the end of the scenario.

 

Is this working as intended?

I had this same problem. In my opinion, it's a bug, since the ally should be discarded to the non-active character discard pile.

 

Definitely a bug.

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I didn't see it in the OP, but when encountering the Hag (in Hook Mountain Massacre), I was not afforded the opportunity to test my wisdom prior to the attack. That happened multiple times with the Goblin Warchanter too (in adventures 1-3).

 

My guess the problem really is the non-intuitive way Obsidian revised characters like the Hag and the Goblin Warchanter to work.

 

When you encounter these monsters, certain cards will become covered with chains.

 

This does not mean you cannot use these cards.

 

Instead, it means that when you try to use one of these cards, you will then be prompted to make the necessary check to successfully use the card.

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Black Magga stage is bugged. Its suppose a alied competition but all cards counts a point to Magga and for my group only the alied cards...

 

 

The count for Magga does not show the count of allies eaten by Magga. Instead, it shows the count of all cards eaten by Magga.  You don't have to collect more allies than Magga's total card count.

 

While the scenario is still playing out, you can't be sure how many allies Magga has eaten.

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Here comes the flood progression lock:

 

I've completed here comes the flood on all 3 difficulties and have not gained access to the next story mission. Additionally, it shows that I can gain the rewards for legendary difficulty again but not the other 2 difficulties as they have been completed. Any future attempts at completing do not yield the ally rewards as my characters show that they've all completed it

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Here comes the flood progression lock:

 

I've completed here comes the flood on all 3 difficulties and have not gained access to the next story mission. Additionally, it shows that I can gain the rewards for legendary difficulty again but not the other 2 difficulties as they have been completed. Any future attempts at completing do not yield the ally rewards as my characters show that they've all completed it

 

Are you searching the forum?

 

You know that because of a bug you have to encounter the last card in the game (do not let the timer run out, do not let Magga eat the last card) and win in order to advance, right? This has been reported on several threads.

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Glad to see several of the issues I've been having mentioned here. Also, nice to see a solution for the Goblin Warchanter/Hag problem; but the way it works now is really counter-intuitive.

 

A problem I've been having repeatedly that isn't mentioned there (but is discussed here) is that Enemy Lore: Undead doesn't work properly. It does add the D8 properly, but the Magic trait isn't added to Wisdom/Divine rolls to banish undead monster that can only be defeated with Magic (and allow such a roll instead of combat). After trying 5 times, it always failed (over 3 different scenarios). Each time I've used a non-magic weapon to kill such an undead (3 times this week, IIRC), they've been defeated properly.

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Galaxy s7

 

Sejan with dodge is being dealt 1 fire damage by a defeated goblin pyro upon rolling a 1. Dodge prevented the 1 damage dealt by the Pyro itself but is not preventing the damage from the scenario ability

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Several bugs encountered in the past few hours, all during quest mode.

 

I'm assuming this is a bug, but I got the "tutorial" scenario in a party level 3 quest. All the scenario said was Tutorial.

 

During the same scenario one of the wildcard powers was "Snake pits" which is supposed to add 2 Night Boas to each deck. They were not added.

 

During the Scenario where 2d4 are added to giant checks, encountering Barl Breakbones caused a progression break after the dice were rolled. The combat check, nor dice, appeared and no heroes could aid.

 

During the closing of Mountain Peak I examined the top card of a deck, then came back and used the Toad ally to bring back Holy Light on Lini. This caused the game to reset the closing scenario, which I skipped to the discard phase since I was clicking rapidly. Holy Light was then covered by another card in my hand (ie behind it) and when I rest my hand I drew an extra card. Then on the next turn with Seoni Holy Light was in her hand and was immediately banished upon first exploration. (this one really makes me angry since I have yet to see the second holy light appear out of 33 quest levels, so getting it back will be a pain)

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Galaxy s7 story mode

 

Using a wand of enervation on Seelah's combat check after she has activated inspired grace removes the bonuses (both die and plusses) from her check. Pressing the red x on Seelah's check, then further removes any plusses again (in my case a total of -4 because -2 from the initial removal of inspired then -2 from it trying to undo inspired but not being able to remove a dice as well). You can then reactivate inspired grace which will remove an additional card from the top of your deck and add in the d6 and the associated plus (still at a total of -2 + 1d6 in my case)

 

Lini: combat glitch

 

When using Lini you can apply animal trick, revealing a weasel or tiger and then discard or recharge them (respective to their abilities) to add a die, which is fine and expected. However if you proceed to press the red 'x' to cancel your bonuses and do this once again (specifically revealing the animal you plan to discard or recharge and then attempting to discard or recharge them) it will cancel your animal trick, prompting you to do it again. From here if you reapply animal trick, the discarded or recharged animal will be returned to your hand while still giving you their bonus d6

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Here comes the flood progression lock:

 

I've completed here comes the flood on all 3 difficulties and have not gained access to the next story mission. Additionally, it shows that I can gain the rewards for legendary difficulty again but not the other 2 difficulties as they have been completed. Any future attempts at completing do not yield the ally rewards as my characters show that they've all completed it

Are you searching the forum?

 

You know that because of a bug you have to encounter the last card in the game (do not let the timer run out, do not let Magga eat the last card) and win in order to advance, right? This has been reported on several threads.

That wasn't the problem I was having. In the end I was able to complete this by redoing the mission on the easiest difficulty after a fourth attempt. Even though the game said I had completed it on a different story mode team it hadn't properly saved my progress and wanted me to complete it on easy again (for no gold reward but card rewards).

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Major cure not working as intended. Visually the extra card goes from discard to deck, however it is not actually removed from discard

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New user here - just completed the first stage of the freebie adventure on the second difficulty level. After doing so it appears I'm stuck. The cleric has a second ally and the rogue has a second piece of armor and the game won't let me move them out of the deck. On the first run through I could move out the extras but can't now. Anybody else seen this / know how to fix it?

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You Are using a tablet and not a phone?

This game is not compatible with the phones and ui can cause problems From time to time.

Edited by Hannibal_PJV

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Using a tablet - got it to work. Just needed to be patient with it - eventually the items "stuck" after holding them in place for a couple seconds. Whew!

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Bug (or some bad change) after the update 1.0.3.5: I was in the middle of a Goblin Raid, but I couldn't maximize the image of the card to read its description. That's strange because I was able to do this before the update, but I will test the other cards of this type and see if this happens again.

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