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http://gearnuke.com/witcher-3-full-changelog-patch-1-07-revealed/

and I am not seeing a fix for the retroactive fail on cave of dreams.
Post edited July 10, 2015 by stevezy
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stevezy: http://gearnuke.com/witcher-3-full-changelog-patch-1-07-revealed/

and I am not seeing a fix for the retroactive fail on cave of dreams.
I know it's annoying, but I don't think this is really a bug. The point of this quest (Cave of Dreams) is to save Blueboy Lugos, Madman's heir. Since he dies in the berserker (bear) attack at Kaer Trolde, the quest logically fails. It's bad design, *really* bad design, but I don't think it's a bug that will ever be fixed.
It was under completed quests and shouldn't have failed at all. Not sure if yours is the same, but that is what happened to me.
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stevezy: It was under completed quests and shouldn't have failed at all. Not sure if yours is the same, but that is what happened to me.
Yes, it happens to everybody. But as I said, it's badly designed, but logically sound: Blueboy dies... quest fails.
Well then, yeah that is poor design. I can't see it being difficult to fix either, and CDPR has to know about it by now.
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stevezy: http://gearnuke.com/witcher-3-full-changelog-patch-1-07-revealed/

and I am not seeing a fix for the retroactive fail on cave of dreams.
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Hickory: I know it's annoying, but I don't think this is really a bug. The point of this quest (Cave of Dreams) is to save Blueboy Lugos, Madman's heir. Since he dies in the berserker (bear) attack at Kaer Trolde, the quest logically fails. It's bad design, *really* bad design, but I don't think it's a bug that will ever be fixed.
Haven't gotten to the quest yet, but does actually 'failing' the quest harm you in any way other then not completing it?
Maybe failing actually gives slightly different outcomes along the line? and is intended in terms of variations on what can happen, you can't win everything e.t.c?
I am not sure if having the quest failed affects the outcome of the game in any way, but it is annoying trying to go through the game completing every quest only to have this particular one that was 100% completed show up as failed.
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Hickory: I know it's annoying, but I don't think this is really a bug. The point of this quest (Cave of Dreams) is to save Blueboy Lugos, Madman's heir. Since he dies in the berserker (bear) attack at Kaer Trolde, the quest logically fails. It's bad design, *really* bad design, but I don't think it's a bug that will ever be fixed.
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xondk: Haven't gotten to the quest yet, but does actually 'failing' the quest harm you in any way other then not completing it?
Maybe failing actually gives slightly different outcomes along the line? and is intended in terms of variations on what can happen, you can't win everything e.t.c?
No, it has absolutely no impact on the game itself. It is only a cosmetic log entry, nothing more.
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stevezy: Well then, yeah that is poor design. I can't see it being difficult to fix either, and CDPR has to know about it by now.
The question is 'do they think it's a bug to fix'? I think not. Of course it would be easy to fix, but I doubt it ever will, short of bowing to user pressure.
Post edited July 10, 2015 by Hickory
Whoah, that's a lot of broken quests...
Now all we have to do is wait behind consoles, like that makes any sense. Yay for equality?

Oh well, imma go play some Civilization until patch releases.
Post edited July 10, 2015 by Bleed
So Mutagens still not fixed then?

Also, time played in game (not using Galaxy|) still not fixed?

/sad panda :-(
Post edited July 10, 2015 by smeghead2
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smeghead2: So Mutagens still not fixed then?
Mutagen bug was fixed in 1.06.
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smeghead2: So Mutagens still not fixed then?
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GrayBlondie: Mutagen bug was fixed in 1.06.
A mutagen crafting bug introduced in one of the earlier patches was fixed... the bug that makes only unlinked mutagens correctly apply their "self" effect has been in place since day one. If you have linked skills and mutagens then only the linked bonuses and not the base effect apply.

E.g.

Gtr Red, 0 Red skills, +10% sword base damage
Gtr Red, 3 Red skills, +30% sword base damage ~ according to the notes, and developer explanations, should be +40%

If you drag the mutagen off, then back onto the slot you do get +40%, but it reverts to +30% on each load, same for the lesser mutagens and for Green and Blue effects.
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GrayBlondie: Mutagen bug was fixed in 1.06.
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Lieste: A mutagen crafting bug introduced in one of the earlier patches was fixed... the bug that makes only unlinked mutagens correctly apply their "self" effect has been in place since day one. If you have linked skills and mutagens then only the linked bonuses and not the base effect apply.

E.g.

Gtr Red, 0 Red skills, +10% sword base damage
Gtr Red, 3 Red skills, +30% sword base damage ~ according to the notes, and developer explanations, should be +40%

If you drag the mutagen off, then back onto the slot you do get +40%, but it reverts to +30% on each load, same for the lesser mutagens and for Green and Blue effects.
I was completely unaware of this! Good to know, though I'm pretty sure my blue mutagens have always been at 40%. Maybe I've been unobservant.
Fixes an issue where the Potion of Clearance would pop into the quick slot if the player ran out of food.

Ohhh this thank the lords!!!!! Cost me 2 potions (2000 gold) yesterday and no end of bloddy frustration at having just had all my skills reset mid-battle!!!!
Post edited July 11, 2015 by elldaz