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Just a few bugs (or design flaws) I've noticed. Feel free to add your own.

1-Attributes do nothing OR Attribute information is incorrect as it implies Attributes do something.

2-NPCs nag you about taking items that don't belong to anyone. (I consider this to be a bug because the information the game gives you, "- forbidden" should tell you all that you need to know and thus NPCs shouldn't bother you when you take items that lack this prompt.)

3-You come across practically every enemy in the game relatively early on. This isn't a bug, but it IS a design flaw, imo. There should be more surprises waiting for you later.

4-Lots of items that are underground or inside an unreachable location. Too many to list, but there are a handful in Hort and around the West Xacor Converter.

5-Berserker women with Outlaw guns. Doesn't fit in with the anti-technology thing.
-I'd include the teleporter pads too. (Though maybe that's just something for player convenience that you're supposed to ignore?)

6-Can't skip intro cutscenes or the opening cutscene. Other cutscenes don't have this problem.

7-Climb prompts look like loot indicators. Very misleading, makes me think there's loot where there isn't.

8-Eyebrows look weird.

9-Duras is shown with an axe in his opening cutscene or two, but he uses a sword. (fixing a cutscene = hard, changing what weapon an NPC uses = easy)

10-At least some lit torches don't actually illuminate the area they're in. (on the other side of the small camp from the teleporter area)

11-Gateguard NPCs have no dialogue for you approaching them from behind, despite the jetpack being a core gameplay element. (Not easy to fix but I have to mention it)

12-The almost total lack of doors. (It's silly but pretty much a Piranha Bytes meme at this point)

13-Can't use your keyboard to input safe/hacking numbers. (not a bug, but should be implemented imo) Deus Ex (2000) had this correctly, I don't know why games these days have less advanced systems than a 2000 game sometimes.

14-No way to quickly switch to a melee weapon and shield.

15-Jax's reaction to graves is really weird. He treats them like locked chests.

16-One or two-second lag before sprinting activates.

17-Player-set map markers are the same color as teleporters on the map.

18-Can't hotkey armor (despite the fact that switching between Sunglasses is an obvious thing that players will do).

19-NPCs are often targeted behind you. (This leads to me trying to loot something and my companion who is behind me instead starts talking to me)

20-Sitting on chairs (and beds) is a very slow action and cannot be cancelled. Accidentally clicking a chair can cut you off from playing for 5 seconds.

21-Jetpack charge carries over when you reload. (from when you reloaded, not from when you made the save file you're reloading)

22-Companion kills don't give bonus xp from Experienced Hunter and Green Gemstones. (No "it makes sense" arguments please, unless you want companion kills to give no exp at all)

23-NPCs starting conversations when enemies are within 10 feet.

24-In some cutscenes the ambient sound or enemy sound is so loud you can't hear Jax or other people talking.

25-Not enough categories when trading with merchants. There are plenty when you are in your own inventory so I'm not sure why it would be so constrained here.

26-Jax drops his Magnesium Flare when opening a container or when he talks to someone.

27-Some beings don't show up for the correct Sunglasses, like Cleanbots (Roombas). Also applies to one of your companions...

28-Loading screen descriptions are in the past-tense for no discernible reason.

29-In at least one spot there's a rain sound effect in Tavar. (no visual rain, nor should there be in the area)

30-Upgrading a weapon removes the elemental enhancement.

31-No way to make the HUD disappear (which would be great for screenshots).
-EDIT: There actually IS a setting to make the HUD disappear! It would work better as a button toggle but it's at least answered my problem.

32-Green Gemstones don't work properly in Shields. (haven't tested other gems)

33-The double-tap Evade option automatically turns ON every time you restart the game.

34-Arva's friendly Troll is hostile to your companion (or at least to C.R.O.N.Y U4).

35-You lose the ability to sense a lot of creatures from a distance (a la Sixth Sense) when you get Friend of Beasts. (They should still show up as white or something)

36-Some ranged weapons have deceptively low velocity. The Outlaw firearms should pretty much hit whatever you're aiming at the instant you fire them but there's a delay as if you're firing a bow and arrow.

37-Arva's mission: Troll Leaf =/= Troll's Leaf? Come on...

38-Arva & Sardoz's dispute is stupid. This is a game about choices and yet you're pigeonholed into only one-sidedly murdering one group or another unjustifiably. There should be negotiation/diplomacy options so you can AT LEAST get a better understanding of how the two parties operate so you can make a more informed choice. This is an artificial dilemma.

39-In a Domed City mission, Security Measures, Erich the Cleric wants you to deliver an Energy Regulator to Lutz, a Cleric technician. You are approached by an Outlaw, Riley. Riley wants to modify the Energy Regulator. Everything works fine except for one conversation option: "500 and we have a deal. (Charisma 4)". This causes him to give you the 500 shards, 50 exp and "Riley dislikes your choices." but then he never takes the Energy Regulator or gives you a modified version.

40-In the large battles you fight in, every time an enemy dies it shows every single grouping of enemies you have to kill to complete the quest. This means your loot/exp log on the left side of the screen will be going nonstop for minutes after the battle is over, pointlessly.

41-Not sure what caused this one but for some reason Logan was confident that Ulbricht and Konrad died in the fight- they did not. In fact there wasn't a single death on the Free Peoples' side, surprisingly.
-Yeah, a lot of things have incorrect conclusions. I was talking to Lloyd and Jax suddenly starting going on about submitting to the Hybrid. (This is after I beat him)

42-The Cleric Weapons you get at the beginning of the game with Duras require Dexterity and Strength instead of Dexterity and Intelligence. (This is the only example I'm aware of where Laser Rifles require Strength instead of Intelligence)

43-Cultivator's Loafs (Loaves?) show up as items instead of living things like plants.

44-In Gameplay settings, HUD toggles all 3 things (Status Screen, Radar & Hotbar) but there's no option to turn ONLY the Hotbar off.

45-Vending Machines in the Hort give Mana Potions instead of Mental Energy Reserves.

46-Jax doesn't react to Siegfried (in the Hort) properly when Siegfried drops mention of a Claw, even if Jax is already a member of the Claws.

47-Despite the developers leaving a big opening to the Claws' HQ, they have no properly prepared reaction for you making your way there directly, for the first time.

48-One of Born's lines, after you fight off the Weakened Rotboars that attack Orik in Goliet, implies that Orik died, even if Orik survived.

49-Plasma Rifles get automatically unloaded if you've just booted the game up. This can be fixed by switching the firing mode- but it only fixes the problem at the moment, it will still be unloaded the next time you boot the game up.

50-Sulfur Nuggets do not seem to be visible in your inventory, even if you have them.
Post edited November 06, 2017 by bushwhacker2k
Hellooo,
I'm just gonna write some from the top of my head :
1.Crafting skills are in no way usefull.The improve weapons perk makes the class(cleric/bersk)one to have no point in taking since all i takes is that u belong to one of these 2 factions and u can enchant dmg aura's @ item lvl 2/3 without having high-tech weapons smith/enchant weapon.Tried having imprv weapon and class perk and the crafting table said i had 2/1 skills needed to enchant a weapon.
2.survival skills-you online need like 3 of them(+hp from food,1 point in armor and the one that gives extra loot from mosters.The others,are absolute crap,the skill that improves xp gain from monsters is ...wow,+1 exp from a rotboar(i might be wrong here but i know that i had the skill from a amulet and it made me let out a long /sigh).
3.Now,this one ,this one bug pissed me off A LOT: DAMAGE TYPE and enemy info in relation to it.What the hell is PSI dmg good for?Stasis??Poison?ICE???what are they supposed to do,there is no description for it except for that one spell the cleric has that actually says EMP -good against mutants.
The outlaw can shoot with radiation ammo but WHAT DOES IT DO besides the obvious because it does seem to do no dmg to anything i used it against.Bleeding works on everything on the other hand.Did not test the anti armor ammo since there was no point in using it.
The outlaw class is soo broken it made me quit the game in a rage.@lvl 18 with a 2h axe (bleed enchant)+ increased atk speed chem i was able to clean the the ENTIRE Tavar map portion.EVERYTHING.
(i play on normal without a companion.)
4.Hitboxes and ranged weapons don't like each other.
5.Ranged weapons,why have them?who would rather shoot a bow instead of throwing a ball made of pure destruction(cleric black hole.fireball...etc) in any encounter.Not to mention that is just counter productive to start a fight with a ranged weapon and then being forced in melee anyway wich makes u question yourself about ever using that bow instead of magic.
6.Item unlocking and traders list of available items don't make sense.I don;t understand why the vendors show you,lets say...battleaxe II (wich u can;t use)but not the base version.What is the point of seeing an item u can;t use(not even in +4 levels)and not show the base version of it to atleast get an idee of how close or how far you are from using the base version.
7.Plasma rifle seconday fire mode,nerf the hell out it,make it have a chance to proc explosion because, at lvl 16 or smtg like that i managed to make 3 chimera's dance to litteral death while pressing mouse button 1 and nothin else.(kill 3 chimera quest).Just aim infron of the target at a low angle and u have yourself a great Quake 3 moment right there.
This goes with all the ranged weapons that have a knockback effect.
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TIP
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Upon joining a faction,make the character suffer some dramatic changes.
Differentiate them MORE.so far,after playing each faction to lvl 25, i can say that, very little game style change at all.Even the casting animation is the same.
Clerics focus ranged weapons and u guys gave them the "ONE MAN ARMY perk" wich is like saying: if u don;t kill them before they get to you,load game.Think about it.

Example: joining the bersekers will make it possibble to cast spells while holding a weapon but at a +% mana cost or dmg reduction.the mechanic is already there,if u cast a self buff while fighting.(drone,+armor etc).
For clerics wich love ranged weapons and tech,80% of NPC's have melee weapons equiped most of the time.
Remove outlaw salvage perk,or redesign it.The few weapons you find and the little u get from salvage makes it a trap to invest in.
Heh,i wrotte more then i was planning to...ciao.
Post edited October 28, 2017 by razvantd
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razvantd: 1.Crafting skills are in no way usefull.The improve weapons perk makes the class(cleric/bersk)one to have no point in taking since all i takes is that u belong to one of these 2 factions and u can enchant dmg aura's @ item lvl 2/3 without having high-tech weapons smith/enchant weapon.Tried having imprv weapon and class perk and the crafting table said i had 2/1 skills needed to enchant a weapon.
Not sure what faction you are, but as a Berserker I could not enchant my weapons until I actually got Enchant Weapons.
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razvantd: 2.survival skills-you online need like 3 of them(+hp from food,1 point in armor and the one that gives extra loot from mosters.The others,are absolute crap,the skill that improves xp gain from monsters is ...wow,+1 exp from a rotboar(i might be wrong here but i know that i had the skill from a amulet and it made me let out a long /sigh).
Experienced Hunter, the bonus xp skill from beating monsters, gives +5% experience per kill (provided your companion did not get the kill). This doesn't sound like much but that's a lot of experience after a while.

The Resistance abilities are very useful for prolonging your survival (and lessening the amount you need to heal) in a hazard zone.

Adventurer is very handy for finding teleporters (especially on your first playthrough).

Extra Hitpoints and Stamina increase your HP and Stamina, respectively, and are very useful (especially Stamina).
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razvantd: 3.Now,this one ,this one bug pissed me off A LOT: DAMAGE TYPE and enemy info in relation to it.What the hell is PSI dmg good for?Stasis??Poison?ICE???what are they supposed to do,there is no description for it except for that one spell the cleric has that actually says EMP -good against mutants.
The outlaw can shoot with radiation ammo but WHAT DOES IT DO besides the obvious because it does seem to do no dmg to anything i used it against.Bleeding works on everything on the other hand.Did not test the anti armor ammo since there was no point in using it.
I'm not 100% on how damage types work, but I think you're supposed to learn what works best against what enemy type through trial-and-error. Also many damage types have an associated debuff which may do damage over time.
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razvantd: 4.Hitboxes and ranged weapons don't like each other.
My issue with some ranged weapons is that they have deceptively low velocity. The Outlaw firearms should pretty much hit whatever you're aiming at the instant you fire them but there's a delay as if you're firing a bow and arrow. (adding this, good call)
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razvantd: 5.Ranged weapons,why have them?who would rather shoot a bow instead of throwing a ball made of pure destruction(cleric black hole.fireball...etc) in any encounter.Not to mention that is just counter productive to start a fight with a ranged weapon and then being forced in melee anyway wich makes u question yourself about ever using that bow instead of magic.
Ranged weapons are great for attacking while on top of a building or a hill. Ammo is often cheaper than mana potions/mental energy reserves.
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razvantd: Upon joining a faction,make the character suffer some dramatic changes.
Differentiate them MORE.so far,after playing each faction to lvl 25, i can say that, very little game style change at all.Even the casting animation is the same.
The factions do have their different specializations and quests, I don't think PB usually has factions mean as much past that.
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razvantd: Clerics focus ranged weapons and u guys gave them the "ONE MAN ARMY perk" wich is like saying: if u don;t kill them before they get to you,load game.Think about it.
I don't understand.
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razvantd: Example: joining the bersekers will make it possibble to cast spells while holding a weapon but at a +% mana cost or dmg reduction.the mechanic is already there,if u cast a self buff while fighting.(drone,+armor etc).
I somewhat agree with this- you should be able to have a weapon equipped while you cast spells- otherwise you're locked out of some benefits you can get from socketed gems if you use offensive spells (like +exp gems). Maybe just don't put the weapon "away" when you equip an offensive spell item. (In Gothic games you could have a melee weapon & ranged weapon equipped and then you just switch to them when you press the corresponding hotkey (which is functionally how it actually works in this game, you just don't have them "equipped")
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razvantd: For clerics wich love ranged weapons and tech,80% of NPC's have melee weapons equiped most of the time.
All humans have ranged weapons (AFAIK), they switch to them when a hostile target they spot is far away enough or unreachable by walking.
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razvantd: Remove outlaw salvage perk,or redesign it.The few weapons you find and the little u get from salvage makes it a trap to invest in.
I haven't checked every weapon but it seems like you get close to the amount of Elexit you'd get from selling (if not, more) and a bunch of items that definitely make up the difference. You definitely get more benefit from salvaging a weapon than selling it.
I guess this is a good place to mention the bugs and other issues I have spotted that haven't already been mentioned. These are all in 1.0.2946.0

* Allies should not automatically be targeted in combat. There have been quite a few times when I have gone to help a travelling merchant and ended up being attacked by the guards because a critter died 0.2s before I took a swing at it.

* Irdor doesn't actually take any Cultivator's Loaf in the "Supplies for the Cultivators" mission after bringing them. I had collected the mouldy bread too, which might be relevant.

* Riley says he modified the shield and accidentally let the Albs in because of me, but I didn't let him tamper with the shield and there are no Albs in Abessa.

* South east of the Tavar Mountains teleporter, the doorway to the building containing various Old Military Recordings causes companions to wait for no reason.

* At one of the Cleric shrines where some Reavers are robbing a travelling merchant, one of the Reavers is invulnerable.

* If a troll is knocked back as it is throwing a rock, the rock becomes permanantly stuck to its hand.

* If you have a fast enough SSD, then there isn't enough time to read the loading screen hints.
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bushwhacker2k: 28-Loading screen descriptions are in the past-tense for no discernible reason.
I assume they are meant to sound as if they are being read by a narrator.
>* Irdor doesn't actually take any Cultivator's Loaf in the "Supplies for the Cultivators" mission after bringing them. I had collected the mouldy bread too, which might be relevant.

Same here, they just stay in your inventory

>* At one of the Cleric shrines where some Reavers are robbing a travelling merchant, one of the Reavers is invulnerable.

I think i know where you mean, there wasn't an invulnerable enemy for me there.

For me i had (before the patch) an issue where i belive a wrong dialogue triggered with Thorald. Luckily all went as it was supposed to afterwards.
Without spoilering anything: I agreed to do things his way, after making the "preparations" he told me that we will see each other again as enemies later because of my plans.
But he was indeed my ally later on (i mean duh, i was following HIS plan) and all went as it was supposed to.
So i think the dialogue is triggering wrong.
Post edited January 11, 2018 by AiCola
The Quest with Krall still cannot be absolved if Suggestion was used. Neither Kral nor Caldrim offer new dialogue to help the situation, simply talking to Caldrim multiple times like mentioned in the changelog doesn't work.