You should have read the few lines of the article: it’s not a technological limit, they didn’t want to continue working on RED engine projects when they are shifting to Unreal.
So you mean companies move the majority of their employees to other projects once the majority of the work is finished with the current project they are working on? Wow.
That’s wild, let’s write a whole article about it. I’m definitely not complaining, but I thought the Witcher 3 was supposed to be the last Witcher game?
I just reached the underdark, the only annoyance I’ve had is that I totally misunderstood my fellow party member’s intent with wanting to show me something & I had to reload my last save to avoid a gay romance I had no interest in being.
I ran into this too. I had this RP moment where I was going to convert my character to a wizard based on where the conversation was going. I realised what was going on and pulled my character out of the conversation and went with my original idea, getting Withers to convert my character to a wizard. In my mind, that’s how the story went.
I just finished Act 1 and am a completionist who literally inspects every chunk of map, reads every book, finishes every quest-log item before moving to next map area. I can safely say that Act 1 has been amazing for me.
I did encounter one inventory bug. Prior to patch one, I was using the Chest of the Mundane as a poor man’s Bag of Holding due to the weight reduction. At one point I took 600kg of items out of the chest to sell them to a vendor, and my inventory bugged. After screwing around with my buggy inventory for an hour (having fun earning infinite money from a vendor, for example), I reloaded from the save prior to taking the stuff from the chest and removed it in smaller chunks and everything was fine. Patch 1 killed the weight reduction in the chest, so it is unlikely others will find this fun bug.
Side note: my Lawful Good Gold Dwarf Cleric of Moradin has been a blast. I first talk my way into any circumstances, because one shouldn’t pass judgement without all the information. But after judging them as evil, wiping out the goblin, duergar, and zentarim camps has been super satisfying. The completionist in me worries about plot implications of these judgements down the line, and what I get locked out of, but so far it’s been great.
The interesting thing about DnD morality for clerics and paladins is that when someone asks “Who made you the judge of what is good?” your character can honestly say “God.”
I didn’t get many bugs with later content, but a big problem with later content is that the player gets immensely stronger but enemies stay about the same. It also becomes way too easy to pass out of combat checks. I doubt this will be fixed any time soon, maybe in the future they will add a new difficulty.
I think it’s sorta okay that the enemies don’t get too much stronger, especially since (at least for casters) a lot of the added power comes in the form of gaining access to stupidly OP spells like Hypnotic Pattern. I don’t think it would be very fun if enemies started using tactics that amounted to “Hahaha, I rolled higher initiative so now you don’t get to play for the next three rounds while I can do whatever I want.”
That’s how my first try at one act 1 boss went. They multiplied with illusions and those cast hold person on each party member and then just killed them all. I didn’t try that boss after until way later
Yeah, I feel like having someone who can cast Magic Missile is almost mandatory for that fight, simply because the illusions have 1 HP, are very spread out, and Magic Missile can target multiple enemies and is guaranteed to hit. It’s perfect for killing almost all of the illusions in a single turn.
“Hahaha, I rolled higher initiative so now you don’t get to play for the next three rounds while I can do whatever I want.”
I had to reload multiple fights because the enemies just killed 3-4 of my partymembers before I had my first turn. Random Initiative is really not something I like in Games.
Even if enemies got a lot stronger you’d still have numbers go up, and less superficially you’d still have significantly more options than a bunch of level 1 characters. I don’t want to feel like Superman when the roleplaying situation is supposed to feel grim and insurmountable. My mood to use caution and diplomacy is really killed when I know I can destroy any encounter. I also just want a fun tactical experience in addition to the roleplaying elements, is that too much to ask?
Currently, the game on tactician, even without abusing resting, consumables, or strong multiclass is too easy in my opinion, and this is coming from someone with no prior DnD experience. I do have a little bit of Pathfinder experience as I got WotR during the Steam Summer Sale.
Glad they're taking a break, and hope things work out for them. Making games is tough, and making games like this which are more on the niche side can't have been easy, especially since the profits probably weren't stellar either.
I'm in act three right now, and the most noticeable issue I've run into has been characters mistakenly referring to choices I supposedly made. Really takes you out of it when that is such a focus of the game.
I also have Minthara in my party, and I can confirm that she's broken as hell. You give up quite a lot to recruit her, and it's not worth it at all. Don't do it.
I had a laugh when everyone had !'s and I go talk to them and they are all commenting on the death of Shadowhart, but every single time, you can see Shadowhart just vibing in the background because I prevented Lae’zel from killing her.
This is an act 1 scene that you probably missed because you warped to act 2 without enough long rests done to play them all. It’s… been a while since the game released and it’s written in a thread where they are commenting Minthara recruitment, which is arguably way more spoilery than this.
I replayed act 1 three different times going about 10 hours into each one. I’ve never encountered laz trying to kill shadowheart. I know what the scene is as I’ve seen it in passing on the internet. But I’ve never had it… dafuq?
Possibly tied to how deep into interactions with them you’ve had. If you keep them together in the party and not just at the camp, they argue a lot. Though with the bugs, it could have simply not been triggering. After patch 1, there are so many scenes I never saw my first 2 times through despite doing pretty much the same exact things in the same exact order until the goblin camp.
Yeah, I had one of those happen that ended up spoiling something really big, along with really confusing the ever-loving daylights when it happened, because I had absolutely no idea what Gale was talking about, because he was referencing a quest I hadn’t actually started yet.
I’m going to put my currently playthrough on hold until patch 2. I don’t mind waiting a bit.
I completed the game without issue, for the most part. The most annoying bug was one where my main character stayed permanently asleep. Saving then loading fixed it. Act 3 is noticeably not as good as the first 2 acts, but it didn’t ruin the game for me.
Same here. The only obvious bug I encountered was that Gale somehow was convinced that he and I spent a night together, which we definitively didn’t. I liked Act 3 best though. It felt like all the threads that were set up in the first two acts were coming together for a satisfying /interesting conclusion (stuff like the stolen Gith egg for example). I feel like the 3rd act swims or sinks depending on how many plotlines you’ve set up in your game until then.
Finished the campaign duo with a buddy. Didn’t experience any particularly bad bugs. Had a couple times where shit didn’t load right for me but closing and reopening would fix so eh.
Kind of felt like a couple plots didn’t flow right going into act 3 but nothing that bad. Act 3 did feel overall a little rushed and unfinished but was still damn good. Some act 3 highlights: House of hope, underwater part, final boss battle (if you don’t count the gauntlet, that part sucked huge balls)
I was fortunate enough to not run into any of the quest-breaking bugs. Had no issues doing what I wanted to do. What I did run into a lot was buggy scripting where dialogues assumed I had information I didn’t, so I wouldn’t know what my companions were talking about some of the time.
The bigger problem in my eyes is spells/items/class abilities/feats not working correctly and being outright non-functional in some cases. That’s going to be an enduring problem for replays, and it’s not encouraging to me that very little has been done on this since release.
I do think this game wouldn’t have scored as well as it did if so many publications didn’t rush to press with half a playthrough. In this particular case, I think the game–bugs and all–is still a strong GotY contender, but I really hope there’s a conversation being had in the professional games criticism sphere about how this practice could cause a scandal in the future.
As it is, I’m genuinely surprised the reviewers aren’t coming under fire more than they have for this. I come from an era where publishing a review without completing a game would have been unconscionable.
The main example cited in the article comes from recruiting Minthara instead of killing her. It looks like Act 3 didn’t really take that option into account.
Other problems include questlines that can’t be completed.
spoiler- The High Harper quest start is bugged if you talk to the shopkeeper with Jaheira instead of your MC. You get the key but cannot get into the basement without making the shop staff hostile. If you go around through the balcony the bottom floor is empty. - Wyll’s dad thinks his son sold his soul to save him even though he chose to free himself from the contract. - Gale thinks I agreed to give Raphael the crown even though I unambiguously turned him down. - Gortash thinks I agreed to help him in his pre-battle speech with Karlach even though I did not. - Gortash has loot on him that is cut content “Ilithid Jar with Larvae”. - Targetting with AOE spells will sometimes just not attempt to hit enemies that are clearly in the circle and highlighted. - Chest of the mundane broke at start of Act three (fixed in first patch) - Returning weapons wont return if thrown while entering combat. - The rescued gnomes in the steel foundry keep getting mad at me for being there and starting the “you’re not allowed to be here” dialog when they spot me, despite being marked as allied with a green circle. - After the Steel Foundry conclusion Wulbren won’t acknowledge the fact that he’s no longer leader, and his model spawns on top of and clips through the leader of the other faction. - Various enemies will randomly take extremely long turns and do nothing. - Allied AI will walk through allied ground effects after combat and become hostile. - Dame Aylen flew to the bottom of the tower during the fight with Loroakkan and didn’t trigger her scene when the fight was over. - The conversation with Isobel after Loroakkan fight took place in the tower despite being initiated in the camp.
That’s a short list off the top of my head but there’s been plenty more.
A couple minor broken ability examples: Mage Hand requires a short rest to recharge, which is fundamentally wrong for a cantrip, and Feather Fall is a bonus action instead of a reaction, making it useless for its primary purpose. These aren’t game-breaking, of course, but annoyances like this add up, and it never feels good to have chosen an ability that turns out not to work as it should.
One of the more problematic issues is stupid pathing logic, especially around known hazards: Party members absolutely love to spot traps, announce them, and then walk right into them. Sometimes it results in someone getting a minor injury. Other times it nearly wipes out the whole party.
mage hand requiring a short rest to resummon might be because you are using the gith racial?
Nope. Wizard and bard cantrips.
Since you mention it, though, I think the Gith’s psionic Mage Hand is a cantrip in 5e. Did it require a rest in some past edition?
Feather fall now is a ritual spell so you can cast it before combat and it will last all of combat. It’s just different from the tabletop game.
I’ll have to try that; thanks. It would still be an annoying extra step and wouldn’t cover surprise situations as the spell is intended, but would at least be more useful than it seemed.
In any case, it’s not just those two examples. The point is that a surprising number of little things like these are broken, either by departing from D&D rules in ways that don’t make sense or by just plain failing to do what their in-game descriptions say.
I have found one example of departing from 5e rules in a way that does make sense, though, so it’s not all bad.
For the items, etc. the ones I can remember offhand are:
Boots of Stormy Clamour (applies Reverberation with conditions) - never seen it proc with any of the conditions I’ve tried. Meanwhile, Diadem of Arcane Synergy will (likely incorrectly) proc on damn near anything, even self-buffs.
Jhannyl’s Gloves (auto-cures Poison/Paralyze/Blindness) - hasn’t worked for me once. The +1 to saving throws is active though.
Goad (disadvantage on attacks, from Battle Master subclass) - either doesn’t work or is very inconsistent.
Uncanny Dodge (Rogue) - I think everyone that’s played a Rogue knows this one. It’s got a weird passive effect implementation that auto-disables a lot.
Chromatic Orb - having occasional issues getting Storm Sorcerer’s Heart of the Storm to proc with this. Still pinning this one down, if anyone else has run into it?
Lucky (feat) - doesn’t reroll incoming crits.
Polearm Master (feat) - I have no idea where the bonus action is. Either I’m blind or it’s just missing.
There’s also stuff on the plus side, like Titanstring Bow double dipping with Lightning Charges or, famously, Haste and Haste-like effects (Elixir of Bloodlust) granting second attacks on each additional action for lv. 5+ martial classes. It’s possible Larian just balanced it this way, but I don’t think so. It’s crazy broken.
all possible actions should show up on the K panel, I have dragged the “non-lethal toggle”, the eldritch blast push toggle and all of those the the actual bar to be able to juggle them.
These two don’t show up there unfortunately under normal circumstances. The first Horde Breaker attack shows up there, the follow-up doesn’t until the first has already been executed. The feat one doesn’t even have a similar indicator there. It’s kind of a weird implementation.
I finished the game after about 85 hours and yeah… act 2 and 3 need some polish. I ran into more than one gamebreaking bug. But overall it was still a really really great experience and taking the complexity of the game into account I think the overall polish of the game at release was quite good.
By at some point saying ‘OK, enough side quests, let’s move on with the story’. I plan to replay this game multiple times, so I do not mind missing some side quests in my first playthrough.
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