Love this sorcery patch. At least!!
My bugs until now: (maybe)
sometimes when moving or eatching around I see purple polygons and then immediately return normal, very fast, but possible see.
i had my second sprcery upgrade of the tome requiring glowing boops. I went in the cave with undead kappa again, took another tome and now in my base the update changed. No more glowing boops required but volatile glands. (Maybe jumped to tier 3 upgrade?)
What I saw when leveling sorcery was that each time I leveled a spell it required different materials. Didn’t depend on the Tome, in fact, once you place a tome in the bench, it didn’t remove it after casting… I could level up on my clans “Tome” from any bench.
Camp across the river from Shaleback Hollow is empty. The chests exist and populate with loot, but no thralls are present at the camp.
Have also seen violet models for a second or two when loading in or seeing something new since loading the game (Thralls, pets, crocodiles).
In initial Solo/Co-op Server set-up, Creative Mode, Building Anywhere, and Stability Loss multiplier are all listed under Abandonment whereas in the Server Settings tab once the server has been created this category was called Building. Building does seem to be a better name for the category and would make finding those settings in initial setup easier.
Agility based weapons such as Daggers and Katanas do not seem as fun in PvE with the perk changes. Using these weapons require points in Agility to improve their damage, but the only damage bonus perks are hampered by being behind an enemy (Which is difficult) or focusing on armor penetration when many PvE enemies do not seem to have armor.
Strength, however, has useful perks but no real damage bonus.
The Dagger Backflip does not count as a dodge for Rolling Thrust. There are also situations during combat in which a player can dodge, but cannot Dagger Backflip and I’ve never been able to figure out why.
It feels problematic that Feat/Knowledge and Attributes have been swapped from the Live tab order.
Imbue Wisp - From what I can tell, this spell lasts about 90 seconds (Embed Wisp lasts 60), which is at best half of the night on the Exiled Lands. This seems far too short as a lighting spell and feels like a waste of corruption and reagents.
Would be nice to be able to go back to the start of a spell cast rather than having to cancel and start over if you picked the wrong rune. A specific keystroke to cancel rather than a cancel rune or the ability to just put the focus away doesn’t feel smooth/intuitive, especially with no on-screen indication of what that keystroke is.
In creative mode it’s difficult to remember the spells you’ve already learned when crafting new spells because the icons and names are all the same. Some of the crafting materials are hard to come by, which makes forgetting feel bad. It would be better if the icons in the Thaumaturgy Bench aligned more with the icons in the Knowledge tab.
After more playing (SP - no mods) I would like to thank Funcom and the play testers for their work on some of the weapon hit boxes. THANK YOU!
I appear to be having less issues with the daggers (although the croc world boss was still wonky) hitting their target. I also have not had too many issues with the sword (it used to glitch up on me with wights).
However, there is still more work that needs to be done on hit boxes. For instance, when fighting skeletons or the bosses (Guardian and Brute) in the UC I will often be behind the enemies and will get hit. This happened against a skeleton that was doing a straight, thrust with it’s sword. No way my character should have been hit as I was on the opposite hand/side of the attack. Also, standing in the same basic location where I would get hit would not result in blocking an attack with a shield.
Reparei que alguns lugares estão com menos NPC sim porém isso somente acontece quando existe algum evento ativo no local… Sobre o feitiço é uma boa dica de retornar repare que as armas agora ficam fixar mesmo quando estamos escalando na animação ela volta para o inventário mas assim que para e solta a escalada rapidamente ela retorna para a mão sem ter que ficar pegando a mesma novamente… Sim poderia acontecer o mesmo com a magia porém deve ter algo que não teve como fazer isso
The loot chest respawn timers have been worked on to keep the SP gamer from exploiting them by switching quadrants and then going back to the same chest (chests). This is a great change! However, the enemy and NPC spawns are not on a similar type of spawner. I just lost a lvl 10 RHTS to Gothrad and his minions because my character was killed… by Gothrad, whom my thrall was dealing with. I was taking out the last archer when Gothrad decided to stop attacking my thrall and instead attacked me. This is another great change! The issue is that when I went to get my equipment back all of Gothrad’s detail respawned. This made it almost impossible to get my gear and also sentenced my RHTS to death. So I would like to kindly ask that the enemy and NPC respawn timers be redone like the chests. This will prevent other SP players from feeling like the game is cheating to kill their thrall.