THOM wrote: ↑Tue Jan 07, 2020 6:07 pm
olavimuff.ee wrote: ↑Tue Jan 07, 2020 12:53 pm
Also there is bug - each tried item will generate knight, so all knights will appear in same time after trying to leave this area. I dont think it is normal.
Dartaen wrote: ↑Tue Jan 07, 2020 8:08 am
Yes, the knights will also appear in the same place at the same time on top of each other. Looks quite strange from up close.
No - this is of course not intended. Thanks for the report.
If it is of any help to you, here are a few further potential bugs (some major, some minor) or other oddities I have encountered on my journeys (which I did not already mention). Some of they are probably intentional, though.
1. Cemetery general area: The stone tables that appear when using teleporter pieces can obstruct access to items that were already on the squares they now stand on. Since I like to store items near teleporters, this happened to me a lot.
2. Catacombs 2: There are some rocks and stones behind an inaccessible gate in the SE area.
3. Abandoned Village: I am quite positive that the teleporting ladder was intentional. But are the respawning branches near the fireplace in the SW building and the regenerating barrels next to the SE building as well?
4. Bog Underground: Putting the eulogies back does not seem to do anything, although Otis & Garth requested it explicitly.
5. Wizard's Enclave, Village East: Where did that Red Wizard go? He said something about "later" if I recall correctly, but I found no trace of him ever again.
6. Wizard's Enclave, Abandoned Mine: You can remove the Cogwheel again from its intended location. This does breaking the mechanism though. You can also accidentally drop the cogwheel into the gated room with the spinning axis next to it (I first though this was were I was supposed to put it). You have no way to get it back afterwards.
7. Abandoned Mine general area: The cave-ins can obstruct access to items (usually rocks or stones, but could also be your arrows or other projectiles). Would be best if cave-ins pushed all items aside when they occur, like they already do with the party.
8. Ascension, Abandoned Mine 2, "Time to Dance" trial: It is possible to lock yourself into a permanent force field.
The force field in front of the "If you like to dance..." plate disappears once you solve the trial for the first time - but reappears if you activate the button again and one of the blobs gets into the receptor. If you hit the button and manage to run up to the teleporter to Abandoned Mines 1 behind the force field before the blobs find their target, the "down" teleport in Mines 1 will place you into the very same force field. And there is no way to get out.
9. Twisted Forest, Cube's Room: There are 3 Essences of Air here. Do not know if this is intended; the 3rd essence does not seem to have any purpose.
10. Tower: Why is the final Death Amour only found in Xszark's Chambers? This way you can only use it for a single fight - and not in the arena.
11. Final fight with Xszark: Xszark regularly zaps his own minions right after summoning them when he uses his instakill Arcane Nova. Don't know if this is intended. It makes the fight very easy, though.