Buggy Removal of alliance/elven gear has made a severe lack of starter cloaks and belts. This seems to leave Neverember Cloaks, Legacy Belts and other legacy items, or ground drops for early end game.
Ehhh, the cloak from Neverember isn't terrible, and a single-stat artifact belt good for your class can run under 1000AD. I don't think this change is catastrophic.
Edit: Also, Elemental items still DROP, you just can't buy them with seals.
I have also been periodically experiencing the bug where after reeling in a fish and hitting '1', the progress bar resets to zero, but I can usually re-reel the fish and catch it with '1' the next time, however it has greyed out the controls a couple times.
I've run into this as well. I'm not good at recovering from the total reset of progress though, so I always lose the fish when this happens. I haven't been able to identify anything I do differently when I get the reset instead of landing my catch.
When doing the quest "a Little Research" i cannot finish it. People and friends told me they killed one rare creature and got a bait item and the quest was done.. now i have gotten 10+ of those items and the quest is still active. i killed every possible rare mob at least 2x for the drop. thank you in advance.
I have the same problem. I already found a trophy but the quest doesn't finish. And there is no hint of how to finish it. Any help?
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arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
today just came across a huge bug when picking quest and accepting cinematic bugs and doesntb let me move or do anything at all
sometime yuan-ti snake people are immune to steal time and oppressive force from my cw
having more than one legendary companion messes up the stats and is not giving the bonus its says it gives
yuan ti contols fear and other controls they inflinct on my oath paladin break my shield animation even if i still am pressing shift key and have stamina
yuan-ti and knight spawn time is too slow, try spawn the knight on ground already, its a burden to have to wait for the knight to be knock down, when i killed the yuan-ti so fast and the knight survives xD
today just came across a huge bug when picking quest and accepting cinematic bugs and doesntb let me move or do anything at all
sometime yuan-ti snake people are immune to steal time and oppressive force from my cw
having more than one legendary companion messes up the stats and is not giving the bonus its says it gives
yuan ti contols fear and other controls they inflinct on my oath paladin break my shield animation even if i still am pressing shift key and have stamina
yuan-ti and knight spawn time is too slow, try spawn the knight on ground already, its a burden to have to wait for the knight to be knock down, when i killed the yuan-ti so fast and the knight survives xD
Stuck in Combat Mode just walking around the town. I have never ventured outside the town yet, so that's not a trigger.
If it's anything like the other times this has happened, it was from walking past the Axe Beaks fighting the dummy. I did not attack the dummy at all.
This happened my first time through, possibly because I lingered by the dummies instead of rushing past them. I went to the character select screen and logged back in to drop from combat mode.
It hasn't happened again though I've been in and out of the zone many times.
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
One bit of probably-not-a-bug feedback I'd like to relay is that I love the Soshenstar River zone layout and the way you can cross back and forth over the map in multiple ways, but I dislike that there are invisible walls blocking the river bank in some locations. If I can see the water through the jungle, then I should be able to beeline for it, rather than having to go around. I am making massive use of my khyek for fast travel here, more than I was ever able to utilize it in SoMI. I want to be able to use it even more effectively.
One of the better features in SoMI was that (assuming you didn't have aggro), you could drop into the water from essentially anywhere. Unfortunately, SoMI water has so many obstacles in it that zone navigation is a beast regardless, so the usefulness is perhaps limited in the long run.
I love that these recent criss-crossing layouts make zones feel more massive than they are, without all the empty space that makes every talked-up "biggest zone yet!" completely tedious to navigate in practice. It feels like the message has been taken to heart that adding extra travel to missions only serves to make players very aware that their time is being purposely wasted, which makes us grumpy. It's really nice to see this change of direction.
Anyway... water landings on an owlbear are the greatest, and I want to make them from more locations. The owlbear does not seem to mind.
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Question about the entry to Soshenstar River from Port Nyanzaru. Is it intentional for it to require a party check at the gate? This is not friendly for playing together because you must all leave from the same city instance at the same time. You can't add someone to your group if you're already at the river. You have to change instances in the city to group up before departing. It just seems a lot more fiddly than it needs to be. I understand needing to load a private quest instance together with your party, but not a public zone.
Requiring permission from the Prince seems like it should only be a check the first time you go to the jungle, not every time. We don't have contracts. It doesn't seem like you should need an active quest if you just want to go explore or hunt or fish. I don't believe you do require one (but could be wrong). So what exactly is the game looking for here?
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Another QoL issue is specific to DCs and OPs when using the river to travel, though the problem dates to SoMI. You arrive on shore with no Divinity or Divine Call. Divine Call needs a moment to fill up as long as you don't enter combat. Divinity doesn't recharge at all unless you fight something.
Either way, in SoMI, the spawns on ice floes were modified so that all the landing points were reasonably safe and you didn't end up in combat the second you landed, so you could pick a battle when you felt ready for it. The Soshenstar River has crab spawn points on all the beaches. I don't think the crabs should be changed, but I'd like to see more recognition that this is an unfair disadvantage to support players rather than it being dismissed as "oh well, yeah, khyek travel just does that, sorry".
1) There appears to be a poorly understood / not clearly documented change that appears to be resulting in significant stat loss compared to live before. There is speculation that this is related to the Companion Influence change (the infamous "Certain Companions will no longer gain stats over time"). Since many folks balance certain stats like ArPen and Crit very carefully, this change is a pretty significant change. It would be good to get clarity if it's actually working as intended or if there is a bug at play.
2) The change to the Legendary Companion Active bonus has resulted in very inconsistent buff uptime. Especially with 3+ Legendary Companions on your roster, the buffs are not stable, frequently dropping away and occasionally overlapping to stack for brief periods of time. The inconsistent behavior (gaps and stacks) is significant enough to impact combat on a regular basis (and especially any kind of testing)
I would speculate that these bugs were especially difficult to tease out due to the combination of the mod12 mechanics changes as well as the fact that many players rearranged their stats to bump up Resistance Ignored for the new Chult zone. It's also really difficult to compare now vs. then, because not everyone keeps a separate spreadsheet with their stats for references' sake.
I have noticed in several tombs that some of the mobs spawn in a location/terrain that can't be targeted by me but my CW's paranoid delusion can (slowly) kill it. It happened last night in three different tombs. Each time, I was being attacked only to find that I could not return the favor. I had to wait for my delusion to kill it. Tedious but not earth-shattering. It did not happen in the tombs that you entered from within the Port, only the ones in the jungle proper.
One stray batiri took forever to die. His screams were glorious
I aim to misbehave
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treesclimberMember, NW M9 PlaytestPosts: 1,161Arc User
@asterdahl but what is the point of "unique trophy" on inventory? Most people know they can mail themselves these trophies, so it's really just making me send them every time i get one so i don't loose the next equal i catch.
I have also been periodically experiencing the bug where after reeling in a fish and hitting '1', the progress bar resets to zero, but I can usually re-reel the fish and catch it with '1' the next time, however it has greyed out the controls a couple times.
I experienced some new weirdness fishing in Chult last night, though.
I was using Glowworm bait and after I caught a fish and it went to re-bait the hook, the baiting the hook message kept popping up over and over. It ended up eating the rest of my Glowworms (only had a few left fortunately), but the message kept going after that. Even going to shore didn't stop it, I had to log out and back in to stop it. Then, whenever I went to fish with my Leatherjackets, hitting tab would "say" using Leatherjackets, but the icon was a greyed out Glowworm icon that wouldn't change. I could still fish alright, but it was strange. To get that corrected, I had to go find some more Glowworms.
Everything seemed to be working alright after that, but the whole thing was weird.
*resisting urge to joke about constant "baiting" and being bugged out after*
*fails*
Had the same problem a few times on the new chult map too
> @silence1x said: > I have noticed in several tombs that some of the mobs spawn in a location/terrain that can't be targeted by me but my CW's paranoid delusion can (slowly) kill it. It happened last night in three different tombs. Each time, I was being attacked only to find that I could not return the favor. I had to wait for my delusion to kill it. Tedious but not earth-shattering. It did not happen in the tombs that you entered from within the Port, only the ones in the jungle proper. > > One stray batiri took forever to die. His screams were glorious
Seconding this. I can't even hit the mobs with ground targeted powers on my DC.
"We have always been at war with Dread Vault" ~ Little Brother
@asterdahl but what is the point of "unique trophy" on inventory? Most people know they can mail themselves these trophies, so it's really just making me send them every time i get one so i don't loose the next equal i catch.
The point imho is people using illegal way for fishing.
I received the message when turning in quest to the merchant prince that I have reached the limit on how many patrol commendations I can receive for the week. That was fine, I had done a bunch of them, but when I check my currency tab, there are 0 patrol commendations in my campaign currencies. Where are my commendations stored?
Oh, and on this subject, what are the commendations used for?
What that means is that you've done all 6 of your "do any Patrol (6xWeekly)" quests. You won't get any more Totems from Patrols and you won't get any more Treasure Maps from them, this week.
> I have noticed in several tombs that some of the mobs spawn in a location/terrain that can't be targeted by me but my CW's paranoid delusion can (slowly) kill it. It happened last night in three different tombs. Each time, I was being attacked only to find that I could not return the favor. I had to wait for my delusion to kill it. Tedious but not earth-shattering. It did not happen in the tombs that you entered from within the Port, only the ones in the jungle proper.
>
> One stray batiri took forever to die. His screams were glorious
Seconding this. I can't even hit the mobs with ground targeted powers on my DC.
I had this happen, but I just ran across the room and the "trapped" enemy followed me out of cover, so I could reach him.
That is the usual workaround for stuck mobs. However it is more effective with melee mobs. I had it yesterday with a goblin dino rider who was throwing spears at me. Finally he did the charge attack and left the safety of the fern, gaining a swift demise.
Post edited by pitshade on
"We have always been at war with Dread Vault" ~ Little Brother
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited August 2017
If you can break the line of sight for ranged mobs caught in terrain, they'll also chase you.
arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
Treasure maps,
opened to see its location, clicked close and map picture dissapear but leaves my with cinematic frame and cant move or do anything, had to close the game, after i relog it asks me for a safe login or normal login.
Another QoL issue is specific to DCs and OPs when using the river to travel, though the problem dates to SoMI. You arrive on shore with no Divinity or Divine Call. Divine Call needs a moment to fill up as long as you don't enter combat. Divinity doesn't recharge at all unless you fight something.
Either way, in SoMI, the spawns on ice floes were modified so that all the landing points were reasonably safe and you didn't end up in combat the second you landed, so you could pick a battle when you felt ready for it. The Soshenstar River has crab spawn points on all the beaches. I don't think the crabs should be changed, but I'd like to see more recognition that this is an unfair disadvantage to support players rather than it being dismissed as "oh well, yeah, khyek travel just does that, sorry".
the divinity issue i came through was on dc do loadout, do dc after aquiring 3 divinity orbs, doesnt get back to normal mode, i have to change manualy to normal mode, while ac dc changes to normal mode automaticaly.
Another QoL issue is specific to DCs and OPs when using the river to travel, though the problem dates to SoMI. You arrive on shore with no Divinity or Divine Call. Divine Call needs a moment to fill up as long as you don't enter combat. Divinity doesn't recharge at all unless you fight something.
Either way, in SoMI, the spawns on ice floes were modified so that all the landing points were reasonably safe and you didn't end up in combat the second you landed, so you could pick a battle when you felt ready for it. The Soshenstar River has crab spawn points on all the beaches. I don't think the crabs should be changed, but I'd like to see more recognition that this is an unfair disadvantage to support players rather than it being dismissed as "oh well, yeah, khyek travel just does that, sorry".
the divinity issue i came through was on dc do loadout, do dc after aquiring 3 divinity orbs, doesnt get back to normal mode, i have to change manualy to normal mode, while ac dc changes to normal mode automaticaly.
I think what you are experiencing is a separate "issue" although it's likely not a bug.
You probably use Brand of the Sun at-will, which builds divinity over time.
The Divinity will only flip off if you have exactly 0, but since BotS is building divinity for you, you seldom get back to exactly 0 (because BotS has built some up as you were casing your 1st and 2nd divine encounters).
If you play DO, you have to get used to swapping it back off at the end. So it's not so much a bug on DO as a feature on AC, who doesn't have any viable divinity-over-time mechanics and so typically completely empties out their divinity in a rotation.
1
arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
Another QoL issue is specific to DCs and OPs when using the river to travel, though the problem dates to SoMI. You arrive on shore with no Divinity or Divine Call. Divine Call needs a moment to fill up as long as you don't enter combat. Divinity doesn't recharge at all unless you fight something.
Either way, in SoMI, the spawns on ice floes were modified so that all the landing points were reasonably safe and you didn't end up in combat the second you landed, so you could pick a battle when you felt ready for it. The Soshenstar River has crab spawn points on all the beaches. I don't think the crabs should be changed, but I'd like to see more recognition that this is an unfair disadvantage to support players rather than it being dismissed as "oh well, yeah, khyek travel just does that, sorry".
the divinity issue i came through was on dc do loadout, do dc after aquiring 3 divinity orbs, doesnt get back to normal mode, i have to change manualy to normal mode, while ac dc changes to normal mode automaticaly.
I think what you are experiencing is a separate "issue" although it's likely not a bug.
You probably use Brand of the Sun at-will, which builds divinity over time.
The Divinity will only flip off if you have exactly 0, but since BotS is building divinity for you, you seldom get back to exactly 0 (because BotS has built some up as you were casing your 1st and 2nd divine encounters).
If you play DO, you have to get used to swapping it back off at the end. So it's not so much a bug on DO as a feature on AC, who doesn't have any viable divinity-over-time mechanics and so typically completely empties out their divinity in a rotation.
so its basicly becuse of brand of the sun dots that is filling the divinity pool?
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Another QoL issue is specific to DCs and OPs when using the river to travel, though the problem dates to SoMI. You arrive on shore with no Divinity or Divine Call. Divine Call needs a moment to fill up as long as you don't enter combat. Divinity doesn't recharge at all unless you fight something.
Either way, in SoMI, the spawns on ice floes were modified so that all the landing points were reasonably safe and you didn't end up in combat the second you landed, so you could pick a battle when you felt ready for it. The Soshenstar River has crab spawn points on all the beaches. I don't think the crabs should be changed, but I'd like to see more recognition that this is an unfair disadvantage to support players rather than it being dismissed as "oh well, yeah, khyek travel just does that, sorry".
the divinity issue i came through was on dc do loadout, do dc after aquiring 3 divinity orbs, doesnt get back to normal mode, i have to change manualy to normal mode, while ac dc changes to normal mode automaticaly.
I think what you are experiencing is a separate "issue" although it's likely not a bug.
You probably use Brand of the Sun at-will, which builds divinity over time.
The Divinity will only flip off if you have exactly 0, but since BotS is building divinity for you, you seldom get back to exactly 0 (because BotS has built some up as you were casing your 1st and 2nd divine encounters).
If you play DO, you have to get used to swapping it back off at the end. So it's not so much a bug on DO as a feature on AC, who doesn't have any viable divinity-over-time mechanics and so typically completely empties out their divinity in a rotation.
so its basicly becuse of brand of the sun dots that is filling the divinity pool?
Yes. I wouldn't call it a bug either. Most DOs LIKE it.
Another QoL issue is specific to DCs and OPs when using the river to travel, though the problem dates to SoMI. You arrive on shore with no Divinity or Divine Call. Divine Call needs a moment to fill up as long as you don't enter combat. Divinity doesn't recharge at all unless you fight something.
Either way, in SoMI, the spawns on ice floes were modified so that all the landing points were reasonably safe and you didn't end up in combat the second you landed, so you could pick a battle when you felt ready for it. The Soshenstar River has crab spawn points on all the beaches. I don't think the crabs should be changed, but I'd like to see more recognition that this is an unfair disadvantage to support players rather than it being dismissed as "oh well, yeah, khyek travel just does that, sorry".
the divinity issue i came through was on dc do loadout, do dc after aquiring 3 divinity orbs, doesnt get back to normal mode, i have to change manualy to normal mode, while ac dc changes to normal mode automaticaly.
I think what you are experiencing is a separate "issue" although it's likely not a bug.
You probably use Brand of the Sun at-will, which builds divinity over time.
The Divinity will only flip off if you have exactly 0, but since BotS is building divinity for you, you seldom get back to exactly 0 (because BotS has built some up as you were casing your 1st and 2nd divine encounters).
If you play DO, you have to get used to swapping it back off at the end. So it's not so much a bug on DO as a feature on AC, who doesn't have any viable divinity-over-time mechanics and so typically completely empties out their divinity in a rotation.
so its basicly becuse of brand of the sun dots that is filling the divinity pool?
Yes. I wouldn't call it a bug either. Most DOs LIKE it.
I'm sure all the new content is great, can't wait to see it. However, since the last big update last week (July 25) I'm lucky to be able to spend 5 consecutive minutes anywhere before the game crashes. Hard. Hard enough to tank my machine.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
Thanks for all the reports everyone! For any further issues or continued issues, please use the bug report forum to either make a new bug report thread or post in an existing one on the issue. Safe travels!
Comments
Edit: Also, Elemental items still DROP, you just can't buy them with seals.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Neverwinter Census 2017
All posts pending disapproval by Cecilia
sometime yuan-ti snake people are immune to steal time and oppressive force from my cw
having more than one legendary companion messes up the stats and is not giving the bonus its says it gives
yuan ti contols fear and other controls they inflinct on my oath paladin break my shield animation even if i still am pressing shift key and have stamina
yuan-ti and knight spawn time is too slow, try spawn the knight on ground already, its a burden to have to wait for the knight to be knock down, when i killed the yuan-ti so fast and the knight survives xD
@terramak @nitocris83
please send these as soon as possible
It hasn't happened again though I've been in and out of the zone many times.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
One of the better features in SoMI was that (assuming you didn't have aggro), you could drop into the water from essentially anywhere. Unfortunately, SoMI water has so many obstacles in it that zone navigation is a beast regardless, so the usefulness is perhaps limited in the long run.
I love that these recent criss-crossing layouts make zones feel more massive than they are, without all the empty space that makes every talked-up "biggest zone yet!" completely tedious to navigate in practice. It feels like the message has been taken to heart that adding extra travel to missions only serves to make players very aware that their time is being purposely wasted, which makes us grumpy. It's really nice to see this change of direction.
Anyway... water landings on an owlbear are the greatest, and I want to make them from more locations. The owlbear does not seem to mind.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Requiring permission from the Prince seems like it should only be a check the first time you go to the jungle, not every time. We don't have contracts. It doesn't seem like you should need an active quest if you just want to go explore or hunt or fish. I don't believe you do require one (but could be wrong). So what exactly is the game looking for here?
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Either way, in SoMI, the spawns on ice floes were modified so that all the landing points were reasonably safe and you didn't end up in combat the second you landed, so you could pick a battle when you felt ready for it. The Soshenstar River has crab spawn points on all the beaches. I don't think the crabs should be changed, but I'd like to see more recognition that this is an unfair disadvantage to support players rather than it being dismissed as "oh well, yeah, khyek travel just does that, sorry".
Neverwinter Census 2017
All posts pending disapproval by Cecilia
1) There appears to be a poorly understood / not clearly documented change that appears to be resulting in significant stat loss compared to live before. There is speculation that this is related to the Companion Influence change (the infamous "Certain Companions will no longer gain stats over time"). Since many folks balance certain stats like ArPen and Crit very carefully, this change is a pretty significant change. It would be good to get clarity if it's actually working as intended or if there is a bug at play.
2) The change to the Legendary Companion Active bonus has resulted in very inconsistent buff uptime. Especially with 3+ Legendary Companions on your roster, the buffs are not stable, frequently dropping away and occasionally overlapping to stack for brief periods of time. The inconsistent behavior (gaps and stacks) is significant enough to impact combat on a regular basis (and especially any kind of testing)
I would speculate that these bugs were especially difficult to tease out due to the combination of the mod12 mechanics changes as well as the fact that many players rearranged their stats to bump up Resistance Ignored for the new Chult zone. It's also really difficult to compare now vs. then, because not everyone keeps a separate spreadsheet with their stats for references' sake.
Both of the above bugs are discussed in more detail in the following thread:
https://www.arcgames.com/en/forums/neverwinter#/discussion/1233129/module-12-stat-drops/p1
It probably belongs in General with a bunch of other Chult achievements.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
One stray batiri took forever to die. His screams were glorious
> I have noticed in several tombs that some of the mobs spawn in a location/terrain that can't be targeted by me but my CW's paranoid delusion can (slowly) kill it. It happened last night in three different tombs. Each time, I was being attacked only to find that I could not return the favor. I had to wait for my delusion to kill it. Tedious but not earth-shattering. It did not happen in the tombs that you entered from within the Port, only the ones in the jungle proper.
>
> One stray batiri took forever to die. His screams were glorious
Seconding this. I can't even hit the mobs with ground targeted powers on my DC.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
opened to see its location, clicked close and map picture dissapear but leaves my with cinematic frame and cant move or do anything, had to close the game, after i relog it asks me for a safe login or normal login.
@asterdahl @nitocris83 @terramak here is the pic
http://imgur.com/PmJMv3W
You probably use Brand of the Sun at-will, which builds divinity over time.
The Divinity will only flip off if you have exactly 0, but since BotS is building divinity for you, you seldom get back to exactly 0 (because BotS has built some up as you were casing your 1st and 2nd divine encounters).
If you play DO, you have to get used to swapping it back off at the end. So it's not so much a bug on DO as a feature on AC, who doesn't have any viable divinity-over-time mechanics and so typically completely empties out their divinity in a rotation.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
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