View Full Version : Anyone else tired of the visual bugs in dungeons?
Skellimancer
05-26-2018, 08:47 PM
Anyone else tired of the floating debris in dungeons? They are everywhere now.
Qhualor
05-26-2018, 09:35 PM
I'm only tired of it in Tomb of the Blighted. it makes it harder jumping onto the little islands so you don't get blighted. this is considered low priority I'm sure and will be fixed soon(TM).
Nonesuch2008
05-28-2018, 04:40 PM
I'm only tired of it in Tomb of the Blighted. it makes it harder jumping onto the little islands so you don't get blighted. this is considered low priority I'm sure and will be fixed soon(TM).
Huge suspended waist-high piles in A Cry for Help or WizKing aren't so bad, but we just ran Blighted for the first time in a good while & ran into exactly this situation. The faux islands blend in very well with the real ones.
The upside is with all the extra play time in the water, we spawned almost all of the oozes that we needed for the optional much earlier than usual. :p
vryxnr
05-28-2018, 05:35 PM
To be honest, I'm significantly more annoyed by other, older visual glitches. Particularity when a part of the game world disappears completely, revealing the background limbo it was built upon.
For example: A slight change in camera angle goes from normal to disasterville!
https://i.imgur.com/W2tUnfR.jpg
Not as intense are when objects in the game vanish depending on your camera angle, for example: this stalactite.
https://i.imgur.com/Ag4A0dO.jpg
and then there is the randomly occuring glitch in Precious Cargo where your character vanishes but you can still move (your weapons show up, but become static... attacking will not make them animate).
https://i.imgur.com/f9EPUHb.jpg
on that last one, I had an energy sheath: acid active at the time. It showed up along with my weapons, but did not move with my weapons when I tried to walk a bit, staying at the door I came out of instead.
blerkington
05-28-2018, 08:00 PM
An odd one I've been seeing a lot recently is monsters not behaving normally when they die. Instead of doing their usual death animation, they just freeze in a combat pose.
An example of this was a rakshasa in Multitude of Menace that stopped mid animation and remained in place for around five seconds after being killed. It didn't feel like the game was lagging at the time. When I mentioned it, another party member said he had been seeing this too.
Thanks.
Elfishski
05-28-2018, 08:28 PM
An odd one I've been seeing a lot recently is monsters not behaving normally when they die. Instead of doing their usual death animation, they just freeze in a combat pose.
An example of this was a rakshasa in Multitude of Menace that stopped mid animation and remained in place for around five seconds after being killed. It didn't feel like the game was lagging at the time. When I mentioned it, another party member said he had been seeing this too.
Thanks.
Have also been seeing this. My guess on this one is that they added back in death animations in general for killing monsters with e.g. ice, but that whatever links them to those animations is broken for a bunch of monsters (especially newer ones).
Ideal solution: add in proper animations for everything for all causes
Simpler fix: if the proper animation is missing then play the "standard" death animation instead of just not animating.
cpw_acc
05-29-2018, 05:01 AM
The worst quest, for me, is Oath of Vengeance in Ravenloft.
There are multiple places where the walls or floor vanish, depending on the angle you happen to be facing.
Nonesuch2008
05-29-2018, 10:30 AM
Here's one of the oversized ones from WizKing:
https://i.imgur.com/7CxzNpt.jpg
It's not so bad finding loot drops underneath one that is suspended like this, but when they are at ground level it's very easy to miss things like remnants without using the Q key to locate things.
Powered by vBulletin® Version 4.2.3 Copyright © 2025 vBulletin Solutions, Inc. All rights reserved.