There's a marriage bug. I can start the process of marrying a second character, deliver all the resources, but then when I go to the church all it does is let me start the process again, without actually doing the marriage.
letmeloginalready
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I can give you a few very solid pointers:
Stage 1: Getting to the Tower.
The early game isn't difficult. Rush the opening until you can access the elf city. You shouldn't need to grind much, just blitz with whatever equipment you find on the ground.
In the elf city, find the druid hall and do the meteorite quest. By far the fastest way to access the dwarven city. Ogres at this point in the game might be a real threat, but they aren't that hard.
Once you have the meteorite, go to the worker's guild. Cough up the 200, go into the alleyway in the dwarf city, and voila. You can now access the Tower of Dreams whenever you like from the comfort of the mansion.
The Tower is your path to godhood. Possibly literally- I've seen this plot several times before, and would be willing to bet actual money that I'm seeing it again.
Once you have the tower, it's time to crack it in half by knowing a few little tricks:
1- The L3 leadership skill, Intimidating Presence, is amazing. It lets you automatically win a (non-boss) encounter without actually having to do any fighting. As far as I can tell, you get full xp, material rewards, and captives. All for some mana and a couple clicks of the mouse.
There are no boss encounters in the Tower as of right now.
2- You can couple this with the Caster class special ability (recover 10% of MP after combat) to regenerate more mana than it costs to Intimidate.
What this means is essentially the *only* limit to how fast you can travel the Tower is your Stamina. Which you can only regenerate by resting, but since you're at home, you don't get those annoying dungeon events.
3- Captives from the Tower are stored in the Tower until you recruit or enslave them. After a bit of grinding for resources and levels... I've gotten to over 30 captives in storage. These will be very useful in completing the advanced slave requests for huge income, upgrading the factors of characters you give a damn about, and acquiring rare races with useful abilities (wolfkin hunting bonuses to harvest bones and leather, dryads to harvest crops).
Do the special slave requests. They give so much money, which you will absolutely need for enchanting.
4- Remember: laborers don't have to actually labor in the mansion. You can send teams of them to other places to collect resources, without having to build farms for those resources. Particularly worth noting: ancient bones in Crystaldepths, thick leather and magic/iron wood in leafshade, and two normal leather nodes in Stonevale.
5- Buy dragonkin as you get the opportunity. You can stick them in the elf, dwarf, beast, and empire cities and have them work as livestock to produce dragon scales and with high enough growth factor, other materials. But more important than that, it means you can check those markets without having to travel, allowing you steady access to various materials you otherwise might have to jump a lot of hoops to get.
Now, for actual combat:
Collect junk at first. Once you've unlocked mithril, start crafting your own gear (and tools). That, obsidian, dragon scale, and magic cloth will be your equipment until reaching the current endgame. I've yet to feel the need to tryhard into adamantite and ethereal cloth, myself.
I like seraph for a starting character. Flight is useful for some dungeon challenges, and +40% hp.
Cali is remarkably useful. Sturdy is really good, and her heirloom sword competes with mithril.
Zephyra and Aire both have a lot to offer as well. Aire's unique bow, much like Cali's sword, holds up until you're ready to start transitioning from mithril/magic cloth to true endgame materials.
Lilia's also good, but that's mostly the +25 evasion of the fairy race.
Blind is very powerful, invest some dark magic.
Ninja is an insanely good class. Converting magic resist into evasion? There is no build this won't give a massive survivability buff to.
As is the recently added (and thus subject to probable change) shieldbearer class. Giving bonus attacks whenever the character is attacked? So unfair.
My final permanent combat character is Kuro. Her special spell is busted and can easily out-damage any two other characters. Before factoring in the random status afflictions.
Enchanting:
First- did you know you can use really cheap junk to upgrade equipment? Only make enough high end gear to cover your needs. Make the rest of them out of wood, stone, and cotton. Then sacrifice the cheap shit to push the good stuff to legendary value.
Second- remember all those slave requests I told you to do? You will now spend that money on enchanting gear. Spell mastery and sharpness/penetration are your main weapon buffs. Nimbleness, vampirism, and some blend of carapace and commander for armor and shields. Don't forget to get the 'strong arm' upgrade from the body mod shop.
This should result in a team which can tank, dodge-tank, and dish out damage at frankly unfair levels.
Don't bother with treasure hunt or exp boost on your main gear, but absolutely put them on a 'Tower Set' that you will then use with Intimidating Presence+Caster Mana Loop to push the Tower hard. Note: you don't need to use high quality materials for the tower set, since Intimidating Presence means you never actually fight anything in it, unless you want to (maybe to complete guild missions).
That's how you optimize the fun out of the game.
Just ran the Lira quest.
There seemed to be some major bugs with the 'ambush' option, with the game failing to initiate the next stage to the quest, and afterward making it impossible to 'chat' with any of the characters.
The caravan route worked fine. However, the 'servant' option afterward left Lyra unable to work or do anything until I negotiated with her. And it then proceeded to repeat the first scene where she was introduced into the household.
Also, if we were supposed to receive Lira's amulet as a quest reward? I didn't.
GAME BREAKING BUG:
Your new crafting system.
The setup: Go to any crafting submenu (except enchanting).
In this example, I'll use blacksmith.
Set an order for making a craft order, like steel. Set an order for making any item, let's say shields. Drag one of these orders on top of the other one, as if you're trying to change their positions in the cue.
This will erase both orders and create a new order which simply reads 'Item Name'.
This will effectively lock you out of ever using that crafting menu again. Any new orders you create will not appear, any orders which were created prior to this will never be performed. And I can't delete the new glitched order, no matter how many times I push the trash icon.
My current save can no longer use the alchemy system because of this glitch. Which prevents me from doing Mae's questline. Fortunately, it was a throwaway save meant to unlock Lira for NG+, so it could have been far worse.
ANNOYANCE:
Characters are back to forgetting their work orders when they return to the mansion, forcing me to reassign all their tasks every time I send them out.
MINOR/DISPLAY BUGS:
Using the intimidate ability shows the message: "DUNGEON_INTIMIDATE"
You can upon selecting intimidating presence, cast it on a character (the old way of doing things), which spends the mana but seems to have no other in-game effect.
When exploring the Tower of Dreams, gathering resources, unlocking chests, and other actions in the dungeon reveals the message: "n stamina spent in CAPITALALIRON".
EDIT- More oddities.
Upon recruiting Amelia, she's got a weird thing where she is somehow both trained and not, leaving her with displays that look like holdovers from the old system, and the final training panel, with nothing actually trained. Fixed it with an oblivion potion.
And how long are we supposed to wait for the NG+ to give us Lyra? I've had her for an in-game month and there's no recognition, prompt, or ability to get her in NG+.
There doesn't seem to be an 'elegant' way to beat him. He shrugs off most debuffs, and I've never seen him miss even when blinded. So I build for the ol' spank and tank and brute force the entire encounter. Done right, and you can knock him out by turn 2, even 1 if you get lucky. Thus preventing him from doing any of his runaway bullshit.
Lili with earthquake, Aire's bow, Cali's sword, and the holy sword are the most cost effective ways to get the DPS going, especially with shieldbearer's new retaliation mechanic.
Get acquainted with the enchanting system and be prepared to drop like 200k on gear just to beat this guy. Thorns are useful, advanced armors are a must.
The 'old weathered temple' and 'abandoned grove hideout' dungeons as part of Lilia: Temptations also kick the player out.
As does the second dungeon in Kuro's disappearance quest.
After the arena battle with Greg, when talking with Rouge, when she's supposed to say the player's name, she instead says [NAME].
The rebel base dungeon in 'Proof of Loyalty' also kicks you out without letting you collect rewards or captured slaves.
The final dungeon in Kuro's 'Apostasy' quest also kicks you out. And the Nyx item drop reads "ITEMNYX_HEADGEAR" rather than its actual name.
In the quest to find Zephyra's Brush is one of the ones that kicks us out of the dungeon. I just lost a couple high stat slaves due to that.
Also, Kuro calls herself Zephyra during that quest. Was that intentional or a typo?
Also also. If Zephyra's currently missing, the beginning of the Dwarven Kingdom section of the game can still activate, and Zephyra (who's not there) will still ask the MC to investigate them.
If you are doing the Daisy's disappearance quest, but Amelia is currently also abducted, you can't complete the quest.
I'm also curious what happens if you already have Kuro when you start Zephyra's abduction quest. Which can easily be avoided if you don't take her to Ginny
All listed bugs discovered (or reconfirmed) on 0.13.2a
The dungeon challenge to squeeze through a door that requires a small character can still be passed even if you have zero agility charges left on the character.
The calculation for travel time is a bit odd. Often it will say it takes three turns to get from one location to another, but you could instead send the team back to Aliron, then back to the new location in only two turns. This is especially common going too and from the Beastkin Village, but also happens with the dwarves, the empire, and occasionally Elf village.
The recent sex scenes (all of them as far as I can tell) with Helleviel do not allow you to hide dialogue.
Several of the recent quest dungeons immediately kick you out the moment the objective is completed. This potentially denies the player a lot of resources and captured slaves. And is just generally annoying. I'll list which ones once I get to that point again in my newest playthrough.
Should you be using the shift key to look at the resources a piece of equipment is made of, then move your cursor off the equipment, then release the shift key. It will continue to display objects in the 'material' mode until such time as you hit shift again while the cursor hovers over an object with materials to display- I'd rather you not fix this bug so much as make it an intended feature. Shift to toggle would be great.
EDIT: The challenge to fly over a chasm because the bridge is broken will also allow the player to pass even without having charges to do it. I'll check all the challenges as they're encountered to see if this bug applies to everything.
EDIT2: It appears that glitch only happened in one specific dungeon. I've not been able to replicate it in any other.
Unless noted otherwise, this post is about the 13.1b release, Win 64 version.
Actual Bugs:
Teleporting to the empire location before you have permission to get in will cause the characters to remain trapped in what appears to be a softlock. Every time you go to the location, the game kicks you out, but fails to send the characters home.
Possibly related: when you teleport from a location back home, it often causes the characters to forget their jobs. Sometimes it will, sometimes it won't. I've yet to find a way to force this to occur.
Flame sphere can be cast multiple times while still active, wasting mana.
In the Living Thicket dungeons, when the tribal ambush encounter triggers, the 'enslave' option on victory does not seem to generate a slave.
(This is about the 13.1a version- haven't found the mission again in 13.1b) In the slave selling missions, the condition "must be wearing lacy underwear or see-through underwear" seem to be an 'and' rather than 'or', and cannot be completed.
Typos and cleanup:
In the body upgrades section, the buyable 'breeder' perk displays the tag "BODYUPGRADEDESCRIPT_UPGRADE_BREEDER", rather than the trait description.
Quality of life suggestions:
Could you consider making it so chests that are not locked or mimics are opened automatically, rather than forcing us to click through 'open chest' and 'who should open it'? I know the game runs the check beforehand, because the engineer class will tell you it's unlocked.
Additionally, do some spells really need to be drag-selected in the dungeon screen? Intimidating presence, nature's gift, teleport, flame sphere and probably others only have one possible effect, there's no need to drag. A simple click could do the job.
And do all the modifications available in the body upgrade section really need to cost upgrade points? I understand not wanting people to be able to stack everything, but most of these are more flavor than mechanically useful.