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Zemurin

Weaver of the Converters
122 Badges
Jun 29, 2016
4.611
1.706
  • Crusader Kings II: Monks and Mystics
1. Ambush doesn't respect party level

bandits.png


Party traveling to Big Town - low level yet they encounter 2 boosted bandits (lvl 27) at the Bridge. This has never happened before so I'd count this as a fresh regression. Until now these bandits only showed up post lvl 20 - when the player was eligible to open up Expandria.

2. Hunter's Prepared Arrow damage isn't modified while text says otherwise

preparedarrow.png

Prepared arrow is a magical effect, same as Mage's Lightning (since you can shoot it without a bow, obviously). Tooltip says it'll do 810 damage, but it does not. Probably should.

3. Initiatives are *really* wonky and steal player's turns. (and mob turns, not as often)

I encountered this often at Zeroth fighting Vowelrines:

- enemy goes first. Vowelrine 1 attacks.
- my psion should go second, but initiatives are now swapped (out of the blue) and psion says initiative 1 and the same vowelrine says 2.
- Vowelrine attacks again.
- Initiaties are now again swapped - vowelrine is back to 1, psion back to 2.
- Player 3 (knight or whomever) is now active - the psion got skipped.

This can happen in reverse too - player attacks, mob should go next, initiatives are swapped, same player attacks again, initiatives are again swapped and some other mob is next instead of the one that got hitched.

I thought this was indigenous of the doppelgangers or freeze (as I reported in the previous game version thread) but now there are no doppelgangers or freeze in action.

4. Speaking of freeze...

It really does nothing.
 
4a. Freeze gives extra action.

Freeze does indeed drop mobs to lowest initiative (last) however even if they acted before they were dropped they will act again on their new initiative turn.

5. Delevel gives insane XP

Killing a mob while deleveled gives enormeous amounts of xp. I managed to off Ahnold while he was delevelled, getting 90k xp after battle, enough for 2 levels worth at the time.
 
The Rampage skill is broken

While still giving the critical bonus it does not do a second attack on a critical hit. It seems to freeze for 150-300ms (hard to guess) when the second attack should happen.
 

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4.a.a. More issues with freeze - sometimes when you freeze a mob it goes last on the initiative, but also takes the initiative counter with him! Example:

Mob is initiative 4.
PC is initiative 3, freezes the mob.
Mob becomes initiative 8.
Mob acts because he still thinks he's next.
Initiative becomes 1 and PC (1) goes - skipping half the combattants in the previous round.
 
6. NG+ and the first Paper Knight Encounter.

With NG+ and lvl 50ish players I had no difficulty eliminating PK Gang when one first meets them in the Mountains of Accent. The battle continued until they were all dead with some snug remarks:

- ".. my sword imported from ... elsewhere!"
*BAM* 600 damage
- My knight (with 12k HP): "Really?"

Once they all died the Fair Lady appeared to "rescue me" and the quest moved on, but you should probably /significantly/ buff the PK Gang for every NG+ iteration. They are supposed to be unbeatable at this stage.