1. Ambush doesn't respect party level
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
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.

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

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.