-
Black Trench Chest:
– Small chest south-east of the first whisper.
– Unable to be interacted with. -
War Room Monster:
– Weapon is sometimes invisible. -
Plague Worms:
– Lock-on is very inconsistent and sometimes will NOT lock on unless they are the only enemy around. -
Item Stacks:
– If you have two stacks of the same type of item, you can’t swap between them if one is already selected.
– Example: You have a stack of 25 mushrooms and 17 mushrooms. The 25 mushrooms are currently equipped. If you try to swap to the 17 mushrooms, it will stay on the 25 mushrooms. -
Nameless Pass Old Cottage Item:
– Above the divider wall near the old cottage, there is an item “shiny” floating way up in the air. -
Mariner’s Keep Mess Hall Key:
– Mess hall key respawns and can be picked up multiple times.
– You cannot discard/sell the key. -
Old Cottage Key:
– Same issue as Mess Hall Key. -
Northern Nameplace Pass Tree:
– North of the Whisper next to the Twins arena in the small grassy area, the northern most tree is visually a bit of a place/floating. -
Nameless Pass Cave Skybox visible:
– Located in the nameless pass cavern before the twins, where you have to jump down to climb up.
– As you are climbing up the pillar, step onto the right platform that has the iron deposit.
– There are two areas where a skybox is visible through the rocks. -
Ellsworth’s Speech in Town Square:
– Should be skippable like other cutscenes, especially for those with multiple characters. -
Type in Rebuilding Sacrament:
– For Whittacker’s Crafting Shack, the second tier (leveling up to 3).
– “… more advancedfurniture and…”
– Space missing between advanced and furniture. -
Nameless Pass Horseshoe Crab:
– Near the beginning down the creek where there is a tree surrounded by water.
– Horseshoe crab spawns under the tree, or at least within the ground.
– There is a second one on the south part of the land that is floating in the air. -
Rebuilding Sacrament:
– Contribute all does not start the build timer.
– Player has to go in and click just regular contribute once afterwards to trigger the build to start. -
Crucible pillar after elevator:
– When you first enter, the first area where the hallway narrows.
– Crucible level: Tree level where you jump to the rock, then climb up vines.
– The Cerim can walk inside the southern pillar fully. -
Giant bodies and doorways:
– Giant bodies with collision can block doorways. -
Witches:
– Having to completely clear lock-on in order to target witches again after mass teleporting.
– Their teleports should have a cooldown, even if its just something like 3 seconds.
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Wow! Thanks for all the reports. Will pass along to the appropriate developers
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