Tonhão's bug report - Xbox - DotH - Act 2

Platform: Xbox Series X
Game language: Brazilian Portuguese
Class: Warrior (brand new Hephaestus disciple)
Patch version: 0.2.0b (a.k.a the META nuker - refined)



Dialogs

- The Hooded One dialog "Escravidão" has a typo in the last part: "Nesa terra difícil" should be "Nessa terra difícil".
- Shambrin's dialog "Zarka" is cut short in the middle. I assume it should be split into two panels, but all the text is in only one panel, which does not trigger the next audio file and makes the dialog close.
- Zarka's dialog "Nasima da Premonição" is cut short before the last phrase is said out loud. It ends after the Faridun part.
- Zarka's dialog "História das Planícies Vastiri" has a leading space before "Mil anos de gelo".
- Risu's dialog "O Encapuzado" phrase "What is that being?" could be better translated as "O que é aquele ser?" instead of "O que é isso?" (which is equivalent to "What is this?").
- Zarka's dialog "A Provação das Sekhemas" is not available immediately after killing Balbala, but only after fighting Jamanra for the first time at the gates. It triggers automatically (without being selected) after the dialog "Dissipando a Tempestade de Areia" that is given to you when you talk to Zarka immediately after returning from the boss fight. The automatic trigger only occurs once, when interacting with Zarka for the first time after the boss fight.
- Balbala's "Introdução" dialog could be improved. In the line "Eu sou Balbala, outrora uma traidora, há muito uma prisioneira entristecida", instead of "prisioneira entristecida", the expression "prisioneira marcada pela tristeza" could be used to better emphasize the depth of the word sorrow/sorrowed.
- Balbala's dialog "Aprisionamento" has a leading space in the line "Não tenho ideia de quanto tempo fiquei presa lá".
- Balbala's dialog after you get the ascension has a leading space somewhere (I can't pinpoint where because the dialog only happens once).


Items

- The Cultist's Hammer line "strikes deal splash damage" is not translated to Brazilian Portuguese.


Campaign Maps

- Keth Sanctuary is lacking a waypoint close to Halani's Altar.
- In Act 2, every time you access the map in front of Asala it takes a little while to load the map's terrain and some empty spots can be seen. This only happens the first time you interact with the map after returning to the caravan/camp.
- The performance at the caravan with players around is noticeably worse when compared to the maps of the campaign.
- Floating assets: In Deshar there are floating assets in the three big towers on the second half of the map. You can see them from the outside or the inside, when walking close to the walls.
- In the Path of Sorrow ("Caminho de Luto"), the doors allow passage as soon as you press A, making your character run through them while the animation of the door opening has barely started.
- In the Trial of the Sekhemas, if you use the waypoint after completing the trial and exit back to the trial map, all the pop-up messages related to the trial mission are shown again.


Mechanics

- I figured out what happened with Delwyn, the stalker: If you kill the rare mob that the wisp is supposed to bind to before interacting with the wisp, the wisp disappears, but Delwyn stays behind, staring into nothing. The player may come across the rare mob before the wisp in open area maps. To prevent this, I think the wisp should only spawn in corridors with dead-ends, so the player has no way of killing the rare mob without interacting with the wisp first (like it was in the introduction to the mechanic). The soundtrack is still dope though.
- I got into a situation where 2 wisps spawned at the same time and bound to the same rare mob. I don’t know if this behavior is expected or if it is related to the fact that I bugged the previous wisp on the previous map (above comment).


Sound effects

- The sound effects of rare mob's special attacks don’t stop when the mob is killed, they play until the end, even though the effect itself is correctly interrupted when the rare mob dies (happened with a mob with that ice ground modifier that expands and explodes around the mob).
- The Ascension effect (Trial of the Sekhemas) has no sound effect, only a really cool animation.


Animations

- In the Bone Graveyard ("Fosso Ósseo"), the summoning animation of the 3-4 bone priests sometimes displays a ground effect similar to water or aura going toward the center where the mob spawns. This effect is not always triggered, so I don’t know if it’s a bug or a feature.


Enemies

- In the Bone Graveyard ("Fosso Ósseo"), the big monsters that enrage when whipped almost never spawn alongside the tamer that whips them, thus, the enrage mechanic is never triggered.


Microtransactions

- The Packs screen only displays the art for the Paladin Series.


Feature request

- In the Path of Sorrow ("Caminho do Luto") map, there are furnace enemies that throw explosive coal (?) at the ground, making the player suffer a lot of small explosions that break armor while walking on top of it. Can we have that in the game as a damage type or ailment that the player can use, like bleeding or ignition? That effect looks pretty cool.

xoxo
Last bumped on Apr 6, 2025, 11:55:02 PM

Report Forum Post

Report Account:

Report Type

Additional Info