La-Mulana 2

La-Mulana 2

View Stats:
This topic has been locked
cheru Feb 22, 2019 @ 1:03am
Bug Reports ver 1.5.5.2
Please post all your bug reports here with screenshots, your PC specs and a crash report[www.cyberlink.com] if you get one.

Ver. 1.5.5.2 Update news is here:
https://steamcommunity.com/games/835430/announcements/detail/1773760074712088999

Please note that all bugs that had been reported until the release of 1.5.5.2 have been addressed. Most of the information can be found in the FAQ/Bug Status Thread found here:
https://steamcommunity.com/app/835430/discussions/0/1746720717336419209/

Friendly Reminder:
Please keep this thread for bug reports only. Feel free to answer, reply and discuss with others but please keep it civil and friendly.
< >
Showing 16-30 of 131 comments
cheru Feb 24, 2019 @ 11:19pm 
Part 2

    Originally posted by gooblet:
    -There used to be a trap in Jormungand's room where the first time you enter the room after raising the mural up, the platforms in the middle of the room would fall down and could damage you if you were standing beneath them. This whole event seems to have been removed completely and i have no clue why.
    There were adjustments and changes made by the developers to have the game working more to how they wanted it to in this update.
    Originally posted by gooblet:
    -Firstly in Gate of the Dead, the Life wall sigil that opens the box containing the Katana and the Birth wall sigil that reveals a white pedestal now only appear while the area is rightside-up. However, while you're upside-down, scanning the spots on the wall where they're supposed to be still gives the life & birth wall sigil descriptions even when the sigils themselves aren't there. Also, i would recommend that the devs rethink visually removing these two sigils, and instead consider adding a visual effect of some kind to the sigils while you're in the wrong orientation. There's nothing wrong with this change mechanically, but just having absolutely nothing in the sigil's place seems a bit tacky, in my opinion. It only has to be as simple as, say, putting little magical chains over the sigils to show that they can only be broken while in the other orientation.
    Originally posted by gooblet:
    -Secondly in GoTD, the white pedestals no longer depress into the ground when you use the pepper on them, they simply disappear.
    I read that as Game of the Dead ahem, passing the info on.
    Originally posted by gooblet:
    -Lastly in GotD, the trapdoor in the Unicorn's room now opens in both directions, but visually it only opens one way.
    -For some reason, if you warp to Ancient Chaos, enter Brahma's room, then leave the screen and come back, the pupils of four of the eyes (not the center one's) light up with their respective colors before any of the beams, or even Brahma itself, has been activated.
    -Receiving Xelpud's email about polished pillars in Tezcatlipoca's room, before the pillar in the room below is visible, has been fixed. It now appears... when you enter the room with the mural and statues puzzle, and the pillar's still not actually onscreen yet. So close!
    -Well, now you need to have absorbed Vritra's dissonance to move the Corridor of Blood in Valhalla... but that's the only one you need. Any corridor can be turned with just the 6th child's dissonance, which sorta defeats the point, i think. If each corridor could only be moved after the corresponding area's dissonance has been absorbed, then you'd be unable to complete the sealing of the corridor without all 6. In my opinion, that would be a much better reason for needing all the dissonance to complete the game than just "chanting all mantras suddenly doesn't kill you".
    Passed the info on.



Originally posted by SuperVolcano:
Regarding Gate of the Dead: I agree that the sigils completely disappearing when upside-down is a bad change, and can confirm that the trapdoor in Unicorn's Room flips *up* when you fall through it upside down. I also had this happen: https://youtu.be/sMW0LjB5jvE
Warping to a different field and then back fixed it and I haven't been able to replicate it.

Unrelated to the notorious 1.4 Hel softlock, what I first reported in 1.3 - that it's impossible to leave the Eternal Prison during the escape - seems to still be the case.

"The now fully-awakened Eg-Lana will now," in the final research note should probably drop the second 'now' so it doesn't read quite so awkwardly. Speaking of the final research note, it can be obtained long before Lemeza and Shawn appear in the cage at the Altar.

You need to leave and re-enter Mimir's Well after defeating Fenrir before chanting the mantra will work, despite the statue of Mimir appearing immediately.

Hel's initial health bar includes her 'secret' last phase, but Cerberus's doesn't. I think Hel's shouldn't, because it ruins the surprise.

I tried fighting Echidna at various times from sixth boss through to ninth, on both Normal and Hard, and only ever got the original two phases. Not sure why I'm not getting the new first phase added in 1.4
Thank you for these.

Could you explain the Eternal Prison issue again in more detail? I will have to make a new report about it.



Originally posted by Triggerhappy938:
Any timeline on a patch for the GoG version?
Should be up now. Sorry, I submit the GOG update before the Steam one, but it takes longer to get uploaded. I'm afraid there's not much I can do about a slight delay on their side. Sorry.



Originally posted by uncertainObserver:
Originally posted by gooblet:
What number boss did you fight her as? As i understand it, the phases she uses depends on how early/late in the game you fight her. Playing on hard mode may also affect this, but i'm not sure.
It would be very useful if an official chart of some kind was released detailing Echidna's intended phase mechanics, so people can tell when her fight isn't working as intended and report it more accurately.

I fought her sixth originally, but I've gone back really quick to fight her last and tried out hard mode on both. Still never get her decayed phase. I think this first happened when they added her child phase? It seems like there's a missing trigger for a phase or something. It always feels like the first phase takes more damage than the other two.

Also I reported it in the last thread but Echidna's bullet spray guns don't seem to work right with her sprite. I took screenshots of all the phases I got while I was at it to make it clearer.

https://steamuserimages-a.akamaihd.net/ugc/961986516652378632/A719B83015C0D476F47C1B0A21C3E4AAE49E0045/
https://steamuserimages-a.akamaihd.net/ugc/961986516652377397/2A406AD60A103D33A60334923F7D9E49A98CC3BC/
https://steamuserimages-a.akamaihd.net/ugc/961986516652376331/258853A7C829C7A5927BBB4DDF9B5D60F46496F8/
Added this to the report.



Originally posted by gooblet:
I both retract and apologize for my previous totally incorrect thoughts about the new knockback physics. I was very tired and annoyed when i wrote that post and i honestly have no idea what i was talking about. I actually like the concept of it a lot.
The new knockback system does have some big flaws, however, and not easily fixable ones. The way the devs have added this velocity mechanic with pretty much zero fine-tuning makes fighting some fast-moving enemies incredibly frustrating in ways i'm not sure they even considered at all.
I would like to suggest a way to make this new feature less ridiculous/frustrating while still retaining the cool parts: Go through every enemy attack in the game, and specifically designate whether or not each attack should use the new physics system. That's a lot, but my reasoning is this: If you got kicked by a giant cat lady, speared by a death goddess, or hit by a tidal wave, that doesn't feel too frustrating because in real life you would definitely go flying from that. But if you got hit with, say, a laser beam, or a fireball, you'd just get burned. Like, sometimes just walking into a regular enemy or touching a slow-moving projectile can launch you.
Stuff that doesn't really have any force to it shouldn't send you flying just because the system says so. I think looking through the whole enemy/projectile list and carefully selecting which things can and can't cause high-speed knockback by hand would make certain fights (kujata, cerberus, echidna) less annoying while keeping the entertainment value of watching lumisa get punched across the room at 40mph.
When you make such a major change to how the entire game works, every aspect of the game it affects needs to be considered very carefully, or else you're just adding unnecessary difficulty to parts of the game that weren't supposed to be that challenging.

-The way the dissonance music works is inconsistent. In some cases, the music stops after the dissonance is absorbed, but in other cases, it keeps playing until you leave the room.
-It would be useful for people who have trouble seeing gray shapes on black backgrounds (everyone) if the gray Xs that appear over unusable items in the menu were changed to be bright red.

-If you break a wall while time is stopped, the rocks crumbling animation doesn't play when time resumes, the wall just vanishes unceremoniously.
-The way that the Abzu's tower room becomes three seperate screens after breaking the glass tube seems to make climbing from the bottom screen to the middle screen impossible. I think a second ladder should be added at the base of the tower so you can still get back up even if you fall down.
-When Typhon is destroyed, the face is lit up red for a moment, presumably by the dissonance. Strangely, the face suddenly goes back to being dark after the explosions end. I think the redness on the face should either fade out, or vanish when the dissonance is absorbed.
-Gryphon, Delphyne, and Chimera can all damage you while in their death animation.
-The dissonance music in Aten-Ra's boss room doesn't play correctly. It plays briefly during the loading screen before the fight, but not after.
-Moving objects next to lava (like the carousel platforms at the bottom of Immortal Battlefield, the Yuga Ring in Takamagahara) appear to be lit up by the lava, but in fact it's faked, and is just part of the texture. I know this game has an actual lighting engine, so why isn't it being used for these, even on the highest quality setting?
-Sakit's glossary rom was invisible for me.
-Also, having enemies in the room after Sakit dies kinda ruins the mood.
Added to the reports



Originally posted by gooblet:
Oh yeah, also this.
The "Children" from the first dialogue option overlaps with the second option:
https://steamcommunity.com/sharedfiles/filedetails/?id=1664062384
Thank you for reporting that.



Originally posted by Ed:
https://imgur.com/a/nEEhoJH As soon as the second phrase began, the boss knocked me out of bounds. I am stuck in the dirt beneath the boss. Not sure if this is a known bug.

And like others mentioned; the darkening of the corridor of blood makes it impossible to see the Takamagahara shrine Torii there, which is an important hint for unlocking the eternal prison.

Noticed this also. https://steamcommunity.com/sharedfiles/filedetails/?id=1666328709 Not sure if the statues are supposed to disappear during The End, but their absence shows some columns with questionable craftsmanship.
Reported these now.



Originally posted by GeminiSaint:
Kujata's eyes are a bit glitchy now. Screenshot:
https://steamuserimages-a.akamaihd.net/ugc/970993725569960190/75DFF84CE32951EC9DDD3006D4DC2474664DA291/

Also, as others said, the Corridor of Blood lost all lighting and appears black now.
Reported this.
Last edited by cheru; Feb 24, 2019 @ 11:22pm
Triggerhappy938 Feb 25, 2019 @ 1:39am 
Thanks for the heads up. I'd heard that GOG is notoriously slower about getting updates live but I didn't know if they gave you any sort of ETA or not.
SuperVolcano Feb 25, 2019 @ 4:33am 
Originally posted by cheru:
Thank you for the detailed reports, I've been checking it on our PCs here to see how it shows up here. and I didn't seem to trigger it, so it might take us a little bit to pinpoint the exact issue.
What screen size is your laptop?
1920x1080.

Originally posted by cheru:
Could you explain the Eternal Prison issue again in more detail? I will have to make a new report about it.
During the escape, the holy grail is disabled. You can enter the Eternal Prison from the Underworld Gate in the Icefire Treetop, and then there's no way out. You can save at either grail point, and from there the save is softlocked. All the exit gates are closed or blocked, there's no ladder to get out of the Underworld Gate, and even if there was there's no way to get back to Gloom from Doom.
GeminiSaint Feb 25, 2019 @ 8:11am 
Originally posted by SuperVolcano:
Originally posted by cheru:
Could you explain the Eternal Prison issue again in more detail? I will have to make a new report about it.
During the escape, the holy grail is disabled. You can enter the Eternal Prison from the Underworld Gate in the Icefire Treetop, and then there's no way out. You can save at either grail point, and from there the save is softlocked. All the exit gates are closed or blocked, there's no ladder to get out of the Underworld Gate, and even if there was there's no way to get back to Gloom from Doom.

Ah, yeah. This one existed since even before the Hel softlock from v1.4
It can be encountered during the escape sequence at the end of the game, by entering Eternal Prison via Vidofnir's room at the bottom of Icefire Treetop. Saving in Eternal Prison at that point in the game effectively traps you down there forever, because the Holy Grail is disabled, and any other possible exit is either blocked by debris or simply unreachable. A possible solution could be disabling the two save tablets in Eternal Prison during the escape sequence.
Last edited by GeminiSaint; Feb 25, 2019 @ 8:16am
GauRocks Feb 25, 2019 @ 1:30pm 
I still think the best fix to the Eternal Prison escape problems would be to drop a rock in front of the gate from the Icefire Treetop and block the whole area off entirely during the escape. There's no reason to go in there during the escape, it keeps causing bugs, and it gives a clearer indication of where to go if the path suddenly cuts off. With the way it works now, following the trail of bonus minibosses seems to lead you down there, at which point you get stuck because it's not even close to where you're supposed to go.
Wild Matsu Feb 25, 2019 @ 3:45pm 
Originally posted by cheru:
Originally posted by Wild Matsu:
The menus look the same for me as they do for SuperVolcano.
Thank you for letting me know. What PC Specs do you have? and what is your screen size?

I play the game on a 2560x1440 monitor.

My specs are as follows:

Operating System
Windows 10 Home 64-bit
CPU
Intel Core i5 4690K @ 3.50GHz
Haswell 22nm Technology
RAM
8.00GB Dual-Channel DDR3 @ 799MHz (9-9-9-24)
Motherboard
ASUSTeK COMPUTER INC. Z97-A (SOCKET 1150)
Graphics
Acer X223W (1680x1050@60Hz)
QHD270 (2560x1440@60Hz)
3072MB ATI AMD Radeon HD 7900 Series (Sapphire/PCPartner)
Storage
1863GB Seagate ST2000DM001-1ER164 (SATA )
223GB SanDisk SDSSDXPS240G (SATA (SSD))
1863GB Western Digital WD Ext HDD 1021 USB Device (USB (SATA) )
Audio
Realtek High Definition Audio
Last edited by Wild Matsu; Feb 25, 2019 @ 3:45pm
Emmanating Feb 25, 2019 @ 11:17pm 
Cheru I don't have the means of easily testing a bug that only affects older savefiles. It would at worst allow you to skip either Sakit or Typhon's dissonance. It allows you to skip collecting 1 of the dissonances (assuming it works at all), and the other applicable 3 have additional requirements tied to them. Aten-Ra & Hel are required to paint the Corridor of Blood & Nibiru is required to seal Eg-lana. Presumably this bug occurs because of the change to the Corridor of Blood now requiring dissonance to turn, but I have no idea why it'd only affect Vritra's dissonance.

The problem will fix itself as the devs continue to release patches, so unless something else related to it is discovered it's minor and not worth being concerned over.
Pinful Feb 26, 2019 @ 4:50am 
I've been playing through the game again and the Heavenly Labyrinth area is nearly unplayable for me. Walls and platforms are practically invisible, making it extremely difficult to navigate.

https://imgur.com/a/85QcUWW
https://imgur.com/a/mftB55t

For reference, I'm using a GeForce GTX 1080 graphics card. I first noticed something was wrong with my game when I ran into the aurora spirit enemies in the Shrine of the Frost Giant because all their particle effects were green squares and the enemy sprite seemed to be off-sheet..

https://imgur.com/a/GY1J0hw

It started to become an issue when I fought the Morrigan mini-boss in the same level . Unfortunately, I do not have a screenshot of that but the best way to describe my experience was like playing a dusty NES game and you don't clean the cartridge out, so all the graphics are a pixelated mess.

Apologies for the external screenshots. I'm unfamiliar with Steam and don't know how to upload my screenshots, so I used imgur.

EDIT: You can disregard my post. I uninstalled and redownloaded the game and everything looks fine now.
Last edited by Pinful; Feb 26, 2019 @ 8:20pm
Wild Matsu Feb 26, 2019 @ 8:27am 
By all accounts the game seems even more broken than it was before. The Hel softlock is fixed but it looks like they made a ton of other changes and pushed the patch out with basically no QA.

It seems like La-Mulana 2 is an Early Access game miscategorized as a complete one. Let me know when the game is actually finished; I'd love to play it when it is. Until then, I've done enough unpaid beta testing.
gooblet Feb 26, 2019 @ 2:04pm 
I agree with Matsu, they should've taken more time to look over the game themselves.
Before the next update is released, someone internal needs to do a complete playthrough of the most up-to-date version of game to find bugs before making the new version public. This is what they should have been doing from the start. People should not have to be stuck with things like newly-introduced graphical glitches and unpolished mechanical changes until whenever the next update happens, these things should be noticed and taken care of before the update is even released.
Since the game seems to be free of progress-halting bugs for now, the devs should take plenty of time before each patch gets released to simply play through the game in its entirety to spot and fix new problems. Everyone who bought this game wants it to be good, and now that the game is released, there is no need to be rushing to put out new versions that haven't been thoroughly tested and still have obvious problems. The way the game is now, they should be taking as much time as they need to improve the quality.

-Some ladders appear after solving a puzzle or putting a weight on a dais. You know, the ladders that use that fancy animation where they appear one rung at a time. Some of these ladders can be grabbed on to as soon as they appear visually, but others take a while to actually become usable after you reveal them. Some that i can think of right now are the one at the Roots in the room to the left of the goddess statues, i think i remember the one in the Spear room at Immortal Battlefield that appears after pushing a block also taking a second to start working, but probably the biggest offender is the one that appears in the lava at Vedfolnir's room and leads up to the chest, which takes like 5 seconds after it appears to become climbable.
-On hard mode, Fafnir shoots spikes while retreating after his first attack, (good design, means you spend less time waiting around while he's offscreen) but doesn't use the spikes again until he loses enough health to enter phase 2, which is where he normally uses them.
-Bosses such as Glasya-Labolas, Delphyne, and Surtr have very easily manipulable attack patterns. If the devs would like to make these bosses less easy to take advantage of, they should consider changing their programming so they are unable to use the same attack twice in a row.

-Some moving elements now stop midway through their animations if you leave the room before they finish. I've seen this happen with the falling block trap at the top-right of the Roots, the water from the Immortal Battlefield floodgate opening, and the celestial disk rotating. All of these seemed to work just fine the way they were previously.
GeminiSaint Feb 27, 2019 @ 8:40pm 
Encountered these two just now.

A glitch makes it possible to obtain Maat's feather without defeating Ammit first: simply crawl into the scales room with Gale Fibula on, and don't jump. Lumisa will safely clip through the statue's jaws. Screenshot: https://steamuserimages-a.akamaihd.net/ugc/1008148769628100679/F4C684EC757B3BD640491C845D27AB56D6CCA8F5/

After blowing up the glass tube in Ancient Chaos, all objects in that room had their collision seemingly disabled, so Lumisa just passed through them. Example: https://steamuserimages-a.akamaihd.net/ugc/1008148769628104128/B902AE49EFDFC98ECEBAA7FD4B4030AAE8D3DBD2/
Gene Feb 27, 2019 @ 10:28pm 
I am unable to obtain Hiner's (the shopkeeper in the La-Mulana Ruins) glossary entry in the current build; I was able to on a game played around launch, but I don't seem to be able to do it now. I've tried buying some weights from him, reverting to an old save, disabling hard mode, and even starting a new game, but I don't seem to be able to get it. As far as I can tell, nothing suggests that the entry was turned into a collectible and moved, so I can only conclude that it is a bug. Another user on the forums states that he was able to get the glossary entry, and suggested it may be due to my system specs, so I'll post them below in case they're useful:

Intel Core i7-6700 CPU @ 3.40GHz
16 GB RAM
NVIDIA GeForce GTX 745
DirectX 11
The game is installed on a storage HDD, and the OS is located on an SSD.

Some other information that might be helpful:
- I am currently on a Hard Mode playthrough, though I wasn't able to get his glossary entry on saves with Hard Mode disable or where Hard Mode was never enabled at all. If it matters, I'm doing the "All I Need is One Finger!" challenge, and have yet to defeat the final boss.
- I have obtained his glossary entry on a different save file, one played around the game's launch.
- In my current game, I did not talk to Hiner until after obtaining the Grail from the chest.
- In my current game, I have all other glossary entries other than Skuld, Urd, Verdandi, the 9th Child, and Main Character entry #19.
- Purchasing weights, reverting to an old save, disabling hard mode on that save, and creating a new save altogether did not allow me to get his glossary entry. (I had also purchased the Ankh Jewel(s) and Codices from him before, though that would've also triggered the glossary entry back then if that had worked properly.)

This isn't a huge issue, but it's keeping me from a completed save file and one of the costume keys. I'd appreciate if you could relay this to the devs; thank you in advance.
cheru Feb 28, 2019 @ 12:36am 
Originally posted by Triggerhappy938:
Thanks for the heads up. I'd heard that GOG is notoriously slower about getting updates live but I didn't know if they gave you any sort of ETA or not.
Sadly they don't, I just get an email saying "its live" and thats usually in the middle of the night for me (silly time zones)


Originally posted by SuperVolcano:
Originally posted by cheru:
Thank you for the detailed reports, I've been checking it on our PCs here to see how it shows up here. and I didn't seem to trigger it, so it might take us a little bit to pinpoint the exact issue.
What screen size is your laptop?
1920x1080.

Originally posted by cheru:
Could you explain the Eternal Prison issue again in more detail? I will have to make a new report about it.
During the escape, the holy grail is disabled. You can enter the Eternal Prison from the Underworld Gate in the Icefire Treetop, and then there's no way out. You can save at either grail point, and from there the save is softlocked. All the exit gates are closed or blocked, there's no ladder to get out of the Underworld Gate, and even if there was there's no way to get back to Gloom from Doom.
Thank you for the extra information, its useful.



Originally posted by GeminiSaint:
Originally posted by SuperVolcano:
During the escape, the holy grail is disabled. You can enter the Eternal Prison from the Underworld Gate in the Icefire Treetop, and then there's no way out. You can save at either grail point, and from there the save is softlocked. All the exit gates are closed or blocked, there's no ladder to get out of the Underworld Gate, and even if there was there's no way to get back to Gloom from Doom.

Ah, yeah. This one existed since even before the Hel softlock from v1.4
It can be encountered during the escape sequence at the end of the game, by entering Eternal Prison via Vidofnir's room at the bottom of Icefire Treetop. Saving in Eternal Prison at that point in the game effectively traps you down there forever, because the Holy Grail is disabled, and any other possible exit is either blocked by debris or simply unreachable. A possible solution could be disabling the two save tablets in Eternal Prison during the escape sequence.
Thank you, the extra information helps.



Originally posted by Wild Matsu:
Originally posted by cheru:

Thank you for letting me know. What PC Specs do you have? and what is your screen size?

I play the game on a 2560x1440 monitor.

My specs are as follows:

Operating System
Windows 10 Home 64-bit
CPU
Intel Core i5 4690K @ 3.50GHz
Haswell 22nm Technology
RAM
8.00GB Dual-Channel DDR3 @ 799MHz (9-9-9-24)
Motherboard
ASUSTeK COMPUTER INC. Z97-A (SOCKET 1150)
Graphics
Acer X223W (1680x1050@60Hz)
QHD270 (2560x1440@60Hz)
3072MB ATI AMD Radeon HD 7900 Series (Sapphire/PCPartner)
Storage
1863GB Seagate ST2000DM001-1ER164 (SATA )
223GB SanDisk SDSSDXPS240G (SATA (SSD))
1863GB Western Digital WD Ext HDD 1021 USB Device (USB (SATA) )
Audio
Realtek High Definition Audio
Thank you for that



Originally posted by Mqpg:
Cheru I don't have the means of easily testing a bug that only affects older savefiles. It would at worst allow you to skip either Sakit or Typhon's dissonance. It allows you to skip collecting 1 of the dissonances (assuming it works at all), and the other applicable 3 have additional requirements tied to them. Aten-Ra & Hel are required to paint the Corridor of Blood & Nibiru is required to seal Eg-lana. Presumably this bug occurs because of the change to the Corridor of Blood now requiring dissonance to turn, but I have no idea why it'd only affect Vritra's dissonance.

The problem will fix itself as the devs continue to release patches, so unless something else related to it is discovered it's minor and not worth being concerned over.
Ok, thank you for flagging it though.



Originally posted by CurseEater:
I've been playing through the game again and the Heavenly Labyrinth area is nearly unplayable for me. Walls and platforms are practically invisible, making it extremely difficult to navigate.

https://imgur.com/a/85QcUWW
https://imgur.com/a/mftB55t

For reference, I'm using a GeForce GTX 1080 graphics card. I first noticed something was wrong with my game when I ran into the aurora spirit enemies in the Shrine of the Frost Giant because all their particle effects were green squares and the enemy sprite seemed to be off-sheet..

https://imgur.com/a/GY1J0hw

It started to become an issue when I fought the Morrigan mini-boss in the same level . Unfortunately, I do not have a screenshot of that but the best way to describe my experience was like playing a dusty NES game and you don't clean the cartridge out, so all the graphics are a pixelated mess.

Apologies for the external screenshots. I'm unfamiliar with Steam and don't know how to upload my screenshots, so I used imgur.

EDIT: You can disregard my post. I uninstalled and redownloaded the game and everything looks fine now.
Glad to hear you fixed it yourself. The game looks like some graphic files got deleted, possibly by your antivirus.

cheru Feb 28, 2019 @ 12:46am 
Originally posted by GeminiSaint:
Encountered these two just now.

A glitch makes it possible to obtain Maat's feather without defeating Ammit first: simply crawl into the scales room with Gale Fibula on, and don't jump. Lumisa will safely clip through the statue's jaws. Screenshot: https://steamuserimages-a.akamaihd.net/ugc/1008148769628100679/F4C684EC757B3BD640491C845D27AB56D6CCA8F5/

After blowing up the glass tube in Ancient Chaos, all objects in that room had their collision seemingly disabled, so Lumisa just passed through them. Example: https://steamuserimages-a.akamaihd.net/ugc/1008148769628104128/B902AE49EFDFC98ECEBAA7FD4B4030AAE8D3DBD2/
Thank you for the info, passed this onto the devs.



Originally posted by Gene:
I am unable to obtain Hiner's (the shopkeeper in the La-Mulana Ruins) glossary entry in the current build; I was able to on a game played around launch, but I don't seem to be able to do it now. I've tried buying some weights from him, reverting to an old save, disabling hard mode, and even starting a new game, but I don't seem to be able to get it. As far as I can tell, nothing suggests that the entry was turned into a collectible and moved, so I can only conclude that it is a bug. Another user on the forums states that he was able to get the glossary entry, and suggested it may be due to my system specs, so I'll post them below in case they're useful:

Intel Core i7-6700 CPU @ 3.40GHz
16 GB RAM
NVIDIA GeForce GTX 745
DirectX 11
The game is installed on a storage HDD, and the OS is located on an SSD.

Some other information that might be helpful:
- I am currently on a Hard Mode playthrough, though I wasn't able to get his glossary entry on saves with Hard Mode disable or where Hard Mode was never enabled at all. If it matters, I'm doing the "All I Need is One Finger!" challenge, and have yet to defeat the final boss.
- I have obtained his glossary entry on a different save file, one played around the game's launch.
- In my current game, I did not talk to Hiner until after obtaining the Grail from the chest.
- In my current game, I have all other glossary entries other than Skuld, Urd, Verdandi, the 9th Child, and Main Character entry #19.
- Purchasing weights, reverting to an old save, disabling hard mode on that save, and creating a new save altogether did not allow me to get his glossary entry. (I had also purchased the Ankh Jewel(s) and Codices from him before, though that would've also triggered the glossary entry back then if that had worked properly.)

This isn't a huge issue, but it's keeping me from a completed save file and one of the costume keys. I'd appreciate if you could relay this to the devs; thank you in advance.
Thank you for the detail, I'm getting it looked into.
Future Shock Feb 28, 2019 @ 7:34pm 
Playing through the latest patch right now and I'm almost done. Knockback seems a bit excessive at times, though apparently that's intended!?

Anyways, I encoutner a pretty serious bug that completely stops me from finishing the game:
After absoring the dissonance in Nibiru, I cannot return to the Dark Lord's Mausoleum. When I try to leave the spaceship, the pyramid takes off but the screen never transitions, effectively softlocking me. I can still access all menus and quick cycle through weapons and items. When I pause, the tip of the pyramid is visible at the bottom of the screen for a split second, so I guess it never actually left.

Last edited by Future Shock; Feb 28, 2019 @ 7:35pm
< >
Showing 16-30 of 131 comments
Per page: 1530 50