Thanks for the report! This should be an easy fix.
Thanks for the report! This should be an easy fix.
#1 and #4 are known. #2 and #3 are due to a technical limitation, and won’t happen in the future.
For #5 and #6, I’ll need some more information. Which town zone are you referring to? And screenshots of where you can get through walls (or a video ideally) would be very helpful.
For #7, could you restart the game, equip Holy Aura, activate it, then post your log fil...
Read moreThere was a previous thread on this node, so I have tested this interaction recently. The Aegis node specifies on the tooltip that you cannot ricochet off of yourself, and it’s working correctly. This means you also won’t be getting the benefits from Faithguard.
Sentinel has a lot of ways to get armor, so you’re likely getting it from somewhere else.
There’s a bug where the quest tracker won’t properly update if you have it minimized while completing objectives or turning quests in. If you restart the game it should be fixed, and we’ll work on a solution to this problem.
Thanks!
Those are actually a crack in the ground and a blood splatter, not a poison effect. There’s a graphical bug that’s making them look that way though, so thanks for the report.
Could you upload your log file if you see these again?
If you restart the game you should be able to get past this, sorry about that!
We’ve added failsafes for this in the past, so some more detail from you would be great. Do you have the Desynchronous Charge node on Shield Rush, which teleports you backwards? The wall is supposed to come up after you move past it, so this could be caused by going backwards after you activate the wall.
As Llama8 said, the node is currently looking at actual HP values rather than which ally is at the lowest percentage. We’ll change this in a future update. Thanks!
There seems to be two different issues here.
Firstly, the Steam and Standalone clients handle login differently. Steam does not require you to enter your password on subsequent sessions as it was simple to do. I believe we’d like to have similar functionality for the Standalone but have not developed it yet.
Secondly, if Tintillo is on the Steam version and has to manually log in each time, there may be a bug in the Linux client or credentials that are improperly saved. You can post in the technical support forum, or contact support. Make sure to include your ...
Read moreAhh ok, makes sense. Thanks for the follow up regarless.
Yes, that’s correct.
Mark for Death has a base cost of 16, I don’t know what caused the behavior Arethwyn saw but it did not happen to me when I tested.
The rounding that’s occuring here is only on the tooltip-- you’re only paying the 13.06 mana that Arethwyn calculated. In situations like this it’s probably a bit extreme to round the displayed value up, so I’ll ask if that can be changed.
Rounding the values displayed makes a cleaner presentation, but being off by this much is excessive perhaps. For cooldowns, the display is always rounded to the nearest tenth of a second.
Soul Feast does grant a base of 5 ward, currently ward is always rounded down so it will look like it grants 4 at base.
The added ward gain from Soul Seeker isn’t being affected by other modifiers from the tree, so that should be what’s causing the discrepancy. I checked, and Grim Affliction is multiplicative with Soul Bastion, not additive. Also, Grim Afflication grants 15% less per point, not 20%.
Sorry about the errors, I’ll make sure those get fixed!
This has been fixed internally and will be included in a future update. Thanks!
This is a known bug, but it shouldn’t be too hard to fix. Thanks for the report!
This is a known bug that can happen under certain circumstances. Restarting the game will fix it. Thanks!
Ah, I found the issue. The visual range is not scaled the first time the minion gets downed. Subsequent times work fine. Thanks for the report!
It’s intended for this node to have a casting time, it isn’t supposed to be instant. If you’re holding down another ability key when you cast Drain Life, you’re probably cancelling the “settle” portion of the animation which makes it look a bit awkward but allows you to take action sooner.
Warpath applies a “20% less movement speed” modifier while you’re channeling, which is multiplicative with other modifiers, so you won’t see an increase of 40%. I’ll get some confirmation on how the number is calculated, however.
The friends list is a separate problem we’re aware of-- let’s focus on Chat.
Your log file (player-prev) states that the game failed to connect to the chat server at all, which is different that the issue people have had in the past. Has chat ever worked for you? Does the chat window have error messages in it or do you not see it at all?
It may be a network issue on your end, unfortunately.
We’re still waiting on the software update, that’s correct. We’ll make sure to make a post when it’s available.