Various bugs and Visual Inconsistancies - Terrain Blocked Curses, Underflow Text, and Artifacting
Good evening!
I've experienced a few bugs and visual problems I'd like to report, but to start here is my system specs:
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Windows 11 Pro Version 10.0.22631 Build 22631
Motherboard: MSI MS-7D91 Processor :Intel i7-13700K, 3400 Mhz, 16 Cores, 24 Logical Processors Ram: 32GB Dual channel Video Card: Intel Arc A770 driver version 32.0.101.6734 Game Settings: Vulkan rendering Windowed Fullscreen @ 1080p - Bilinear with no upscale Default graphics settings except things that affect shading, which are lowest Dynamic resolution and Culling are enabled Framerate capped at 60fps with a target framerate of 40. Using Dx12 causes crashes in places, like the Dreadnaught and I think its graphical related. Beginning with the visual problems I have some control over, I have very large loading times and the terrain/monsters are often invisible when I first enter zones.
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This seems to be attributed to the Intel Arc A770 having a 512mb shader buffer, which cannot be modified via software. This results in the game instantly filling the buffer, causing delays in processing. Lowering lighting, number of lights, shadow quality, etc. seems to make things process faster and come into view.
That said, monsters are still interactable until they display, but things display weirdly. Temporal chains, for instance, shows up as a magenta chalice shape. Regarding graphical glitches I cannot control, I have issues with three specific Rare monster modifiers: Temporal Bubble, "Heals Allies and Suppresses Foe Recovery", and "Siphons Mana and Deals Lightning Damage". Thses happen regardless of my graphical settings.
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While inside the Temporal bubble, I see a large, flickering, diagonal white plane across the upper portion of the screen, intersecting with terrain and blocking both terrain and monsters from view. I suspect it has to do with certain angles as it sometimes doesn't happen right away and other times it will be on screen for a full half second rather than flickering in and out.
"Heals Allies and Suppresses Foe Recovery" has the monster covered in a green aura and from various points from this outline, such as the top of the head, shoulders, tips of arms/legs, left/right side of torso, etc., vertical green lines protrude downwards for about three-five screens in length. The more "limbs" the monster has, the more lines are present. It's kinda nice since I can tell if a monster north of me has this modifier long before I see them. For "Siphons Mana and Deals Lightning Damage," I only have issues when the monster with this modifier can transform, such as Vaal Shapeshifters. Simply put, when they transform, the mana draining aura goes invisible and does not return when they transform back. Sorry for no screenshots. I did a map while typing this and didn't run into any with these modifiers. Now for bugs. For one, I used a Delirium Tablet that makes the fog dissipate slower and the map nodes show "Dissipates 8178% faster." The fog dissipated as it should, so this is just a display issue with the number underflowing. That said, everyone knows when you move really really fast, things slow down.
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![]() For a much harder to pin down/describe issue, I've been using Temp Chains/Hexblast as my main skills. I've gotten Temp chains to have no activation delay and a cast time of 0.54s (+30% total from gear if you factor in the reduction from Doedre's Tenure). It seems more and more frequently, I attempt to cast Temp chains by targeting a monster directly and the skill "fails." Mana gets spent, but none of the monsters in the area are cursed. I suspect there are some very aggressive terrain blocking shenanigans going on.
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I thought initially that I was getting stunned out of the cast. However, I have Energy Barrier linked to Temp chains and a Stone charm to make me stun immune and neither get triggered. Next, larger, more agile monsters tend to not get cursed. Werewolf Prowlers and Plague Harvesters in the Seepage map are some examples. I can be standing in a position where those monsters are in melee range (i.e. no longer moving and actively attacking) when the cast fails.
I dragged one into position where it could attack me, but I could not curse it:
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![]() If I target them, it does not curse. If I target the ground behind me or above the table, they are not cursed. If I target the ground by the chairs "U bend" to the right of the monster, they are cursed. Is "line of sight" casting so aggressive that a table and some chars or a cactus prevents casting? Looking at the map, it is indeed a "no walk zone" but like... projectiles go over it, so why is cursing or hexblast blocked? Do note that I've also been pushed up against a wall and been unable to cures anything, so if I was partially clipped into the wall and this blocked the curse, this makes sense. For me, there is also no "curse" AOE visual with no activation delay, so I have no clue where I'm even applying the curse. If this isn't just me, I'd love a brief curse circle, even when delay is zero. For Hexblast, I don't think this is a bug, but it doesn't "feel" right. Hexblast is currently limited to three explosions and those explosions happen "sequentially." This means that after the first explosion, it checks for any more living targets with curses, then applies a 2nd, then a 3rd. This made sense when it could explode 9 targets, but with only 3 stronger ones, I rarely get all three explosions from a large crowd of curse-primed mobs.
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Lets say I am fighting a Rare and I curse the entire pack. If the curse on the Rare mob explodes first and kills all the others, I get no secondary explosions. If the first mob that explodes is a minion and that kills all others except the rare, I get two explosions, effectively doubling my damage vs that rare.
In practice, this causes Hexblast to "spread out" it's explosions over a larger area as it doesn't explode on targets that would have died, but it also severely lowers potential single target damage. This is my opinion, but shouldn't all the explosions happen at the same time if there were 3 valid targets in the AOE at the time of the cast? As for how to decide, it should either select three random targets or the first three targets it can find radiating outward from the center of the cast. I had a few more, but by the time I finished writing this, I forgot, so thats all for now. Thank you for your time! Last edited by Dialupman#5418 on Apr 19, 2025, 9:47:42 PM Last bumped on Apr 20, 2025, 1:15:21 AM
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Got some screenshots of the "Heals Allies and Suppresses Foe Recovery" visual issue I get.
![]() You still see them from really far away. ![]() |
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This took some effort to time correctly so the artifacting was visible, but I managed to get a screenshot of Temporal Bubble too. Seemed to be dependent on which actions the monster took while I was inside.
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