It seems to be somewhat random but common for the camera during cutscenes that have more than one shot, (e.g. that cut from character to character) to have increasingly poor camera placement with every new cut.
I am currently running the game in 1440x900. It does however seem to still happen, albeit to a lesser extent, when I'm in 640x480.
https://my.mixtape.moe/osvpzy.mp4 Here is video of the bug in 640x480.
https://my.mixtape.moe/ydapmk.7z Here is the save itself.
After I pick up the first two runes in the game, the straight horizontal line one doesn't work. It makes a noise, but always shows up as a cross in the top right corner. The 'U' one seems to work fine.
I've tried changing VSync on and off, dabbled with framerates, used improved run recognition, but to no avail.
I'm running on the latest dev snapshot of the game (1/14/18, I believe)
So i found 2 "problems" with traps.
1: If you precast trap to 1-2-3 hotkeys, then change zone, the trap refuses to cast from those keys (you can hear the sound of the casting it, see the red light, the hotkey-ed spell disappears as if it's properly casted, but no trap on the ground).
2: When someone triggers it it doesn't consume the trap, so it keeps dealing damage until the target is dead. Managed to kill final boss within 2-3 seconds with 3 pre-casted traps.
Everything else seemed to work fine. Great job with the Libertatis port, worked flawlesly on win10! (bow)
When moving on level 6 in a certain place (save below), some of the image disappears. Works only when the camera is in a certain position.
In the saves below, the position of the view is precisely directed to the source of the problem - not to move or move the mouse.
When a player searches a corpse(don't know, it works with chests and barrels or not) with a closed inventory, there is a double sound of opening inventory. The same thing happens with the closure, if you inventory and the object being searched inventory are open at the same time.
If the player remembers the spell (by the "Shift") on the area(Ice field, Fire field...) or spells on the characters around(Mass paralyze..) and moves to the new zone, the stored spells do not work. They make a sound, but nothing happens.
There is a teleport in Arx Castle. In front of him is a magical protective field, which can be deactivated by touching, or by pressing a button. Before any interaction with the protective field, it makes a sound. After the interaction, the sound dries and does not appear any more.
When you first come to the rebel camp, during a conversation with Alia plays a special ambient ([https://youtu.be/4yWoTNN8HUY?list=PL-ZDOZwHs0kwhIS6rHQvBdSr9RoKlEZ5q]), but after the heat it changes to the one who plays in the city of Arks ([https://youtu.be/Dp5EivDiXRY?list=PL-ZDOZwHs0kwhIS6rHQvBdSr9RoKlEZ5q]). And the new ambient is no longer playing.
Arx Fatalis can not boast a lot of ambient, so it's worth changing to Ambient Music - Sacred Dagger.
During the game the player meets unique characters.Before talking with them, they are called basically - man, woman, troll, goblin. Running dialogue with them, the player gets the name of the character. But in some cases, the names do not replace - Man, Woman, Troll, Goblin. '''Perhaps this is due to the incompatibility of the new AL with the Russian version.''' This problem was in the original Arx too. But in the new version of Al, almost all the characters remain - Man, Woman, Troll, Goblin.
When enchanting the Ultimate Weapon, I can use a Enchant Object scroll to do so but I can't use a spell. When I try to cast the spell and then click on the weapon on the ground, my character says that he can't do that.
0 arx.exe!MiniMap::getData(int showLevel) Line 102 C++
1 arx.exe!MiniMap::showPlayerMiniMap(int showLevel) Line 288 C++
2 arx.exe!ArxGame::renderLevel() Line 2056 C++
3 arx.exe!ArxGame::render() Line 2154 C++
4 arx.exe!ArxGame::doFrame() Line 1303 C++
5 arx.exe!ArxGame::run() Line 1198 C++
6 arx.exe!runGame() Line 278 C++
7 arx.exe!utf8_main(int argc, char * * argv) Line 164 C++
8 arx.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 48 C++
0 arx.exe!SDLInputBackend::onInputEvent(const SDL_Event & event) Line 456 C++
1 arx.exe!SDLWindow::tick() Line 345 C++
2 arx.exe!ArxGame::Run() Line 559 C++
3 arx.exe!runGame() Line 842 C++
4 arx.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 875 C++
5 arx.exe!__tmainCRTStartup() Line 547 C
0 arx.exe!GetItemWorldPosition(Entity * io, Vector3<float> * pos) Line 1753 C++
1 arx.exe!ArxGame::ManageEditorControls() Line 2004 C++
2 arx.exe!ArxGame::Render() Line 1004 C++
3 arx.exe!ArxGame::Run() Line 599 C++
4 arx.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 174 C++
5 arx.exe!__tmainCRTStartup() Line 547 C