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Gothic 2 - Requiem features a whole new weapon skill system, new forging system, new quests, new characters, new textures, new weapons and armor, improved AI, new & tweaked monsters and much much more!

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Yet Another Buglist (Games : Gothic II - The Night of the Raven : Mods : Gothic 2 - Requiem : Forum : Individual Bugreport Threads : Yet Another Buglist) Locked
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Nov 14 2015 Anchor

I'll post them as I find them. I'll try not to report bugs already reported by someone else.

  • Once you complete Lesters weed quest in the valley, you can return to him and start off together for the goblin cave again.
  • Imprisoned people (like Nagur) in Khorinis just chill in the corridor to the new larger dungeon under the militia HQ. I would guess their waypoints are where their old cells used to be.
  • Tree branches and leaves are solid. Someone already mentioned this, but it's way worse, because not only this makes it a pain to traverse dense forests, it also makes some paths impossible to go through. NPCs also find themself stuck and unable to pathfind around these kind of flora.


Edited by: lootabox

Nov 14 2015 Anchor

Thank you for your report. Im already fixing tree branches problem but it may take a while.

Nov 14 2015 Anchor
  • Scrolls have wrong pictures on them. First I thought it was intentional, but they really make no sense.
  • When a creature dies because of bleeding, you don't get the normal XP. (intentional?)
  • Trolls give 2000xp, black troll gave 500. This might have been because of the previous...
  • I fought Bullco next to Dar, and when Bullco went down, Dar started bleeding, even though nothing hit him.
  • Sekob's wife Rosi has some serious deformation going on with her head.
  • Besides the trees and bushes that have solid branches, there's also a fairly common fallen tree model that has the same problem.
  • Golems and at least goblin skeletons bleed.
Nov 14 2015 Anchor

Can you post screenshot of this fallentree?

Nov 14 2015 Anchor

goblin skeletons bleed ? lol .... I killed a bunch of them and I didn't see that happenning. NO creature died from bleeding on my watch so far , I kill them fast.

Nov 15 2015 Anchor

Fallen tree

This is from the hunting grounds near Bengars farm. These things are everywhere though. It might not look like it has a lot of branches to block you, but that assumption will get you killed when trying to jump over it while escaping from a horde of wolves.

Also a weird menu glitch, which isn't all that critical, but I can't figure out how to fix it. Menu is like this in game aswell.

weird menu glitch

Edited by: lootabox

Nov 15 2015 Anchor

that tree part I also got it .... but the menu glitch I dont have it .... the menu is very fine in my game.

Nov 15 2015 Anchor

I fixed most of the bugged trees. You just have to wait till victim upload fixed version. As for the menu its not bugged, its just placed on the right side for now (will be changed).

Nov 15 2015 Anchor

Mkay, the menu thing surprised me though, because it wasn't like that when I started playing.

  • Shield weapon stance is not activated when you load a game. You have to go to your inventory and re-equip your shield.
  • The ambient ocean sounds are way too loud. Especially noticeable in Khorinis harbor.
  • It seems that I can't learn 50% one handed stance... I first got two +25%, and then the option for the stance showed up. I picked that, and it even says "Fighter 50%" in my character stat window, but the one handed stance is no different from the one I had before.
  • Tandor in Valley of Mines castle probably shouldn't be selling Mourn Bringer...
  • Torches won't illuminate the ground in Valley of Mines in a lot of places. I realize this may not be possible to fix, since it's also in a unmodded game, but the nights in the mod are already too dark (pitch black). The Valley is basically impossible to move around at night, without running into deadly enemies all the time...
  • Bleeding gave me less XP than normally before, but on one instance it gave me more than normally..
  • Drakes have loot akin to a bandit, and other NPCs consider them as humans (loot for gold, taking their weapon). Snappers hostile to them likely because of this too.
  • It seems that all meatbugs and a few other monsters in the valley of mines have been replaced with zombies. Its a novel idea, but the stack of 7 zombies outside Cavalorns old hut is a bit unappealing.
  • So I was standing on a rock, shooting bolts at 3 skeletons around the boulder. The skeletons randomly started bleeding, even if I didn't shoot them, they bled to death in a few seconds.
  • Oh yeah, skeletons bleed.

These were all found in beta 1.0, and I'm going to finish the game without updating. All following bugs will also be found in 1.0.

  • Hagen moving to the new fortress in Khorinis was a bit unexpected, and took a while to find him again.
  • Learning the Master one handed stance was said to cost 20lp, but I only lost 10. I'm not sure whether this held true for shield fighting. (at Cedric, the paladin trainer)
  • Master shield fighting required one handed master stance, but it didn't say it anywhere. Maybe it was the same with fighter level shield stance? It also listed a price of 20lp, but I lost none. (also at Cedric)
  • The learned stances remain listed with the trainer, as if I could learn/buy them again.
  • You need red hot steel to use the anvil, even if you want to make an armor. It was also used as I created an armor.
  • After receiving the teleport rune to Khorinis, I found myself in a room, unable to get out. The door is locked and I couldn't find the key.
  • I was unable to find the teleport rune to the pass (Khorinis side) and the tavern rune. At first I thought the magical pentagrams are the only places you can teleport to, but the rune to the landlord has no pentagram at its end.
  • Sun shafts in the monastery hall come from both sides. I can't remember if it used to be like this, or does the mod add them.
  • The lakehouse next to the monastery is not solid.
  • Girion, the paladin 2h trainer in upper quarter, doesn't follow the new combat mastery format.
  • Cedric won't let you train, if you get 100% crit chance. If you didn't learn the stances before that, you won't be able to learn them after.
  • I'm not certain how, but due to some circumstances I lost all my stances. 1h and shield stances should be master, but they both followed untrained 1h stance. 1h idle animation was what it should be..


So my saves got boned, and I don't really feel like replaying the same path, so I might restart as mage/merc at one point or another in the newest version. Here's the last few bugs and issues I noted down.

  • Chompers make obnoxiously loud noises when attacking.
  • The dock and both ships (one sailing + sunken one) at the pirate camp are not solid.
  • The portcullis in Xardas' pentagram chamber, when raised, can be seen from the outside.
  • Visual issue with the valley of mines stream that runs through the orc wall to the swamp. It simply becomes stagnant right before the orc wall, before reaching the actual waterfalls.
  • Following image shows 3 shrines circled that seem out of place given the changes to the world. Green circle denotes a floaty tree stump and some surroundings, right near the stairs.

shrine triptych

Edited by: lootabox

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