La-Mulana 2

La-Mulana 2

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cheru Nov 21, 2018 @ 8:42pm
Bug Reports ver 1.4.4.2
Please post all your bug reports here with screenshots, your PC specs and a crash report[www.cyberlink.com] if you get one.

Ver. 1.4.4.2 Update news is here:
https://steamcommunity.com/games/835430/announcements/detail/1719708631739956907

Please note that all bugs that had been reported until the release of 1.4.4.2 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.
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Showing 121-135 of 165 comments
76561198852566407 Jan 17, 2019 @ 4:02am 
Originally posted by Self-rescuing Princess:
Originally posted by Eight Years a President:
Sorry, 2 months after breaking the game and all we're still getting "the issue is being worked on" regarding the Hel softlock? Not even an update on WHY it is taking so long? Or a response about why we can't just revert to the version that worked?

Welp, I'm done checking back in about this. I'm out. Y'alls incompetence lost a fan. Bye.

Yeah, if you can make your game unwinnable so easily, it's pretty much "broken AF, revert patch immediately" territory.

This is a really poor showing by Nigoro. They haven't even made the previous version available through Steam's beta branch feature, which is the least I would expect.


Originally posted by Siloxis:
i tried the workarround but the game wont start for me, it goes fullscreen, i get a purple background and wierd sound and thats it. So no Workaround for me.

Unsubbed the thread, because the devs dont even bother obviusly

Like I mentioned before, we're terribly sorry for this. Cheru is looking into it with the devs and we'll update you asap!
gooblet Jan 17, 2019 @ 11:03am 
Some glossary entries that you need to scan to pick up are hidden behind objects that have their own scan text. When these entries are scanned and picked up, the background object's scan description is displayed as well, interrupting the "X obtained" pop-up. I think that picking up entries should take priority when scanning, without showing any potential background objects' descriptions until scanning the spot a second time.

When Orthrus' ball-spitting head is at the bottom position, its mouth moves upwards when it attacks, presumably because the devs wanted to adjust the balls' bouncing pattern, but the way the mouth jumps up and down looks strange. I think it would look better if the mouth itself stayed lined up with the face, but the point the projectiles appear from stays in the adjusted position.
(And as others have mentioned about Orthrus, if you just stand to the side and keep hitting him, he doesn't attack or rotate until one of the heads is killed. I've only seen this happen on normal mode.)

When Echidna crosses her arms to fire orange bullets, her face cannot be damaged. However, she can be damaged while doing this once she is in her rotting phase, because her hands have fallen off. This mechanic would be much clearer if her hands actually covered her face during that attack's animation.


I was trying to come up with possible ways to reconcile just how broken the Pistol is when combined with the infinite-ammo hot spring in a way that doesn't screw over speedrunners, and the best i can come up with is adding some sort of puzzle to the room the hot spring is in that has to be solved before it opens. Something along the same lines as the bird statue puzzle to open the other hot spring, but with a higher difficulty to match how powerful the spring's effect is. It could be a similar idea to how the best weapon in the first game can only be obtained by solving an enourmously complicated puzzle, sort of serving double duty as a "proving you're good at both elements of the game" thing, and as a way for players less interested in combat and more interested in solving riddles to gain the upper hand in the tougher battles.
Hugh Jass Jan 18, 2019 @ 6:48am 
Originally posted by Self-rescuing Princess:
Like I mentioned before, we're terribly sorry for this. Cheru is looking into it with the devs and we'll update you asap!

lol, forgot to close the tab, but I'm not shocked by this response. After all, this has been the response since the game got broken on Nov 21st. "We're looking into it with the devs."

Two months. Two months of "We're looking into it". What a ♥♥♥♥ show.

I get that you community managers may well be just as frustrated with the lack of response from the devs, and maybe that's the answer we're being given because it's the answer you're getting. That still doesn't make it an acceptable answer.
Last edited by Hugh Jass; Jan 18, 2019 @ 6:49am
gooblet Jan 18, 2019 @ 12:58pm 
Originally posted by Eight Years a President:
I get that you community managers may well be just as frustrated with the lack of response from the devs, and maybe that's the answer we're being given because it's the answer you're getting. That still doesn't make it an acceptable answer.
Well yeah, of course that's the reason it's the same response. It's not like these people are in on a big plot to stop people from finishing their video game. Clearly the devs are aware of this, and if "we're looking into it" is all we're hearing back from them, then continuing to post about the problem seems to be about as effective as yelling into the void, sadly. That being said, i agree that the length of time without an official fix / in-depth statement from Nigoro for this seemingly simple error is extremely frustrating and disappointing. Really, even the slightest explanation from the programmers as to what exactly the delay is would be much appreciated by everyone affected by this. (though i personally am not.)
I used Beherit to turn the corrdior of blood from the shrine of the frost giants room laterally, such that it was flat, and when I reached the next area, I was put into an infinite loading screen. Waited 5 minutes and then gave up. I don't know what the next area is, since I'm turning in for the night.
voltgloss Jan 26, 2019 @ 6:48am 
Over 2 months now of the Hel softlock, and absolutely zero indication that the devs care to fix their broken game.

Time to post a truthful public review about the game's current state.
cheru Jan 29, 2019 @ 8:10pm 
*stares* Ok, thats 5 pages of posts.....
I ask for your patience while I catch up

Also, three cheers for CloudSprite for being a star!
Last edited by cheru; Jan 29, 2019 @ 10:21pm
cheru Jan 29, 2019 @ 8:31pm 
Originally posted by gooblet:
In Spiral Hell, if you activate the crushing pillar before defeating the Griffin, they are hit by the pillar and pushed to the left slightly, and they don't respawn the next time you enter the room, even if they haven't actually been defeated. Is the pillar supposed to kill them when it comes down?

Also in Spiral Hell, i mentioned a graphical bug that can be seen by avoiding The Fist and entering the next room, but it turns out that dodging the Fist is extremely easy to do, much more so than i previously realized. Simply by holding jump and right when you're about to get punched/scissored, lumisa lands safely on the platform below, ready leave the room. Considering that this is the final area, making the Fist cause damage and knockback instead of just gently shoving the player off would increase the difficulty suitably for an end-game trap.
I put this forward to the developer.



Originally posted by Deceased Crab:
Does anyone remember how long the Griffin bug version of the game was around before they patched it? I'm wondering if this Eternal Prison glitch will last even longer. So far it looks like... 39 days for this?
Since the focus of the development team is on the console versions, the time spent attending the PC version has been lowered (Nigoro is a small team). All I can do is ask for your patience while they look into it.
Did you see the solution posted here regarding how to temporarily fix it?



Originally posted by Deceased Crab:
Hmm, you're right.
July 30th: 1.0.0.0
August 10th: 1.1.1.2 (Griffin Bug introduced)
August 17th: 1.2.2.2 (Griffin Bug fixed)
August 29th: 1.3.3.2 (No game breaking bugs introduced)
Nov 21st: 1.4.4.2 (Eternal Prison bug introduced)
Also that's a weird numbering system.
Actually it isn't a strange system. It's version 1, patch number 4.4 and the 2 indicates it's the Steam build. We actually launched with 1.0.0.2, not 1.0.0.0.



Originally posted by Eight Years a President:
Is there any reason why we can't revert back to 1.3.3.2 while the devs fix whatever the ♥♥♥♥ is going on with Eternal Prison?
Reverting back actually would cause more issues to people's save files and the game. Therefore, we are sticking with the current version. Sorry for the trouble.
Did you see this temporary solution though?



Originally posted by gooblet:
I managed to make the "red lumisa" graphical glitch i mentioned previously occur consistently. I stood on a platform in the room 2 down from the DSLM warp point while holding Mjolnir. I throw a shuriken at the statue on the left wall, but before it gets there, i get hit by a beetle. Lumisa gets knocked off the platform, and while she's falling the shuriken hits the statue, the lightning hits her, Mjolnir absorbs it, and she turns red. Although, i only managed to do it when the Mjolnir already had 1 charge in it, but i'm not sure if that's necessary or if i was just getting unlucky.

Some loading weirdness can be seen if you select "continue" right after beating the game. When the spiral hell grail room is loaded in, the blocks that are removed after the final battle are visible, and lumisa hangs in the air for a good second.

A small thing, but why is there a red wall in Takamagahara's flare gun room that, oddly, can only be broken by subweapons? I think it's the only thing in the game that has this property, and i figure if shuriken can break it, a giant sword should also be able to.
This has been reported the to the devs.

Regarding the red wall, that was on purpose.



Originally posted by Mqpg:
Dark Star Lord's Mausoleum Sekhmet skip: https://clips.twitch.tv/SuaveShakingSnailDansGame
Explanation without the clip: At the start of the Sekhmet fight the ladder in the room goes offscreen. If you're climbing the ladder during then you'll be pulled into the room below, and during the fight you can also climb down into the room below from a ladder in the floor. Either of this lets you skip fighting Sekhmet before Aten-Ra, and to skip him altogether if you obtain Matt's Feather before Aten-Ra.

This probably isn't a bug and instead just an oversight. Why do the walls guarding Miracle.exe & Fenrir's glossary entry make the normal breaking sound when hit by a mainweapon without the power of flame equipped.? They're unbreakable untill you obtain the power of flame, so similar to bombable walls they should make the *ting* sound instead.
Thank you, checking these with the devs.



Originally posted by gooblet:
Apsara's name is misspelled as "Aspara" in their glossary description.

Tog's glossary entry is pretty messy. The pronouns used to refer to Tog are inconsistent (He, and then It), says "than this copies" instead of "than the copies", and it says they come out of "a stone face" (singular) when there's multitudes of tog-spawning faces in the game.

The Bronze Mirror's pause screen description says that the mirror can "dispel gates in the ruins", but this seems to be incorrect, as the mirror does no such thing in this game. However, this line may be referring to its function in the first game. If so, the description should probably better indicate this. Something along the lines of "It could dispel gates in the La-Mulana ruins."

In the loading screen, the La-Mulanese text that appears next to the star icon uses the symbols that substitue for japanese characters. In other words, the loading screen's text hasn't actually been translated.

The glossary rom that is hidden in Scylla's room seems to have a slightly smaller version of its sprite layered over itself.

When weapon-wielding skeletons are defeated, their weapons now hang in the air before suddenly vanishing. I could've sworn they used to have an animation where they fall and fade away with the rest of the skeleton?

Angra Mainyu's death animation seems odd. Their torso gets shoved to the right a bit instead of staying in the middle while getting squished.

When lumisa holds up the Beherit at the end of the final battle, the vfx of the dissonance pouring out of it continues for a while after lumisa finishes her animation and puts the Beherit down. I think this moment should be a special case where the duration of the "holding up usable item" animation is extended, to make the finishing blow seem more dramatic.
Issues have been passed onto the devs.



Originally posted by Prezombie:
I was stuck for quite a while due to how you need to whip the statue head to stop the poison dripping, since hitting it from a position that hit the pillar zapped me and made me think that wasn't the solution. I thought that I would have to come back later after finding a bowl to hold over Loki like the myth, and tortured myself trying to go through fireice.

If the eye wasn't there, it would have been much clearer that the solution is to whip the head until it breaks.
This was done on purpose.



Originally posted by voltgloss:
Devs, any progress on fixing the Hel softlock? Or pushing a patch that reverts the problem creating the softlock (which appears to be removal of the door one room up and one room right from the grail point)?
At the moment, the devs are focusing on the console version, for now, could you please refer to the temporary solution posted earlier. (here)

cheru Jan 29, 2019 @ 10:18pm 
Originally posted by gooblet:
Typo in Amenotokotachi's glossary entry, the "become" should be "became".

If you activate either of the two machines that use the Battery, then leave the room and return, the large burst of electricity animation will play a second time.

Some visual effects (Muspell's fire, Ginnungagap's ghosts) are not covered up by the blackness that covers the screen during area transitions. This can be seen at the drop from Takamagahara into Heaven's Labyrinth, when the difficulty is high enough to spawn those enemies.

The Sphynx was moved to the left slightly, but the stone shattering animation that plays when she wakes up was not.
Let the developers know about these.



Originally posted by Self-rescuing Princess:
There's a field transition marker on the Gate of Guidance map leading to what would be the Spring in the Sky, but this never opens.

Balor glitches a short distance to the left after appearing.

Balor's unaimed horizontal beam is a one-hit kill. When he actually aims the beam, it does a respectable amount of damage but isn't instant death. This seems odd.

Orthrus stops attacking for long periods and lets you just beat him to death.

Cerberus (phase one) can't attack you if you just stand under his heads, right in front of his paw.

The dragon head of Chimera is vulnerable all the time, not just when its mouth is open.

The eye of Karkinos doesn't aim at the player properly when it's fully extended, it just shoots lasers upwards.

Scylla's heads don't respawn when killed, so she's absolutely trivial to beat - just kill the heads (one hit each, they don't do anything complicated) then attack her when she's defenceless.

Unicorn can't hit you if you stand in the bottom-left of the room and crouch. His horn goes above you and his body hurtbox falls short of reaching you. You can trivially kill him from this position. Please don't fix this one unless you're also going to make the rest of the fight more fun. Unicorn is one of the worst bosses in the game, with basically no safe opportunities to attack it. Having a cheap way to kill it is actually a good thing. If you could hit Unicorn's head with the katana mid-charge like you can with Belial, this fight could be ok.

Sekhmet's long-range pounce attack just sails clean over you if you're standing up. You don't even have to duck. She's not a very effective hunter.

A tablet in Takamagahara mentions "The breath that Takemikazuchi left is ablaze. Though it will be swept away by proof of the time of creation". This is a hint to use the Egg of Creation to clear the flammable gas in Takemikazuchi's rooms so you can fight Belial, but the Egg actually only works in the room with Belial herself. Use it in any of the two preceding rooms -which are also labelled "Takemikazuchi's" and which also have explosive gas - and nothing happens.

Echidna's three laser cannons now go straight through the angel shield, which means there are times where you're guaranteed to take damage even if you're not attacking. It turns the fight into a boring DPS race.

The Cog of Antiquity puzzle requires you to incant mantras in Takamagahara Shrine to open a transition between fields. The hint tablet directs you to the "neck of the colossal dragon" and mentions "the infernal fiend bites the neck of the colossal dragon". The Heaven's Labyrinth grail tablet mentions the "infernal fiend", and the rooms near the transition are named "monster's jaw", which is a good hint, but the phrase "Colossal Dragon" doesn't appear in any other tablets.

There are a LOT of dragon-like things in this game, any one of them could be the Colossal Dragon. Shouldn't the Takamagahara Shrine grail tablet mention the Colossal Dragon so people aren't left wandering around Nidhogg and Vritra's rooms? Otherwise there's no good way to solve the cog of antiquity puzzle without having studied the Brahma map, which seems a bit too much to ask.

The newest patch even removed the hint of having a pink highlight on that room in Takamagahara!
All of this has been reported to the devs now.



Originally posted by Prezombie:
When you get Mulbruk's boots, she's not wearing them in the portrait. If you exit and re-enter, she's wearing the boots again instead of still being in socks. Also her sprite isn't updated to remove the boots.
Added to the list



Originally posted by Prezombie:
If you open inventory, then move the "box selection" cursor, and quickly close the inventory, the interrupted animation is frozen on the inventory screen. Most of the time this goes away when you move the cursor again, but at least once the animation stuck until I quit and restarted.
Reported this to the developers.



Originally posted by Prezombie:
The "Are you sure you want to delete this text file" popup doesn't properly scaleup in high resolutions.
Reported this one too



Originally posted by SuperVolcano:
Echoing what some others have said, it is absolutely unacceptable that a fix for the glaring Eternal Prison softlock in 1.4 still hasn't been pushed after this amount of time. Not blaming you, Cheru. I understand it's not your decision. But it is embarrassing and disappointing for whoever does have that power.

Anyway, here's what I've noticed today in 1.4. Some of these have existed since earlier versions.

- "for of all of the dissonance" in Gerd's dialogue about Sakit, the first 'of' should be removed.
- "Climb Kukulkan's pterion", while accurate, is an extremely rare word in ordinary contexts and I think most players will immediately need to look it up. Something normal but less precise like "head" or "temple" would be fine, really. Temple would actually be a nice wordplay puzzle. I also second the above idea to move the message to a different head statue in Annwfn.
- The tablet two rooms below the fight with Kaliya still uses the name Naga, which is otherwise not used in the game.
- The description for the shuriken says "Can be thrown in quick succession." but, unlike the first game where that was true, the frequency you can throw them is the same as the other subweapons.
- In the destroyed branch, the pushable block moves out after you defeat Tezcatlipoca and can't be moved without leaving and returning to the field. This is new to 1.4.
- Also in the destroyed branch, if you haven't yet recieved Xelpud's message about polished columns, it will arrive before you've been to the room that actually has one.
- In Bifrost, the switch to raise the platforms for a few seconds will often fail, consuming a weight, after you've already raised the platforms not long ago.
- After you deliver the pendant to Frey and Eir joins you, the fairy jingle and the fairies' theme play over the top of each other.
- The field previews for warping still don't change as the fields do, relevant in Immortal Battlefield and Hall of Malice.
- The beherit can be used to turn the Corridor of Blood without having absorbed any dissonance. I don't know if this is intentional.
- The prophecy tablet in Roots of Yggdrasil is labelled Part II despite being the first you read, the first to become relevant and the first part of the mantra puzzle. I guess this has to be intentional but I can't think of a single reason why.


And a couple of general design comments:
- I think the codices should be tweaked to better handle the high HP of the later bosses.
- Only one icon per map tile limits the usefulness of the second map software in a number of places, and the first game was comfortable with two icons where necessary.
- An option to player without the outer border and thus slightly smaller window sizes would be nice.
- The fullscreen option on a 1920x1080 monitor is still an upscaled 960x540, i.e. the same result as if you press Alt+Enter on the 960x540 windowed mode. This looks much worse than if you press Alt+Enter on the 1920x1080 windowed mode. It works perfectly so please put a fullscreen 1920x1080 option in the menu so players don't have to experiment to find this workaround.
Eternal Prison > Sadly most of the devs time is taken by finishing off the console version's of the game, so it's just that they haven't had the chance to make a fixed build for PC.

Kukulkan's pterion > This was actually chosen on purpose

Everything else has been reported to the devs.



Originally posted by gooblet:
-Pretty inconsequential, but pushing a block through spikes looks odd. Blocks are on the layer above spikes, but lumisa is on the layer behind them. I think blocks should render behind spikes, with lumisa.
-Something completely unimportant: The lower Chacmool in Annwfn's right-hand elevator room can't be scanned.
-It's still possible to make the music disappear simply by walking into a room with an active Ankh in it and immediately leaving, most easily done with Kujata's.
-There seems to be a set of invisible spikes in the top left corner of the time serdab in Hall of Malice.
-The collapsing floor in front of the Dark Star Lord's Mausoleum grail tablet can be seen reappearing while on-screen, similar to the problem that that one wall covering an eye in Ancient Chaos had.
-The song "Legendary Small Beauty" plays when talking to Eir, but it doesn't when talking with the other 3 fairies. I'm not entirely sure if this is a mistake or not, but it doesn't hurt to check.

The scan text for the statue that recharges the Lamp of Time calls it the "Candlestand of Time", but in his email about it, Fobos calls it the "Candlestick of Time":
https://steamcommunity.com/sharedfiles/filedetails/?id=1619296105
-If the Corridor of Blood sealing cutscene plays at the Shrine of the Frost Giants' Corridor, the snow effects appear immediately after the cutscene ends, before everything else fades in.
-The way that Gerd describes how the Corridor of Blood functions, that is, that the Corridor can be "turned by dissonance", is inconsistent with the Corridor's actual mechanics. Any Corridor can be turned using the Beherit, even when no dissonance has been absorbed at all.
-Chanting every mantra in the final boss room without all the dissonance kills you, as it should, but still starts the fight with lumisa lying there dead.
-I believe Fenrir (the little guy inside who shoots fire, not the big wolf head) used to have an animation where he slides forwards once you deal enough damage to the head and open the mouth, but for some reason he doesn't anymore, he just jerks into place.
-Sometimes the 9th Child's glossary entry doesn't appear in the room visually, although it can still be collected.
-Just a suggestion, but i think that Heimdall could use to look more obviously "frozen" before the red star lights up. I know he starts breathing once he's ready to fight, but a clearer visual reason for why trying to wake him up too early doesn't work would be nice.
-Not a bug, but it's one heck of a missed opportunity that the "Little Demon" costume isn't called the "Little Devil".


Originally posted by gooblet:
-Pretty inconsequential, but pushing a block through spikes looks odd. Blocks are on the layer above spikes, but lumisa is on the layer behind them. I think blocks should render behind spikes, with lumisa.
-Something completely unimportant: The lower Chacmool in Annwfn's right-hand elevator room can't be scanned.
-It's still possible to make the music disappear simply by walking into a room with an active Ankh in it and immediately leaving, most easily done with Kujata's.
-There seems to be a set of invisible spikes in the top left corner of the time serdab in Hall of Malice.
-The collapsing floor in front of the Dark Star Lord's Mausoleum grail tablet can be seen reappearing while on-screen, similar to the problem that that one wall covering an eye in Ancient Chaos had.
-The song "Legendary Small Beauty" plays when talking to Eir, but it doesn't when talking with the other 3 fairies. I'm not entirely sure if this is a mistake or not, but it doesn't hurt to check.

The scan text for the statue that recharges the Lamp of Time calls it the "Candlestand of Time", but in his email about it, Fobos calls it the "Candlestick of Time":
https://steamcommunity.com/sharedfiles/filedetails/?id=1619296105
-If the Corridor of Blood sealing cutscene plays at the Shrine of the Frost Giants' Corridor, the snow effects appear immediately after the cutscene ends, before everything else fades in.
-The way that Gerd describes how the Corridor of Blood functions, that is, that the Corridor can be "turned by dissonance", is inconsistent with the Corridor's actual mechanics. Any Corridor can be turned using the Beherit, even when no dissonance has been absorbed at all.
-Chanting every mantra in the final boss room without all the dissonance kills you, as it should, but still starts the fight with lumisa lying there dead.
-I believe Fenrir (the little guy inside who shoots fire, not the big wolf head) used to have an animation where he slides forwards once you deal enough damage to the head and open the mouth, but for some reason he doesn't anymore, he just jerks into place.
-Sometimes the 9th Child's glossary entry doesn't appear in the room visually, although it can still be collected.
-Just a suggestion, but i think that Heimdall could use to look more obviously "frozen" before the red star lights up. I know he starts breathing once he's ready to fight, but a clearer visual reason for why trying to wake him up too early doesn't work would be nice.
-Not a bug, but it's one heck of a missed opportunity that the "Little Demon" costume isn't called the "Little Devil".
Added to our lists



Originally posted by SuperVolcano:
- In the fight with Badhbh Cath, the attack pattern isn't consistent depending on where her first attack is (I assume). One attempt I had the red beams launching from the middle and bats from the side, the next I had the red beams launching from the side and bats from the middle. It vastly changes the difficulty of the fight.
- As the 'level' increases, various enemies from Spiral Hell show up early and their glossary entries tell quite a bit about the endgame, which would be considered spoilers to some. This has been around since 1.0
- The breakable platform on the right side of Muspelheim literally just reappeared while I was standing around. The background chains instantly returned to their original position, too.
- Angra Mainyu has a health bar, despite not being damagable by conventional means and being a one-hit kill. This is in contrast to Tezcatlipoca, also not damagable by conventional means, which does not have a health bar but is in fact a three-hit kill. Either both of them should have health bars, or neither should.
- The Room of All Creation and Wall of Seals were one three-storey vertical room in Takamagahara Shrine prior to 1.4. Now a screen transition has been introduced, but instead of separating the rooms by name, the Room of All Creation has been bisected and the two connected rooms still have different names, which I assumed was the reason for the screen transition's introduction.
- A tablet in Amano-Iwato says "Diving reckoning" instead of "Divine reckoning".
- A tablet in the Roots of Yggdrasil Antechamber says "the branches Eg-Lana", there should be an "of" in there.
- Collision with Ratatoskr's blue rings (before they turn into blue lasers) does only 1HP damage.
- I was able to defeat Arachne by crouching in front of it and swinging my weapon. It didn't move and its attacks all went over me.
Added these to the list too
cheru Jan 29, 2019 @ 10:35pm 
Originally posted by SuperVolcano:
I'm going to add to two of these reports:
Originally posted by Self-rescuing Princess:
Balor's unaimed horizontal beam is a one-hit kill. When he actually aims the beam, it does a respectable amount of damage but isn't instant death. This seems odd.

Scylla's heads don't respawn when killed, so she's absolutely trivial to beat - just kill the heads (one hit each, they don't do anything complicated) then attack her when she's defenceless.
The beam isn't actually a one-hit kill, or at least it shouldn't be. There's some strange behaviour here that also affects Ratatoskr's horizontal laser attack, that involves taking multiple hits 'at once' before your invulnerable knock-back state has a chance to kick in. During the Icefire Ratatoskr fight, some times I'd take two or three times the 'base damage', seemingly at random, from the same laser attack. Balor's laser is even more temperamental.

For me, as with previous versions, Scylla's heads respawned during the fight as intended, so this must not be a consistently present bug.
Thank you for the extra information.



Originally posted by Prezombie:
During Balor's boot up sequence, after he opens his eyes his body teleports a step forward. It's very jarring and should be fixed.
This has been passed onto the devs now.



Originally posted by gooblet:
Some glossary entries that you need to scan to pick up are hidden behind objects that have their own scan text. When these entries are scanned and picked up, the background object's scan description is displayed as well, interrupting the "X obtained" pop-up. I think that picking up entries should take priority when scanning, without showing any potential background objects' descriptions until scanning the spot a second time.

When Orthrus' ball-spitting head is at the bottom position, its mouth moves upwards when it attacks, presumably because the devs wanted to adjust the balls' bouncing pattern, but the way the mouth jumps up and down looks strange. I think it would look better if the mouth itself stayed lined up with the face, but the point the projectiles appear from stays in the adjusted position.
(And as others have mentioned about Orthrus, if you just stand to the side and keep hitting him, he doesn't attack or rotate until one of the heads is killed. I've only seen this happen on normal mode.)

When Echidna crosses her arms to fire orange bullets, her face cannot be damaged. However, she can be damaged while doing this once she is in her rotting phase, because her hands have fallen off. This mechanic would be much clearer if her hands actually covered her face during that attack's animation.


I was trying to come up with possible ways to reconcile just how broken the Pistol is when combined with the infinite-ammo hot spring in a way that doesn't screw over speedrunners, and the best i can come up with is adding some sort of puzzle to the room the hot spring is in that has to be solved before it opens. Something along the same lines as the bird statue puzzle to open the other hot spring, but with a higher difficulty to match how powerful the spring's effect is. It could be a similar idea to how the best weapon in the first game can only be obtained by solving an enourmously complicated puzzle, sort of serving double duty as a "proving you're good at both elements of the game" thing, and as a way for players less interested in combat and more interested in solving riddles to gain the upper hand in the tougher battles.
Passed onto the devs



Originally posted by TheBiggestOfBosses:
I used Beherit to turn the corrdior of blood from the shrine of the frost giants room laterally, such that it was flat, and when I reached the next area, I was put into an infinite loading screen. Waited 5 minutes and then gave up. I don't know what the next area is, since I'm turning in for the night.
I've flagged this to the developers. Does this keep happening? Does turning the CoB a bit more fix the issue?
Deceased Crab Jan 30, 2019 @ 8:37pm 
That's a really disappointing response. Many people bought the game after November 21st, and they don't have the ability to downgrade to a version that existed before they purchased it.

I'm aware of the workaround. I have the technical capability to execute the workaround. However, I have taken an ethical stand to discontinue playing the game (and making videos of it) until such time as it is free of major and easy-to-stumble-into softlocks.

There are people to whom I recommended this game. And they played the game only to crash headfirst into this softlock that was introduced in November, 90% of the way through the game. How am I supposed to apologize to these people? How can I possibly atone for that?

We understand that the devs are focused on the console release, but before they release on consoles, they really need to come back and fix the game-breaking softlock they introduced over two months ago. The situation is unacceptable.
Wild Matsu Jan 30, 2019 @ 8:48pm 
I am in agreement with DeceasedCrab.

I love the La-Mulana series and I have recommended La-Mulana 1 to multiple people, and even gifted a few copies at my own expense. I would love to recommend La-Mulana 2 to people, but I can't in good conscience until the game is in a playable state, and it simply isn't. The current state of affairs makes me feel like those of us who played on PC were merely beta testing the game for the sake of the "real" release on consoles.

I have played the game once, and it was entirely on version 1.0.0.2. I've been meaning to replay it with some of the improvements, rebalances, and fixes introduced in later patches, but I'm waiting until it's free from major issues before I do that.

I donated a fairly large amount to the Kickstarter campaign, and I've reported a healthy number of issues in these bug report threads; I gave my money and my time for the sake of La-Mulana 2, because I cared. But it feels like us PC players are just being totally disregarded at this point. I'm really unhappy with the current situation—the game shouldn't still have a major softlock in it a full six months after release.
Deceased Crab Jan 30, 2019 @ 9:02pm 
Originally posted by Wild Matsu:
the game shouldn't still have a major softlock in it a full six months after release.
Especially not a softlock introduced 4 months after release. 70 days it's been there now.
gooblet Jan 30, 2019 @ 10:38pm 
I agree that this whole situation could have been easily avoided from the start if they immediately said "Oh whoops, here's the door back while we work on getting it to how it's supposed to be!" and, you know, let everyone affected by this finish playing the game that they bought.
SuperVolcano Jan 31, 2019 @ 3:56am 
Originally posted by gooblet:
I agree that this whole situation could have been easily avoided from the start if they immediately said "Oh whoops, here's the door back while we work on getting it to how it's supposed to be!" and, you know, let everyone affected by this finish playing the game that they bought.
What makes this situation more baffling is that there's no reason anyone has given or figured out for the door being removed in the first place. I don't know of any bugs or logic issues involving that door in 1.0-1.3.
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