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#229389 09/05/04 09:32 PM
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Here was me, expecting to create Permanent Potions by the million to get my stats up...

But each Permanent Potion you make with the Alchemy Skill 'Extract' (On level 4) adds around 15 points to stats! Or HP, Stamina or Mana in the hundreds...

Not sure if this is a good thing or not. My characters now have great stats, but a bit too easily, IMO...

What are people's thoughts on this? Useful or unbalancing?


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#229390 09/05/04 09:39 PM
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What patch are you using? Permanent potions are reduced to a single one in the game, as of 1.42.

#229391 09/05/04 10:15 PM
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What patch are you using? Permanent potions are reduced to a single one in the game, as of 1.42.


I was using 1.4. I am about to upgrade to 1.42.

I only got the game last week, and I've ben playing it rather than paying attention to the forums <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

Thanks for the heads up <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


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#229392 10/05/04 12:28 AM
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After 1.42 (Which clears up a HUGE number of bugs) the Permanent Potions add ten points to a stat. I have yet to try on Mana or Stamina...

Just FYI to anyone who is interested <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


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#229393 10/05/04 12:42 AM
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After 1.42 (Which clears up a HUGE number of bugs) the Permanent Potions add ten points to a stat. I have yet to try on Mana or Stamina...

Just FYI to anyone who is interested <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


1.42 does not clear up a huge number of bugs; that was 1.40. These are the fixes in 1.42, straight from the readme file:


- Fixed upgrade mechanism for savegames from V1.4 that was broken in V1.41
- Fixed problem with BF quest descriptions

...And as reported above, 1.42 breaks permanent potions. There's only one left in the game. Presumably, this will be fixed shortly. Larian's been doing a good job of this.


#229394 10/05/04 02:21 AM
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Fable...

I am referring to the Permanent Potions that you create yourself using the Alchemy skill 'Extract'.

Having actually tried it, I can assure you my information is correct.

As to the 'Huge number of bugs fixed' - I have just gone from using 1.4 to using 1.42, with no other changes, and a number of problems and bugs I had have now gone away.

My observations are thus based on my own personal experience.


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#229395 10/05/04 02:29 AM
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Fable...

I am referring to the Permanent Potions that you create yourself using the Alchemy skill 'Extract'.

Having actually tried it, I can assure you my information is correct.

As to the 'Huge number of bugs fixed' - I have just gone from using 1.4 to using 1.42, with no other changes, and a number of problems and bugs I had have now gone away.

My observations are thus based on my own personal experience.


Oh, I'm not saying you don't get the advantages you wrote about! Only that the game now has a single potion of holy water, which is necessary to create permanant potions. That means you've got one shot. Quite a few people have been complaining about it down in the Help and Tech areas.

As for the huge number of bugs fixed--you put me in a quandary, Elliot. I mean, look at the readme file I reproduced. Yet you say you have seen a multitude of bugs fixed. Whom should I believe has it right? I'm at a loss to understand the difference.

#229396 10/05/04 05:42 AM
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Fable...

I'm glad they put the restriction on Permanent Potions, honestly. Those potions were totally out of order... (And I also now know why I could only create one <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />)

As for the number of bugs... I was crashing out for no reason, which is now fixed. Items with the wrong graphics are no longer occuring. Items with no properties are no longer occuring. Items that change type when identified are no longer occuring. Items that DID have no properties now have properties.

Personally, I would call that a heck of a lot of bugs - and that's just the ones I have personally encountered...

I may well be the exception to the rule, I happily admit. Most people may not have encountered those bugs - I know that people on different systems/machines often encounter wildly different problems with any game, let alone one as complex as BD.

But, for ME, it fixed a lot <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />



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#229397 10/05/04 03:34 PM
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Fable...

I'm glad they put the restriction on Permanent Potions, honestly. Those potions were totally out of order... (And I also now know why I could only create one <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />)

As for the number of bugs... I was crashing out for no reason, which is now fixed. Items with the wrong graphics are no longer occuring. Items with no properties are no longer occuring. Items that change type when identified are no longer occuring. Items that DID have no properties now have properties.

Personally, I would call that a heck of a lot of bugs - and that's just the ones I have personally encountered...

I may well be the exception to the rule, I happily admit. Most people may not have encountered those bugs - I know that people on different systems/machines often encounter wildly different problems with any game, let alone one as complex as BD.

But, for ME, it fixed a lot <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />



Frankly, I'm glad to hear it! It sounds like they did some things that were not bugfixes across all systems--and maybe they didn't list those, as a result.

As for the perma-potions, you could be right that one is enough. The problem is the cost for 1 perma-potion then becomes a couple of extra skill points, which as <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> is currently configured is a pretty large cost. There are so few to spare! Divine Divinity was much more prodigal in that respect: you didn't have to raise a weapon's damage to do extremely good damage, for instance. I guess we'll just have to see what the good Larian folks decide on this one. To their credit, they're keeping open lines with their player base. And how many developers can you say that about?

#229398 10/05/04 04:30 PM
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Typical, Elliot - welcome back <img src="/ubbthreads/images/graemlins/kissyou.gif" alt="" /> <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />

Well, I like the perm potion thingy as it had been in the first stages of game release => unlimited, but only +1 stats and +60 mana/HP, +25 stamina. You needed a book for this (very very late in the game) and an unique quest reward.

As I didn't visit the BF, I faithfully collected all plants. Right now (am in the last act) I only have 10 blue plants - so I will choose carefully. At that time, the BF didn't respawn their stuff or taught all these skills you can view now. And they did not teach alchemy for the appropriate skill lvl to create perm potions. This has changed in 1.4 and then the large perm boost came.

So, I hope, the Larians make it the way it was. And if not? Then I'll threaten to pout. <img src="/ubbthreads/images/graemlins/shame.gif" alt="" />
Kiya

#229399 10/05/04 07:40 PM
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I'm still in act1 atm, but I'm having trouble with alchemy, does it work like in DD, using an empty flask? I can't find any empty flasks in the game or battlefields.

#229400 10/05/04 07:54 PM
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Frankly, I'm glad to hear it! It sounds like they did some things that were not bugfixes across all systems--and maybe they didn't list those, as a result.


Could well be <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

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As for the perma-potions, you could be right that one is enough. The problem is the cost for 1 perma-potion then becomes a couple of extra skill points, which as <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> is currently configured is a pretty large cost. There are so few to spare!


To be honest, I think the idea of Permanent Potions is not a bad one in and of itself - it's just the balance that's off. With time to think about it, I think Larian have over-corrected a little. If they made Permanent Potions add only one point to a stat {Or 10 HP/Mana) then you would need a heck of a lot of them to unbalance the game. As things now stand, players are using a skill point to get Extract level four for what amounts to a single use - which is not good, as you then have to unlearn the skill to get the point back, costing lots of money too...

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Divine Divinity was much more prodigal in that respect: you didn't have to raise a weapon's damage to do extremely good damage, for instance. I guess we'll just have to see what the good Larian folks decide on this one. To their credit, they're keeping open lines with their player base. And how many developers can you say that about?


Virtually none. It's one reason I rate Larian as highly as I do. They actually care about their customers AFTER they have our money!!! <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


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#229401 10/05/04 07:58 PM
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I'm still in act1 atm, but I'm having trouble with alchemy, does it work like in DD, using an empty flask? I can't find any empty flasks in the game or battlefields.


You don't need empty flasks, you just have to pick up those alchemy plants you can find all around the world. You know, the ones you find in barrels and other containers.

Then, if you have the alchemy extract (not the alchemy combine, which you can use to combine potions) just right click on a plant in your inventory and select which potion you want.

You'll need combination of plants to create a potion. Like Red+Blue is a healing potion etc...


Tovi May Raan refresh you!
#229402 10/05/04 07:59 PM
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I'm still in act1 atm, but I'm having trouble with alchemy, does it work like in DD, using an empty flask? I can't find any empty flasks in the game or battlefields.


For the 'Extract' Skill you need to find Alchemy Plants. If you then right click on one of those plants, you will get a little menu labelled 'Alchemy Workshop' which will tell you the size of potion you can make. Click on a size, and a second menu comes up asking you what type of potion you wish to make.

The size of potion depends on your skill level as follows:

Skill Level 1: Small Potions
Skill Level 2: Medium Potions
Skill Level 3: Large Potions
Skill Level 4: Permanent potions.

Hope this helps <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


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#229403 10/05/04 08:11 PM
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Typical, Elliot - welcome back <img src="/ubbthreads/images/graemlins/kissyou.gif" alt="" /> <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />


Awww, thanks Kiya <img src="/ubbthreads/images/graemlins/smile.gif" alt="" /> Glad to BE back <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

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Well, I like the perm potion thingy as it had been in the first stages of game release => unlimited, but only +1 stats and +60 mana/HP, +25 stamina. You needed a book for this (very very late in the game) and an unique quest reward.


Those stat boosts sound perfect to me. Wonder why they changed them?

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As I didn't visit the BF, I faithfully collected all plants. Right now (am in the last act) I only have 10 blue plants - so I will choose carefully. At that time, the BF didn't respawn their stuff or taught all these skills you can view now. And they did not teach alchemy for the appropriate skill lvl to create perm potions. This has changed in 1.4 and then the large perm boost came.


Heh. I feel like a vegan lugging all the foliage around <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> Can't go wrong with 'Extract' IMO <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

I do like having the skill, just not the utterly horrendous stat boosts. I always avoided Scorpion Traps and Frost Swords in DD because they made the game so easy, as I think you know, and this is part of the same thing. At one point gained per potion, the player has to really think about which stats need boosting and how best to use up all those precious plants...

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So, I hope, the Larians make it the way it was. And if not? Then I'll threaten to pout. <img src="/ubbthreads/images/graemlins/shame.gif" alt="" />
Kiya


Darn! That should work! Who can resist the old Kiya pout? You'll shame 'em for sure! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />


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