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I can take a look at the saved game, but I don't know how much more I can try that you have not already done.

There are no freeware programs that support compressing to the rar format, AFAIK, and due to licensing issues I don't think there can be. For compression, I usually use 7-Zip; it achieves a better compression ration for zip files than other programs, and its own 7z format can be much better (can be made self-extracting, so the file recipient would not have to have 7-Zip, and with the 4.x beta it supports multivolume archives).

freeware archive managers

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Thanks. Maybe I'll rather use an older savegame, then.


When you find a big kettle of crazy, it's best not to stir it.
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"Interplay.some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
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Hello, everyone.

Remember the thing I mentioned above with the doll ? well, it was an poisenous assault which caused this ...

Now I've experienced something similar.

In the Battlefield the chars were attacked by a Black Ring Mage, who tried to poison them - the green clous were visible.

While they attacked him, they didn't see that another one wass standing right behind them (although a few metres away) - and was constantly putting his heavy green clouds on them. It was almost too late as they fought them. (A Black Ring Cleric suffered from these clouds as well - this was the first time I saw a Black Ring Cleric ... erm ... "cough".)

Now comes the "funny" thing : Only a few minuts ago I had upgraded them with skillpoints - both (DK & Paladin) had round 60 points strength.

NOW, their strength has dropped to around 45 - and seems to be permanent !

I must check this, but I'm playing for about 5 minutes now and it won't go away.

So I fear that the effect of poison is not very good balanced ... I fear that no-one has tested the chars being assaulted by poisenous clouds for 10-20 sconds - constantly. I'm not sure, of course, but this is the second "glitch" I see with poison.

Alrik.


When you find a big kettle of crazy, it's best not to stir it.
--Dilbert cartoon

"Interplay.some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
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Suggestion : I'd like the Tooltips of the Crystals to appear even when I place them into the Crystal Bag.

And what the heck kind of magic spell is that poison cloud the Black Ring Mages speak so often in the Battlefields ? Can the chars learn that, too ?


When you find a big kettle of crazy, it's best not to stir it.
--Dilbert cartoon

"Interplay.some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
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I think the spell you are referring to is Wizard | Body Magic | Offensive | Disease, which reduces all primary stats. It can be learned in act 2 from a ghost in the imp village, in act 3 from the temple mage merchant or from 'Zandalor' on the ruins island, and in act 4 from a book in the summoning level.

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Hm, looks interesting. I think I'll give it a try.

About suggestions : I'd like to see an "auto-defending" feature. <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> If I go away, fetching a glass of water, and leave the chars alone <img src="/ubbthreads/images/graemlins/delight.gif" alt="" /> I'd like them to automatically defend themselves when being attacked.


When you find a big kettle of crazy, it's best not to stir it.
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"Interplay.some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
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Well, I'm through it.

It was a strange feeling ... well, at the moment I cannot say anything else. Hope the Raanaar survive somehow.

Alrik.


When you find a big kettle of crazy, it's best not to stir it.
--Dilbert cartoon

"Interplay.some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
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nooo arrggg you monsters!!!

the black ring mages are tearing me apart. the green cloud strips me of my stats, then my guys loose all there good weapons (because they dont have the stats for them) then become incredibly encumbered.

ok, i tried to resolve this by giving my guys weapons that werent hugely stat dependant. this helped kill off the baddies. but im still getting my hide whooped because the mages are doing 150+ damage a whack.

i wonder if the "permanent" stones were supposed to come into play here [possible bug?]

i just cant get anywhere in the dungeons on act iv. am i using the stones incorrectly? also my teleport pyrimids have strangely vanished making this set of dungeons the worst.

sorry if this has been covered before.

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It is by design that you loose the teleporter stones on entering act 4. <img src="/ubbthreads/images/graemlins/disagree.gif" alt="" /> When the imp gave them to you he said he would be back to get them, but there is no cutscene or anything to explain that that is why they are missing.

Which dungeon are you having a problem with? The BF dungeons are randomly generated, but for the main game there are Maps as well as a Strategy Guide to consult, or you can describe the dungeon and the stones you are trying to use.

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its not so much the dungeons as the overall battlefield itself. the black ring mages just seem to have me over a barrel. the fact that they can reduce my guys to weaklings then slap them with 150+ damage just seems... unreasonable!!

as foolish as it may seem now, i made both my guys fighters.

also the rocks you pick up in the ranaar laboratory (with the colour button puzzle) they say "permanent strength" etc. but i cant find a way to use them. i kept them handy incase they could be used, and this junction of the game seemed perfect... but no...

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Have you worked with the resistencies of your chars ? Crystals, for example ?


When you find a big kettle of crazy, it's best not to stir it.
--Dilbert cartoon

"Interplay.some zombiefied unlife thing going on there" - skavenhorde at RPGWatch
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yeah, i usually keep extra large crystals of each kind until i find a specific ressistance to focus on. i spent ages picking up beer bottles from the dungeons for a paltry amount of gold so i could save up for the extra large crystals.

like most things in the game, there must be a method to dealing with them.

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Two melee fighters are at a bit of a disadvantage against ranged opponents, particularly mages. If you can switch one to a bow or crossbow, that would let you start hitting them sooner, which will interfere with their attacks. The act 1 summoning doll can equip a crossbow, though even leveled up he is not very tough (note: summoning doll upgrade skills can not be unlearned).
Other than that, if you approach slowly you should hopefully be able to take on a couple at a time. If you run into a group, you could withdraw, and those that followed you should spread out a bit, and you might be able to turn and fight the closest, while the others were still catching up.

There are individual and party based Cure Disease spells, which have lower mana requirements than the offensive version (learn from Annabelle in the BF of acts 3-5, or Elder Ansukar on the summoning level in act 4). As warriors your characters probably do not have a lot of mana, but they may still be able to counter the spells of one or two mages. Even if you can just buy yourself a few more seconds or so to attack and defend at full strength, it might make a significant difference.


There is no use for the permanent rocks. The Larians may have been planning to do something with them that didn't get implemented, or they could just be a red herring. You could always enter and exit the BF repeatedly, checking the BF merchants for holy water, to make permanent alchemy potions.

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