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New beta version, new bug thread... wink


1) Items/weapons show some stats requirements in red colour (like rquirements not met) although the respective character who wants to equip it meets all the requirements. The item can be equipped anyway, so it's likely just the wrong colour...

[Linked Image]

2) Some textures/objects have still a very bad resolution. Look at the pulp between the two characters in the screenshot (which should display a heap of crops I guess)...

[Linked Image]

Last edited by LordCrash; 16/05/14 02:18 PM.

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I think I have one as well:

In the tutorial dungeon, I tossed a candle onto the oil surface that the mummified skeletons were standing on. The oil lit on fire correctly, and the skeletons correctly fled the now burning surface... but the problem was that they didn't seem to take any damage at all from being on the surface, which seems to defeat the point of setting it on fire.

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Originally Posted by LordCrash
New beta version, new bug thread... wink
1) Items/weapons show some stats requirements in red colour (like rquirements not met) although the respective character who wants to equip it meets all the requirements. The item can be equipped anyway, so it's likely just the wrong colour...


Is this happening when the inventory is for the currently 'lead' character? It's been doing that all along when managing inventory for characters other than the leader/active one.

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Originally Posted by NeutroniumDragon
Originally Posted by LordCrash
New beta version, new bug thread... wink
1) Items/weapons show some stats requirements in red colour (like rquirements not met) although the respective character who wants to equip it meets all the requirements. The item can be equipped anyway, so it's likely just the wrong colour...


Is this happening when the inventory is for the currently 'lead' character? It's been doing that all along when managing inventory for characters other than the leader/active one.

Hm, according to my screenshot it's the following character, not the leading one who wants to equip the weapon.


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(EDIT)

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Another one:

Pop-up messages are still not saved in any log...


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Originally Posted by LordCrash

1) Items/weapons show some stats requirements in red colour (like rquirements not met) although the respective character who wants to equip it meets all the requirements. The item can be equipped anyway, so it's likely just the wrong colour...

In the screenshot, you have opened the inventory of Kathlyn (who has the weapon and meets the requirements). However, you have the other character selected (golden window around character portrait), maybe he doesn't have the required strength?

Last edited by pts; 16/05/14 02:46 PM.
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Still have the stuttery movement for the secondary character when I click a close walking distance. Anyone else has this problem? Really noticeable when the camera is a bit zoomed in.

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Some graphic glitches:
  • Have you edited the female head model? The default (long and curly) hair and a couple of others now show gaps beside the jawline that weren't there in the previous release.
  • Face/body color matching for the darker complexions are worse than before.
  • Change log to the contrary, the helmet graphic visual preference is not saved in either full save or quick save - it reverts to the default always visible upon loading either kind of save.
  • The red "cloth cap" - hood style - is still shiny and looks more like vinyl than cloth. Is it maybe always wet?

Last edited by PeteNewell; 17/05/14 12:50 AM. Reason: added related information.
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I'm going to call this a bug even though it technically is not:

The trigger for the burning ship quest happens too soon. You never see Pablo run up asking for help because it triggers when you approach the gate, but because Arhu forces a conversation, you're

It encourages you to skip through Arhu's conversation in order to make it. Trading with him? That's just asking for trouble. It also triggers the timed warning if you approach the chest to the left of the gate, which again is not good because of Arhu's forced conversation.

I think the quest should only trigger once you step past the gate, not when you're exploring before the gate, and definitely not when you head straight for the gate and talk with the important NPC.

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Originally Posted by Stabbey
I'm going to call this a bug even though it technically is not:

The trigger for the burning ship quest happens too soon. You never see Pablo run up asking for help because it triggers when you approach the gate, but because Arhu forces a conversation, you're

It encourages you to skip through Arhu's conversation in order to make it. Trading with him? That's just asking for trouble. It also triggers the timed warning if you approach the chest to the left of the gate, which again is not good because of Arhu's forced conversation.

I think the quest should only trigger once you step past the gate, not when you're exploring before the gate, and definitely not when you head straight for the gate and talk with the important NPC.


This has been a problem for the last few updates and I really hope it changes back to the way it used to be. I'm not sure why it's changed (if the change was intentional), as during the earlier parts of alpha the boat event didn't trigger until the player was close enough to see the NPCs scrambling to save it.

That was the perfect setup. Now it happens so soon that it is completely possible to miss the entire event because (by the time you walk into the entrance of the city) all the NPCs that normally hang out around the entrance have long left for the docks. For a new player who doesn't know any better, s/he can miss the entire thing by simply continuing straight instead of veering off to the left.

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-Choosing "Lone Wolf" at character creation still causes the (at that point in the game, nonsensical) popup message about the player's companion being at the King Crab inn to overlay the intro cinematic

-Of the "Skills" abilities, only the "Pyrokinetic" and "Witchcraft" tooltips mention the ability is required to create skillbooks

-After editing a Fighter to remove his "Man-at-Arms" ability point at character creation, unequipping a garment resulted in a popup message about the character no longer being able to use his "Warrior" skills due to losing his "Man-at-Arms" equipment bonus (even though the garment gave no such bonus), and the three pre-loaded skills disappeared from his skill menu (I assume this is a new bug with other classes/skillsets as well)

-Adding custom map markers via single-left-click is now glitchy (i.e. it doesn't always work - this wasn't a problem with prior beta versions); deleting custom map markers via single-right-click now seems less glitchy than prior beta versions

-The skill category described as "Ranger" in the "Expert Marksman" ability tooltip is instead labeled "Survivalist" in the skill menu

-"Blocking" still reflects the "Shield Specialist" system from previous beta versions (i.e. it adds a flat +5 block chance per "Shield Specialist" ability level, instead of the "new" additional %10/level to the equipped shield's blocking capability)

-"Reputation" value doesn't update to reflect the +20 from the "Altruistic" Talent

-"Leadership" is incorrectly called "character" in the "Damage" tooltip (e.g. "From character: +10%")

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Trees shadows are godawful even on ultra settings:
[Linked Image]

Some textures are really low-res, like this grain for example:
[Linked Image]

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Originally Posted by Stabbey
I'm going to call this a bug even though it technically is not:

The trigger for the burning ship quest happens too soon. You never see Pablo run up asking for help because it triggers when you approach the gate, but because Arhu forces a conversation, you're

It encourages you to skip through Arhu's conversation in order to make it. Trading with him? That's just asking for trouble. It also triggers the timed warning if you approach the chest to the left of the gate, which again is not good because of Arhu's forced conversation.

I think the quest should only trigger once you step past the gate, not when you're exploring before the gate, and definitely not when you head straight for the gate and talk with the important NPC.

Yea, this bug has been out there from quite a few patches back. Still has not been fixed.


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When i open the inventory and switch between characters in it, the hotbar doesnt change anymore.

Im not sure if its a bug or they did that intentionally for some reason...
Dont see any use or sense for that so im going with bug gut feeling.



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Originally Posted by Aramintai
Originally Posted by Stabbey
I'm going to call this a bug even though it technically is not:

The trigger for the burning ship quest happens too soon. You never see Pablo run up asking for help because it triggers when you approach the gate, but because Arhu forces a conversation, you're

It encourages you to skip through Arhu's conversation in order to make it. Trading with him? That's just asking for trouble. It also triggers the timed warning if you approach the chest to the left of the gate, which again is not good because of Arhu's forced conversation.

I think the quest should only trigger once you step past the gate, not when you're exploring before the gate, and definitely not when you head straight for the gate and talk with the important NPC.

Yea, this bug has been out there from quite a few patches back. Still has not been fixed.



Am I the only one that simply ran down the side bit with the chest and cast rain from there? I thought that's what you were meant to do to complete that tast.

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Originally Posted by Ohriman
Am I the only one that simply ran down the side bit with the chest and cast rain from there? I thought that's what you were meant to do to complete that tast.


No, that's the action I've been having to resort to with the last few patches just to get this quest done.

See, the way it used to work was like so: if you went over to that location (where the chest is tucked away) you would see the ship on fire. And that made sense, because the guards from the previous orc battle inform you about a burning ship in the harbor. So far, nothing here has changed.

When you entered the city gates one of the NPCs would run up to the others and shout "Fire, fire!", the music would change, and all the NPCs in the dock area would run over to the docks and start throwing buckets of water on the ship. From the docks you could put out the fire on the ship using a rain spell.

The problem now is that last paragraph - that whole scripted part with the NPCs is triggering so early that players can't see it happening. What's the point in even having it if can't be seen? Sure, you can still put the fire in the ship out from the beach, but that entire scripted event goes unseen.

I think the ship even has enough hitpoints now that you can still save it even if you have a lengthy conversation with Arhu at the city gates - but the point is you still miss the scripted event with the NPCs because it's triggering well before you ever enter the city.

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Not exactly related to this specific patch because I've noticed it in other versions, but some of the armor textures are very low res compared to others.

Speaking of armor, another bug I just noticed is the new helmet model (the plate helm with 'wings') doesn't have any specular lighting on it when it rains. So it looks like the helmet is dry while the rest of your character is wet.

Last edited by randir14; 16/05/14 09:47 PM.
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-I have the same problem when I want to equip a weapon the restriction stay in red even if my character has enough points.

-In combat mode when you press the "space bar" in doesn't end your turn like it did before

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