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#480921 01/02/14 08:02 AM
Joined: Feb 2014
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Joined: Feb 2014
Hi, we've been playing coop 1.0.102 for ~10h with a friend, and here's our impressions/suggestion :
Haven't test 1.0.114 yet so just ignore resolved issues

Coop Dialog
There are 2 mode of coop dialog, either 1)the non speaking member see what is being said as text above the npc head or 2) a dialog window opens and he/she follows the conversation in the window but has no control over action (like next page), unless it's a specific part of the dialog that makes him state his/her opinion.

mode 1) lacks text above the other player's head, and half of the conversation is lost, also other text message above npc not in the conversation (like the talking head) can disturb visibility
mode 2) the non speaker can't see the last sentence of the conversation as the windows is automatically closed

A relatively easy way to solve those would be an optionnal "history" dialog windows showing what has been said (to both PC)

Coop combat:
unable to assign companions to the 2nd PC
PC assignation at load seems to be random

Combat :
ice floor is overpowered and doesn't disappear
winterbreath cone is false: non red-bordered units will often be damaged
Charm doesn't require line of sight, doesn't seem to be able to fail, xp isn't granted for charmed units or for those killed by charmed units

UI:
on character sheet many tooltips for skills and talent are obscure or incomplete (for example the action point talents..)
Skill book descriptions are incomplete, should display : main ability used for determining power, already learned by x, y, z..
Add the "middle mouse button to turn camera" to the loading screen help

Last edited by MrLeville; 01/02/14 08:04 AM.
Joined: Jan 2014
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stranger
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I have a related question in co-op mode, since I just got the game a few days ago.

Is it possible for my friend who is joining my game to control more than one character (e.g. in combat)? Right now I have 4 characters together but I feel bad when I get to take 3 turns and he only takes one.

Thanks !

Joined: Mar 2003
Location: Canada
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Location: Canada

If you fire one companion, the person who joins should be able to re-hire them (at the King Crab, or in the hall of heroes if you have access to the homestead). At some point it should be possible to just transfer one companion over.

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Originally Posted by Raze

If you fire one companion, the person who joins should be able to re-hire them (at the King Crab, or in the hall of heroes if you have access to the homestead). At some point it should be possible to just transfer one companion over.


This is really a co-op game-breaker as far as I'm concerned. It's easy to ignore this problem until you find yourself having to reload frequently (for whatever reason) in a multiplayer session. Once that happens, you end up having to deal with this bug every time.

Now, it's easy to suggest dismissing the companion from the party and then recovering them at the tavern/homestead, but when you're out in the wilds adventuring and having to deal with this issue, that is a major pain in the rear.


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