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#488539 09/04/14 10:36 AM
Joined: Apr 2014
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stranger
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stranger
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Joined: Apr 2014
Hi,

I've been playing through mostly just combat with a friend and avoiding story. Here are a few things we've noticed.

If a player has a Heal lasting more than one turn on them they will not be healed by another spell.
I.E. I use first aid on myself and because it heals again the next turn my friend playing a wizard will use her heal spell on me and it will consume action points but will not heal me or override my current first aid buff.

Using more than 1 bar causes the tooltips for skills on the action bars to all be the information for the skills in their respective places on the first action bar.

The fight with the elemental demons near the thieves. The ice demons frost bolt seems to bug out and always miss. It just goes flying off to the bottom of the screen.

The cave with the cult leader and his wenches advertising Dragon Commander (own that game too) castes enfeeble which reduces all stats significantly but doesn't show a debuff on your portrait. Though you'll know when you have it on you. It's a pretty mean debuff.

We can't be certain but we suspect currently that when you connect oil pools their turn despawn is changed to the pool that's been in play the longest. Also, the oil feels a bit overpowered in it's current form without a cooldown. it makes the beginning pretty easy, we didn't run into our first death till around level 4 or 5 and were instagibd by the big giant orc outside of town with his flamethrower cannon.
i.e. My wizard friend will lay 4 succesive oil slicks and if he connects them to the 1st, they will all despawn at the same time. Not sure if this is working as intended as it makes sense for all the oil slicks to become one big one to fireball them, but i don't think they should share the same timed life.

There needs to be some sort of way to mouse over debuffs on enemies. I can mouse over the enemy and see the debuff but no way of mousing over the debuff to see the stats. It's more a quality of life thing than actual bug.

Knight Rush skills in co-op don't display the animation properly. To the co-op non knight player it shows them teleporting to the final spot then walking from the start and back to where you actually end up

The cave that leads you to the beach with the thugs and elemental demons cannot be entered after exiting forcing you to use the waypoint gates in the area (thank god there are waypoints there).

Will update list as we explore more combat and skills.

Thank you and we're absolutely loving the game so far.

Last edited by ShyAsianGirl; 09/04/14 12:07 PM.
Joined: Apr 2014
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stranger
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Joined: Apr 2014
Not really a bug but the way characters move after finishing a battle can be really frustrating at times. There is nothing worse than when you defeat a group of monsters only to die once the fight is finished because your characters all decided to walk over and group together around the pool of poison! Happened to me last night so I had to restart and do the battle all over again.

Despite this, and the various other bugs/glitches/behaviours I've encountered, I'm still loving the game and can't wait to play the finished article whenever that may be.

Joined: Mar 2003
Location: Canada
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Location: Canada
ShyAsianGirl;
I assume for Midnight Oil that once you join the different pools it is hard to separate them again, and to do anything but adopt the shortest lifetime would be a bit of an exploit.


SDP80;
The pathfinding is still being worked on, so hopefully the AI will get a lot more I.


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