Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Joined: Dec 2013
stranger
OP Offline
stranger
Joined: Dec 2013
Okay, my sister and I are playing through for our first time and we are finding some things.
Let me know if there is somewhere else I should be submitting the actual bugs to, I didn't find anywhere so I'm hoping that the forum is good enough.

Bug: Log Window Resizing
Since: 1.0.169.0
Desc: The log window now loads up smaller than it used to. During game play, it occasionally resizes to smaller. Manually increasing the size is harder since the grab point for resizing hides behind the hotbar.
Game Solution: Resize the window to larger every time it makes itself smaller again.
Request: Please stop it resizing and save the size when the game is saved so it loads to the size and location the player set it to.

Feature: Containers in the inventory, open location
Since: pre-169
Desc: opening a container overlaps it with the player inventory. To move items from inventory to container requires moving the container's overlay so they do not overlap.
Request: Default containers to open such that they do not overlap the inventory (where it would open to). This would likely require saving where the player had their inventory when they last closed it or setting a default inventory open location (currently the left edge will be somewhere in the left 15% of the screen when I open it).
Example: With the character inventory lined up with the character portraits on the left edge, I can fit a grid of four open containers to the right of the char-inv such that transfers can easily be made as needed.
Note: Possibilities are likely restricted by screen resolution, and past a certain number of open containers just isn't possible to avoid overlapping.

Oops: Female rooster?
Since: pre-169
Desc: With the pet-pal trait, there was a rooster in Cyseal (I encountered it between the medical building and the fair with the head) that I spoke to and it greeted me with a female audio file.
Request: Is this some intended joke or accidental silliness?

Funny: His and Her homestead chests
Since: pre-169
Desc: 'player' took from her chest, 'player' took from his chest. When starting up the game, my sister and I ended up with her on the default male and myself on the default female. Rather than find a way to swap, we just switched our genders and designed our characters. We thought nothing of it, until we got our personal chests... now, when we are at our chests and sorting the contents... well, the text log is all 'guy took from her chest' and 'gal put in his chest'.
Request: I'm just amused by this. I'm still on my first playthrough, but so far it seems fitting. Currently, it looks like the player characters have taken a new form to live in the world... so perhaps my guy was a girl before hand and my sister's char was a guy before hand. Of course... that would suggest that a touch of in-game lore should indicate that (probably in the late game). On the other hand, it probably wouldn't be difficult to adjust the chests to actually check the current gender of the character it is attached to.

Bug: extra animations in teleport
Since: 1.0.169.0
Desc: when teleporting a target (harmful or safe method) extra animations are triggered. These animations are usually in relation to abilities the character has. We had an ice made spewing cones of ice, spiders spewing poison and Madora showing battering ram, dust devil and melee power stance all at once. These are not a triggering of the abilities, just running the animation.
Request: Please figure out and solve the cause for the extra animations.

Bug: Weakness striping
Since: 1.0.169.0 (didn't encounter before, so may have happened pre-169)
Desc: The party got weaknessed, en-mass. Madora instantly removed her armor and helmet as her strength was below the requirement. My sister's character also removed her armor and helmet... but when the weakness wore off, her armor was back on yet Madora kept hers off and had to be re-equiped on her turn.
Request: What is actually supposed to happen? Why are they striping in the middle of battle, why not just force-encumber them?

Bug: Some buffs don't overlap?
Since: pre-169
Desc: Found that Farseer, Encourage and Oath of Desecration cannot be stacked with each other. Once one of them is applied, none of the other three can be applied to that character. This isn't just a matter of the buff's icon not showing up beside the character but that the benefits aren't even applied. The already present buff remains in place.
Notes: We did get some other buffs to overlap, such as haste with any of the above three.
Request: I would prefer if the buff stacking were possible... but if the intent is to not allow buff stacking, how about prevent wasting of AP but not allowing an aimed buff (Farseer and Oath) to target a player that has a conflicting buff on them... at the very least, some in game information (spell notes or hover text when highlighting a character that has a buff that will prevent the application of the buff currently being cast).
I mean... we are level 11 and taking on level 14 spiders, we need all the buffs we can get.

What? : No experience for the dead... aka: limited experience supply
Since: pre-169
Desc: There is a limited supply of experience available since the only farming is how long you can suffer to keep a summoner alive... and also not accidentally kill the summoner. If an opponent dies while someone on the team is dead, they get no experience. The best solution is to quick save before every fight and reload should that occur during the battle... or let the weak character fall behind and miss out on more experience as they continue dieing.
With that... since we theoretically can switch side-kicks (haven't found the most recent additional companions added to the game with 169). Will the new companions just be a lower level... what if we switch back to a previous companion, will they be at the level we left them at?
Request: Is it too much to ask that the dead get experience for those killed while they were dead? There is nothing more sad than to have my guy killed and then then the guy that killed me burns to death as he runs towards someone else... especially when the fight is almost over.
It is also a pain to have to hold off killing an opponent because we want to resurrect someone so they can get the experience as well... wasting the turns of those that don't have enough AP to resurrect or that don't have a scroll to do so.
Perhaps there is some way already to ensure we are at the correct level by the end of the game. Perhaps not and if we mess up too many times, then we will be under-leveled so much by the end that we will have to murder civilians to be able to take on the final battles of the game. Or perhaps we are expected to reload every time such a mistake occurs...


Hopefully that isn't too much in one thread... but I don't see a reason to separate them since that would just be me making many threads all at once.

Joined: Dec 2013
stranger
OP Offline
stranger
Joined: Dec 2013
Oops, I forgot one...


Bug: jar of swirling mud?
Since: 1.0.169.0
Desc: We installed the update and went to Cyseal market. We found a shop keeper selling a couple of jars of swirling mud, on the cheap. We opted to buy the pair of them, just in case we could make something cool from them... then we found a civilian offering one, but we opted not to buy that one. After a bit... I realized that they were tagged as 'unique'. Doesn't that mean there should only be one of them? Look at the recipe list on this forum, it seems to be for a quest-required recipe later on.
Request: Ensure 'unique' items that aren't supposed to be sold are not sold... and ones that can be sold only occur once. Be careful not to delete a unique just because it was sold to a shop, wouldn't do to find something unique and sell it off to find out it is needed for a quest and it has been 'thrown out' by the person we sold it to... if we can even find that person.
Note: Perhaps this occurred because we accidentally melted it down in lava? We seem to have destroyed a chest in Luculla by setting off a lava trap. If anything important was in there, it is gone now... which we are currently looking for something to break that barrier... hmmmm.....

Last edited by Esperologist; 19/09/14 11:26 PM.

Moderated by  gbnf, Issh, Kurnster, Larian_QA, LarSeb, Monodon, Raze 

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5