Larian Banner: Baldur's Gate Patch 9
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Joined: Oct 2020
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stranger
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Combat bug & environment details:

Beneath (a city) I found an underground passage where I discovered (combat with a friendly NPC thrown into the mix)
The area underneath Druid Grove known as 'Underground Passage,' there are some goblins and a wounded druid NPC. I want their favor so I started combat by healing him to ensure his survival.

I found this passage via exploration, there's a short event with a prisoner in that city, and behind that area I did some cliff jumping and discovered the entrance I am using, so the combat bug might be part of me deviating from how the encounter is scripted.

Sneaking up to get the drop on them and assist the friendly, after my first cast combat begins and the screen went black- the game didn't freeze or crash, music continued and the noises I'd associate with turns being taken were audible. I still had the mouse cursor visible and it responded. Seemed as though keyboard commands and even clicks were being accepted, but I was interacting blindly.

Closed the game, reloaded my save and recreated the issue. Once combat starts it's like there's a black frame atop everything except the cursor. Win10 Ent, nvidia 970 with latest drivers, steam version with DX11 as my renderer (seems to perform better overall).

I succeeded my third attempt by starting combat manually, entering turn based mode prior to my first cast. When I did so this triggered a cutscene with dialog between the hostiles so my conclusion is this was failing to load properly. No big deal, glad I found that workaround and I'll remember it for future encounter bugs.

Disarm Trap details:
Same area as outlined above, a chest with some explosive barrels beside it! I have never attempted to disarm a trap until now, so I've never seen this work properly.

Level 3 rogue (thief) with thieves' tools and disarm toolkits in his bag picks the log on the chest, and passive perception check triggers. Passing this check is where my uncertainty begins - either additional RMB menu options should appear (e.g. Disarm Trap) or artwork adjacent to the chest should be revealed that I can interact with to disarm the trap instead of the chest itself. But I'm not seeing either. If someone has seen this work on a trapped chest let me know, I'm interested!

My only option was to once again enter turn based mode and grab the items as he was being immolated. Poor guy. Outside of turn based an exploding chest doesn't seem to maintain its contents after being on fire for a moment or so. We can regard my ability to loot it as I'm getting my face melted is probably a bug unto itself, but in this instance the only way for me to get loot despite being fully prepared & able. Leaves me wondering if this is was unique to this chest/area or if trap disarming/detecting is a bit incomplete at this time.

None of my characters including the rogue get this perception check unless they are the one picking that lock which may be by design. I have revealed heaps of other traps (non chests) previously just by running around carelessly and there's always artwork added to the environment. I'll update this thread with any disarm trap results because I made my little halfling with this utility in mind.

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+1 to the Trap conversation. I reloaded and reattempted repeatedly trying to find how to disarm that trap. I didn't see a way to disarm the chest, and I didn't see a visual trap indicator anywhere. The only way I could keep the death chest from blowing up my team was to open the chest in a more conventional fashion.

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Recognizing a trap on a chest is a Perception roll - look for the die to appear over a character's head when approaching the chest. If you fail, you don't get the disarm option in the right-click menu.

That chest will always do minor fire damage, even if you pick the lock and disarm the trap. Since it is near oil, it will technically do major fire damage. If you find the key, it will open without any damage. Key location:
There is a body on the back side of the island in the waterway. You can jump to the top of the island from the lower path.


I strongly suspect both of those are deliberate.

There is one other chest that will do automatic damage even if you pick the lock and it doesn't appear to allow disarming the trap. On the other hand, the description makes it clear there is a trap, so you can prepare for it. Location:
The hidden basement under the smith's house in Blighted Village.
Safe options:
Get the loot from the shelf above first; otherwise, the chest destroys the ladder. Any damage triggers the trap; the chest is tough enough to survive minor damage. So stand back and shoot/spell/throw something at it.


I personally consider both chests ‘fair gameplay’ - there are warnings and options, even if they aren't obvious.

Last edited by RBarbare; 09/12/20 04:50 PM.
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Originally Posted by RBarbare
Recognizing a trap on a chest is a Perception roll - look for the die to appear over a character's head when approaching the chest. If you fail, you don't get the disarm option in the right-click menu.
The thing is my character succeeded perception check yet no disarm option appeared. There is some sort off issue with the game properly recognizing detection of a trap on a container, or maybe just this particular chest is bugged?

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I guess there are some traps that will always go off without a chance to escape. (Except by "not touching" it).
The cage with the Goblin Maglubyet priest explodes even if you open it properly with the key.


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