Larian Banner: Baldur's Gate Patch 9
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Joined: May 2014
Location: Denmark
Gnoster Offline OP
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Joined: May 2014
Location: Denmark
Loving this game, looking forward to the next patch and yet another playthrough hehe

The following input is based on version 4.1.89.3171 forward to v4.1.90.6165
Playthrough with a Woof Elf Warlock, "good path"

Possible bugs I encountered:
- Sorting dropdown doesn't work if you want to update inventory based on the already selected method. You have to choose a new sorting method and then change it back for it to work
- Autojump for companions doesn't work by the harper cache, when jumping up (works when jumping down)
- Deception check for the Tieflings at Lae'zel gave a Failed check when rolling 5 or 6 on a requirement of 4 (I think it might have showed the wrong DC level. When not using Guidance the DC was 8 (with +2 Charisma bonus), where as with +2 Guidance it showed a DC of 4)
- The tiefling kid Mol is standing by Wyll outside her cave
- When meeting Wyll for the first time, the subtitles say "blue skin" but the narrator says "rust red skin"
- Shadowheart's mysterious artifact is transferred to the player characters inventory, when you go to camp or remove her from the party. Considering the meaning of the artifact to her, it should remain fixed on her character unless she is killed (kind of like Minsc refused to let you remove Boo in the original BG games)
- The DC modifier calculation is off not adding the modifiers correctly when relating it in the explanation (så have +1 from Charisma (even though my CHA is 14), +2 from proficiency, and +2 from Guidance for a roll, this relates to +6)
- Alfira doesn't appear to have her loot when meeting her (she does in the cinematic though)
- Speaking with Alfira, if you choose to perform with her and then quickload during, you reload with her lute in your inventory even when loading to an earlier save before talking to her
- Making the goblin Fezzerk surrender in order to get him to talk to Wyll during his questline is bugged, so the Wyll interaction never triggers. However afterwards Wyll reacts negatively if you kill him
- Counsellor Florrick is bugged. She doesn't run outside once saved thus never giving the quest for rescuing the duke
- In the quest "Hunt the Devil", when siding with Karlach and killing the paladins, the sub quest "Kill Anders" doesn't complete, it stays open as the other sub quest and main quest is set to complete
- The dice rolls are amazing, however it seems a natural 1 can also succeed, which really go against the rules
- When on the map it is not possible to click anywhere on the map and the exiting the map overview and be there. Whether it is a bug or feature, I am unsure of since it is impossible to pan the camera too far away from the characters
- Between saves and reloads it seems the game forgets whether the action bar is locked or not
- Not sure if it is a graphical bug or intended, but zooming in on the map, it becomes quite pixelated
- Unless jumping distance has be reduced, the jump from the small island to the tree in the swamp with the wood woads and mud mephits is bugged. Before the patch a STR10 character could make the jump, now it is impossible. Autojump follow doesn't work either. It seems the jump functionality is a bit off in that area
- The illusionary door in the hags lair is not visible during the cut scenes (thus actually prematurely revealing that it is an illusion)
- When confronting Kagha with the truth about the involvement with the shadow druids (before saving Halsin), the conversation is bugged when the rats join in on it (meaning no cinematic is playing and you can't see the first choice when speaking)
- Unknown if bug or changed trigger mechanic, but camp cutscene of Raphael doesn't trigger in my playthrough anymore (yet Wyll referred to him after killing Spike and telling me his story of his patron as well as the end sequence in the Underdark)
- When Shadowheart's camp scene with trying to open the mysterious artifact triggered, the scene with Gale explaining he needed magical artifacts repeated itself a second time. I don't know if it is triggered because I haven't given him the Sword fo Justice yet (only item in my possession he wants to consume)
- Sometimes after resting the party is teleported back to the world in different places
- During celebration the shadowheart romance scene where you share a bottle of wine is bugged (shows the characters in the bunks by the fire while playing the interaction), some of the voice over is also gone now. Haven't tried the others if anything has changed
- In the cave with the Kua-Toa, if you choose strike first, you don't actually strike first, you roll normally for initiative. The wording "strike first" should indicate a chance to surprise, otherwise it should just say attack
- The curled paper found as a message in a bottle by the Kua-Toa can only the read once. After it is found in your inventory, it cannot be read again
- The cinematic when Gale tells his story is broken, it is happening in isometric view and not the cinematic view
- In the Underdark just outside the temple entrance, the Journal of High Initiate Jarrus is bugged and can't be picked up to keep
- Talking to Shadowheart about her opinion on the tadpoles and all that has happened is bugged slightly, she continues to comment on auntie Ethel and priestess Gut as possibilities even after they are dead
- In talking to Shadowheart after resolving the druid grove, the option to ask what she thinks about what happened to the Druid Grove exist twice as options (same result)
- As a warlock the Hex bonus action spell is sometimes impossible to cast at enemies (can't find any specific methodology in when it is and when it isn't possbile)
- After killing the duergar, during which Glut raised one of the main duergar enemies, I turned on Glut and killed him. The raised duergar stood as a green NPC, so I attacked him and instantly my entire party including my imp became hostile to one another, so now I was in an all against all combat session where I control them all. It required killing my main character to end the combat. Any raised NPC by Glut really should enter combat with him or just simply go down automatically
- First cinematic with the owlbear cub, when it appears at your camp, is bugged. It plays out in isometric view


Lore and story suggestions:
- When examining a monster or NPC, consider inserting the DnD monster manual lore dump regarding said monster or race. No functionality but would be awesome knowledge and lore dump
- As a starting character you do not get to select whether or not you come from Baldurs Gate, since you are almost allways a Baldurian (I know that e.g. Drow characters are not and imagine Gith are not either). This is ok, if it is story related even if it goes against some origins (hermit). In any case, consider maybe give a small lore section early on on Baldurs Gate for people unfamiliar with the city and Faerun in generel, or make it an active choice if you want to hail from the city
- The oathbreaker paladins of Tyr sworn to Zariel act a bit weird when you question them about Zariel. By the end of the conversation you can either support them or be neutral, you can't take the side of Karlach exiting conversation of restarting. Small thing, but would provide a bit more feel to the situation


Quality of life suggestions:
- When interacting with a trader, introduce the ability to sell all "wares" marked items
- When interacting with a trader, introduce the ability to sell directly from the camp storage chest
- Add sorting options and mutiple tabs in the camp storage chest (same as normal inventory is fine), also add the ability to increase the inventory layout size. I know it is a chest, but too much scrolling is necessary atm.
- Auto sort button should be possible to just click once and then it sorts based on previously selected method (right now you have to actively choose another sorting method, and then pcik the previous again in order to resort)
- Introduce the possibility to add pins on the map where one can write his or her own reminders, e.g. "Angry owlbear here"
- In the journal consider having the option of showing / not showing completed quests, I am guessing Act 2 can become quite extensive otherwise (took me a while to find the scroll bar on the left side and understand I have to click and drag the mouse on the scroll bar in order to scroll (mousewheel doesn't work))
- Introduce a camp based inventory for all ingredients for crafting to be transferred to automatically, so they do not clutter up inventory screen when adventoring. Of course this should for convenience be available to sell from and craft from even when in the adventure world
- Introduce an "inventory" or journal, where read books are copied to and can be reviewed throughout the game, so one can sell/discard the books but keep the lore information (sort of like how it is possible to go back and read conversations, which is a great option)
- Possibility of keybinding utility abilities such as jump to reduce amount of clicking
- AoE spells like Burning Hands are really hard to see the area of effect. Consider giving the option to pick different coloring (minding colorblind people ofcourse)
- When targeting spells or other effects, please make it possible to click the portraits of the companions and enemies instead of the specific character on the screen (like it was possible in DOS2)


Tutorial and tooltip suggestions:
- Introduce a mouseover for special effects in the combat log, e.g. e tooltip explaining the Acid condition when mousing over it in the combat log
- Several newer games have started to use a new method for mouseover tooltips and expanding tooltips (Crusader Kings 3 is a great example), so that once I mouseover the tooltip stays up until I remove the mouse completely, and I can deepdive into other notes. E.g. mousing over Constitution brings up a tooltip, that tooltip have highlighted notes on hit points and damage, which indicates you should learn more about them


Game addons or new features suggestions:
- Really loving the soundtrack for the game, would be great if you released it to be sold digitally through GOG and Steam as an addon
- Would love it if you at the camp could get a "magic mirror" like the one in DOS2, where you can change the look of the character (obviously not race or class since that is specific to the playthrough, reactions, and origin story for the pregenerated companions)
- All saves are within a single folder and overview. Consider introducing a folder of sort for each playthrough, so I can easily sort between playthrough in the save/load options (e.g. one folder for my wood elf warlock, one folder for my drow wizard, and one folder for my halfling Sherlock Holmes based ranger)


Thank you to all a Larian for your hard work on this game, cannot wait for it to release hehe

Last edited by Gnoster; 03/01/21 03:31 PM.
Joined: Oct 2020
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Good stuff! <3

Joined: Dec 2020
MrQ Offline
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Picked up on a lot of things I am having issue with. Especially the Kagha interaction about the shadow druids. The game kicked me out of the conversation and the only way to progress was to kill Kagha while all the NPC's are motionless with conversation bubbles. Kinda frustrating as I was looking forward to getting more into what the heck shadow druids are and the reasoning behind her interaction with them.

Also, Kagha, geez what a terrible evil character, Halsan allowing her to stay as a novice even after her snake killed the child and even intimated she was willing to kill the refugees to close the grove was just...really??

Joined: Oct 2020
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Originally Posted by MrQ
Picked up on a lot of things I am having issue with. Especially the Kagha interaction about the shadow druids. The game kicked me out of the conversation and the only way to progress was to kill Kagha while all the NPC's are motionless with conversation bubbles. Kinda frustrating as I was looking forward to getting more into what the heck shadow druids are and the reasoning behind her interaction with them.

Also, Kagha, geez what a terrible evil character, Halsan allowing her to stay as a novice even after her snake killed the child and even intimated she was willing to kill the refugees to close the grove was just...really??

It is very sad that at the moment this quest is not worked out at all. You wouldn't have learned any useful information about it anyway, it all comes down to fight. I really wanted to bend the grove into darkness, but the game doesn't even give me a chance.


I don't speak english well, but I try my best. Ty
Joined: Dec 2020
MrQ Offline
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frown

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D
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Create list.
But I feel obliged to point out

Originally Posted by Gnoster
- The dice rolls are amazing, however it seems a natural 1 can also succeed, which really go against the rules
This is a popular misconception.
Natural 1's and 20's only matter in 3 cases:
1) attack rolls
2) death saves
3) skill challenges (wich don't exist in the game right now, and extrimly hard to implement, cause their concept revolves around player imagination and DM rullings)

Joined: Mar 2020
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Great list. Also, on that Laezel / cage deception check it isn't clear what you are choosing when you go for the deception check. I thought I was finding a way to release their prisoner and get away but it turns out I was just choosing to get an upper hand in battle. Hope the wording changes some.


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