Larian Banner: Baldur's Gate Patch 9
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I'm currently on the part where you have to save people from the burning building.

First of all, blocking turn-based mode specifically for this segment? Major dick move. I cannot tell you how annoying it is trying to position my group such that they aren't walking through fire, screwing up throwing the water barrels, all while maneuvering the camera that the ceiling beams aren't in my face. Especially annoying is for anyone who doesn't have fairly powerful computers that won't have lag due to all the particle effects going on. I really hate savescumming unless the reason is completely out of my control, and having the fire engulf the dude under the beam because Lae'zel whiffed with the barrel after clicking on her portrait didn't register that I want to select her? 100% a guilt-free save scum moment.

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Totally Agree... if we hit turn mode, it should apply the the complete world, not just our immediate surroundings. This is esspeically important if you are trying to plan a sneak ambush attack and your target keeps moving around becuase it is out of range of your "turn mode".I completely agree that the controls are way to wanky (in a less than pleasant way), I was trying to move a character yesterday in the druid grove and inadvertently shot a tiefilings cow in the arse aggroing the whole grove on me. Had to save scum to bring it back.

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Did they really disable turn-based mode? I remember using it previously for this segment, but I did it in real time in this patch (I did leave someone to burn by accident though).

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i'll be honest, i saw what they wanted me to do the first time i played through EA and now i just ignore that whole area, it's just not fun with how awful the character movement is.

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Originally Posted by Aazo
Totally Agree... if we hit turn mode, it should apply the the complete world, not just our immediate surroundings. This is esspeically important if you are trying to plan a sneak ambush attack and your target keeps moving around becuase it is out of range of your "turn mode".I completely agree that the controls are way to wanky (in a less than pleasant way), I was trying to move a character yesterday in the druid grove and inadvertently shot a tiefilings cow in the arse aggroing the whole grove on me. Had to save scum to bring it back.


Yep. I thought the turn-based movement not working was a bug, so I reloaded, and then it still wouldn't work. Then I began the interaction already in turn-based mode, and it kicked me back to real-time when the door was open. It's so weird how such a time-sensitive segment would force you out of the mode that specifically exists to let you fine-tune your movement.

I can sort of understand the logic behind it. Like, if you were really trying to save people before a building burned down you wouldn't have several minutes to plan every action. However, given that every FIGHT in the game is turn-based, does that imply that you have several minutes to plan every action in a battle for your life?

It's just dumb. Please change this, Larian.

Last edited by backstabbath; 01/08/21 11:50 PM.
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Turn based mode is not disabled. I just used it with a team earlier today to clear the Arcane Cannons from the Tower. There must be a problem with your save. It can bug out in certain circumstances. Like if you hit the space bar too many times when there is a lot going on will break it.


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Interresting thread.

I never think about it but it's another valuable argument to add to the mega thread about the chain system.


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Originally Posted by Blackheifer
Turn based mode is not disabled. I just used it with a team earlier today to clear the Arcane Cannons from the Tower. There must be a problem with your save. It can bug out in certain circumstances. Like if you hit the space bar too many times when there is a lot going on will break it.
I have tested this numerous times. I even found a walkthrough online that points out how you'll be kicked out of turn-based mode if you enter with it on. And it is ONLY for that segment. I can turn on turn-based mode immediately before and immediately after I save the councilor. It seems very unlikely its a bug; can you tell me which version you're using?


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