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now and then when i load a savegame the whole game crashes.


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*portal near Zixzax - sound does not loop properly

*Aureus pact conversation misspelled - "changes are" (I think it should be "chances are")


Some stuff bores me...
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Stabbey Offline OP
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As soon as I get close to and combat starts, the chest up on the cliff starts out burning and there’s a fire surface as if the mine had exploded before anyone got there.



- I went to attack the tiny twins at the burial mound. First I split Edward off and used a screen borrowed from Wulfram’s house to shield his sneaky approach. Then I triggered the fight. I had Josephina, and Madora move first, and then Jahan made it rain. I switched to Edward to have him sneak up and backstab the mage. As soon as he did that though, Jahan suddenly teleported to down by the river outside the Sparkmaster cave (186, 341). I think he was inside the rock, too.


- A skeletal archer used an explosive arrow to blow up my party at the lighthouse, creating a fire surface. The Lighthouse Horror then “used his wolf portal to teleport” and then got locked in some kind of really bizzare loop – he teleported onto the burning surface, and I guess got stuck flinching from the pain. It went on and on and on, and in fact the Lighthouse horror actually BURNED TO DEATH* from his own teleport spell and eventually suffered a “Force End Turn”. It was actually really hilarious, tempered only by the issue that it killed my framerate.

*Okay, he didn’t finish burning to death, but he did burn to death at the start of his first turn.

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One of my conversations with Madora: after walking into Mayor Cecil's building her conversations end with a bunch of symbols, although the full conversations are intact.

Joined: Jan 2014
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I hate to even bring this up because there's no helpful details included. But a lot benches in Cyseal make the character sit the wrong way (i.e facing the wall right next to the bench) when used. Now that I think about it, I guess I can use the X/Y location info near the minimap to jot down which benches need checking, and then update this post.

Edit:

X: 239 - Y: 173
X: 197 - Y: 142 (bench 1 of 2)
X: 201 - Y: 140 (bench 2 of 2)
X: 369 - Y: 237

Will list more as I run across them.

Last edited by Gyson; 08/04/14 06:00 AM.
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~Northeast gate:

Rob and Zombie (get it??) battle, after killing them, guards and my characters get stuck in poison on ground and despite the frantic clicking can't move away from poison field and die accordingly. Not sure if this is intentional, but so far I've had no other issues moving away from poison fields.

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Stabbey Offline OP
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Okay, so my Rogue Edwin was in a spot of trouble. I had given him the “What a Rush” Talent, which boosted his AP when at low health, though. He was very nearly dead, but I Fortified him to boost his armour, and Jahan then healed him, bringing his HP up to 30. It was 30, I checked. Then an undead archer attacked Edward and did 5 damage, (17 was absorbed), killing him. That’s bull. That’s wrong. He had 30 HP, he had no status effects. Taking 5 points of damage should not have killed him.

The only thing I can think of is that the undead archer landed a bleeding status effect, but that wasn't listed in the combat log, he just instantly dropped dead when his health should have been 25.


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Madora is judging prematurely when it comes to the "hush money" paid to the Mortician for the stolen corpse.

If you convince Robert (the Mortician) that the owner of the sheep (Berta, I believe her name is) deserves the gold, Madora scolds you for talking the mortician out of his ill-gotten coin.

This is odd, because it's the only option surrounding the gold and Robert that clearly states you plan on using the gold to compensate Berta for the missing sheep Robert stole from her. I'm struggling to understand why Madora seems to have the impression that you were just tricking Robert in order to line your own pockets.

Later, upon talking to Berta, I handed over the gold as promised. There was an option to keep the gold for myself, but I went the altruistic route and gave it all to her instead.

Now, I suspect (hope) that Madora is supposed to save her scolding for if/when you speak to Berta and decide to keep the gold for yourself. Since I returned the money as promised, however, Madora's scolding should have never appeared.

----------------------------------------------------------------------------------------------------

On the subject of Berta, somewhere between returning her missing sheep and telling her about Robert's involvement, her attitude towers you raises from 5 to 60. However, her attitude towards you doesn't increase when you give her Robert's gold.

Also, her attitude only rises for the party member who returned the sheep and informed her of Robert's involvement. Which seems odd, because when I talked the fish thief out of stealing a fish, the fish vendor's attitude raised from 5 to 30 for both of the main characters, not just the one who spoke to the fish thief.

Why is Berta only given credit to one party member, but the fish vendor gives credit to both? That seems inconsistent.

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I have found 3 little problems

- sometimes the screen is blurred when its near caracters and clear with I zoom out. When I take a portal or relaunch the game it become normal again

- On Cyseal, we encounter a warrior in the crab inn (I don't well remember the names smile ). I put on her the orc helmet and the orc armor I've found in the quest of the orc's brother tumb. The helmet well appear, but not the armor. I have the caracter in underwears (I don't think it's that the orc armor smile )

- In cyseal mayor's house, there is a book room on the first floor, the orc girl told me that I can read books, but when I comme to take one or I clic on a book shelf she told me to put my fingers out.

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Originally Posted by Gyson
That shell can be accessed by traveling towards it from the first waypoint you reach. The area it lays in is a bit hidden (on purpose). I think that shell is probably purposely placed there where it's visible from the other side to encourage you to go looking from it.


I checked that, its definitely inside the rock.

Originally Posted by XaKoS

Workaround for the Identify Issue:
try to click multiple times on the item while progress bar is showing (with the identifying glass active), worked for me after some time.


Thx that worked.

New bugs:

- 'Chain Lightning' spell teleports the casting character.
[Linked Image][Linked Image]


- Door to the yard in trap house can't be opened.
Knock Knock[Linked Image]


- Crate near the 'Baron' boss is interactable like a button or lever but the interaction does nothing.
[Linked Image]


- Attack of opportunity by a blind opponent causes to the actual active character to get stuck in his turn.
[Linked Image]


- If your character has full health and you remove an item that gives +1 Constitution from that character (a weapon in my case) its health stat doesn't get updated correctly.
[Linked Image]


- You can find magical and rare loot from destroyed objects like water barrels, random world objects or destroyed doors ...
[Linked Image]


- Used 'Blitz Bolt' (should be 'Lightning Bolt'?) on a trap in the trap house and it leaved an ice surface instead of fire.
[Linked Image]


- Gender specific dialogs are broken like the one from Kelvania or Bellegar as female characters don't get recognized as such. The genders aren't switched either like it used to be in the alpha.
[Linked Image]


- Found a 'Water Specialist's Staff' that did fire damage? More like a 'Trolling Staff'.
TROLOLOLOLOL[Linked Image]

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- Burning chest script broke resulting in that the chest didn't move anymore. The second time i did that event everything worked fine.
Jumped to that position and stopped there.[Linked Image]


- If you intitiate and close conversation with Jake too fast. He won't come out of his grave anymore the next time you start a conversation with him. Leaving you unable to trade with him as there is a distance check.
[Linked Image]


- You can drag the stuff of the arrow seller around the whole town and nobody gives a ****.
Oh its nothing i am just "cleaning" the area. Nothing to see go on.[Linked Image]


- Incinerated crap boss in the black cove leaves a HUGE pile of ash. And you can knock down the spider boss which renders the encounter trivial. Both fights should be linked as well so you can't rest between.
[Linked Image]


- Found a 'Sigil of Z' that was placed in a wall and you could see it although my characters stood far away in the trap house.
[Linked Image]


- Enemies in the first room of Evelyns Lair (right after the bunch of orcs) are 'weakened' and only have 5% health left. Not very challenging.
[Linked Image]


- When you fight against B. Rex, he summons some of the bosses you faced before but they don't intervene in the fight with him, degrading him to a two turn intermezzo.
[Linked Image]


- The pirate cove fight not working as intened? It used to be a two staged fight where after the intital victory the pirates would get resurrected for a second round. This didn't happened this time and the journal still states that i won a fight against the SPIRITS of pirates.

- Shields doesn't grant you 25% more health points, instead they give you a second life bar with 25% of your total health points. If you loose all health of that second life bar it switches back to your normal one and you loose the shield as well even if its duration is longer. I don't mind the second life bar, because you can heal it to full granting you 200% vitality but loosing the shield when the extra health is consumed kinda sucks. The tooltip states 'Duration 2 Turns' not 'Holds until the extra health is gone'.

- No magic amulett or ring drop during the entire game. No junk rings to craft custom rings as well. Instead generic 'jewellery ring kit' dropped (ONCE) to craft a ring.

- Using the remote for Arhu's Robot does not yield any exp or loot.

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I undertook to report back about the CTD when crossing the river in the Black Cove.

With the beta release, things have obviously changed and the good news is that not only has this CTD been eliminated, but now Black Cove is faultless (presumably the fact that there is no picture for the hidden lever to activate is intentional).

One minor point is that Madora can no longer communicate and wanders around with an exclamation mark over her head if she is in the party when they talk to the ghost behind the giant crab - she also does this when in the party and they kill Englander; you’ll see her like this in my saved game CTD).

A terrific amount of positive development work (well done!) has been completed and I could finish everything in and around Cyseal faultlessly. Some minor issues:

-Sporri is no longer in the Crypt (intentional?);
-Multiple items still cannot be separated in the player menus;
-Even with Loremaster2 & the identifying glass, basic unidentified equipment cannot be identified in the player menus;
-Audio, in general, is faulty - in some areas it “works”, in others not!

However, there is a major new issue. Completing everything around Cyseal, as in my case, brings one to about level 5. My intention was then to join the Fabulous 5 and head north, but as soon as one heads out of Cyseal the game CTDs (my saved game CTD). I tried heading north without having completed Black Cove, for example, but the problem still exists (my saved game CTD2). Even worse, I tried heading north as early as possible (no Black Cove, no Fab 5 and no Teleport Stones - straight from having picked up the loot in the two mounds) and the result is bizarre (my saved game a). In German this would be called a “Durcheinander”!

I’ll forward these three saves and, in the meantime, return to playing Spellforce until the issue is resolved. Good luck!

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Staves are called for their bonus. I got a fire specialist's staff of the wind mage that does... water damage.
(But it's called that due to +1 fire elementalist and +1 air elementalist bonusses)




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- I can confirm a bug with "What a Rush".

My Rogue Edward got killed, but my witch revived him. He started with full health, but got attacked a couple times, taking him to 78/131 - still well above the 30% line. When his turn came around, he still had the +2 AP from "What a Rush". I'll keep checking other ways to see if that stays.


- Some poison surfaces, when set on fire, still produce the ugly green smear instead of the black smoke explosion it's supposed to be. I've seen it happen with spillage from ooze barrels breaking, and zombies dying.


- I'm not sure it's a bug, but for sale in a store was a Push Dagger which did Earth damage, but the problem was that it did 9-15 Earth Damage and a normal version does 22-36. I get that melee weapons which do elemental damage are stronger because they bypass most enemies resistances, so you want to counter that, but that's so weak that I'd rather use a normal weapon from the tier below it than that one.


- Terra Leather Boots (+10% Earth Resistance) are appearing unusually often in the treasure tables. I've got 3 of my guys wearing them, and I saw a Rare version for sale in the store.

Last edited by Stabbey; 08/04/14 12:45 PM. Reason: other bugs
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Dialogues with choices between party members aren't displaying correctly in the chat log during single-player games, instead they assign credit to only one of the characters.

For example, if the two main characters in my party are named Bob and Mary, and Bob compliments Mary on something, and Mary compliments Bob back, the chat log shows this:


Bob: "Well, that was certainly cool. You were awesome!"
Bob: "How kind of you to say. You were awesome too!"
Bob: "You flatter me with your kind words, thank you!"

The bug is that (in the chat log) Mary should be saying some of those lines instead of Bob (who is apparently having a conversation with himself).

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I think there's a bug with interactions between "What a Rush" and +Constitution items.

My Rogue decided that 5 CON is truly terrible for a melee fighter, so I bought a couple things from Anna with +1 CON.

I was at 131/131 health and replaced my Source Hunter's Armour (Armour 3, Movement +0.14, Initiative +1) with Mighty Leather Armour (Armour 14, Movement +0.30, Initiative +1, Constitution +1).

Before, my AP was 12/9/7 Max/Start/Turn. AFter just putting on that new thing, my AP was 15/9/9.

Looking at it, it said my maximum was Base: 7, Con +6. My Turn AP was Base 4, Spd + 3, and it also had a mystery +2 bonus. It was adding in the +2 from What a Rush, even though it wasn't active at the time.

Even counting the change to my health pool, I was well above the 30% threshold where the Talent should have taken effect.

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When the witch starts(character creation) of with loremaster, and uses an identifying glass on an object it does that animation, that its identifying but when that is done the object remains unidentified. In the same game when I assign a loremaster point to a character which started without it Is able to identify the object. I also tested the with starting without the loremaster and assigning it later on in the game, And it does work then.

So the conclusion is..... Identifying doesn't work when character starts with an loremaster point, but identifying does work when the character starts without it and gets it assigned later.

Last edited by Fedayin; 08/04/14 06:17 PM.
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Stabbey; It seems what a Rush is being applied if the user is damaged in any way, not just under 30%

Fought skeletons, had 8 AP per turn at the start (fully healed I believe). Later on, I noticed I only had 6 left. Then when the archer shot me (from full health to 90% or so), it went right back up to 8.
So yeah, not sure what's going on there, definitely not Working As Intended.

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Sometimes randomly characters will start getting "Force End Turn" spammed above their head in combat.

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Why the HELL does Cecil catch me every single time I try and pickpocket him? I'm not even getting the chance to take anything, he just instantly catches me and then I have to murder him, his family, his cat, and anyone in the general area for being annoying. He's senile, deaf, blind, and thinks his cat is a dog.

I have Pickpocket Rank 2.


Originally Posted by Fedayin
When the witch starts(character creation) of with loremaster, and uses an identifying glass on an object it does that animation, that its identifying but when that is done the object remains unidentified. In the same game when I assign a loremaster point to a character which started without it Is able to identify the object. I also tested the with starting without the loremaster and assigning it later on in the game, And it does work then.

So the conclusion is..... Identifying doesn't work when character starts with an loremaster point, but identifying does work when the character starts without it and gets it assigned later.


No, Identify and Lockpick are currently broken and require you to double-click on the item, and a short time later it works.

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