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Chain the dead character to someone and teleport (homestead, etc), then resurrect.

Raze #492603 01/05/14 02:24 PM
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Originally Posted by Raze

Chain the dead character to someone and teleport (homestead, etc), then resurrect.


Ok, good to know that this works. But again, it's not the solution I would vote for... wink

Maybe the ressurection spell should be reworked as a two-actions-chain. First, click on the dead character who you want to ressurect. Second, click on the terrain where you want him/her to ressurect. That would prevent the instant death of ressurecting character due to environmental effects they were into at the time of death.

Last edited by LordCrash; 01/05/14 02:25 PM.

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Originally Posted by LordCrash
Ok, good to know that this works. But again, it's not the solution I would vote for... wink

Maybe the ressurection spell should be reworked as a two-actions-chain. First, click on the dead character who you want to ressurect. Second, click on the terrain where you want him/her to ressurect. That would prevent the instant death of ressurecting character due to environmental effects they were into at the time of death.


I really want Teleport to work on your dead allies for exactly this reason. You can target their corpse, and execute the spell, but they stay where they are.

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I would even prefer the two-action resurrect spell. If your teleportation mage is dead you have no way to teleport his body to save terrain.

Of course you could try to find a teleport scroll but they are even rarer than the resurrect scrolls. And you would in fact need two scrolls, one for teleportation and one for resurrection in my example... wink

Last edited by LordCrash; 01/05/14 03:59 PM.

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Originally Posted by LordCrash
I would even prefer the two-action resurrect spell. If your teleportation mage is dead you have no way to teleport his body to save terrain.

Of course you could try to find a teleport scroll but they are even rarer than the resurrect scrolls. And you would in fact need two scrolls, one for teleportation and one for resurrection in my example... wink


Good point. If a melee char dies, then resurrecting them on the spot moves them to the end of the turn order, so they'll get one-shotted before they can move or heal.

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I found out that there are several bugs with the teleporting spell...

One of them is when your using the teleport to drop a chest the chest would be in the air and already open before crashing down to the ground and breaking or getting damage and then the lid is back on it...


The other one would be a barrel when you teleport it on a land mine, the mine would explode first and then barrel would be destroyed...

It should be like this having the barrel on the mine and then the impact from the drop should cause it explode and destroy the barrel.

Also sometimes the Battle log would not keep the information on items you have gathered through the world in the previous build it showed it but this one is bugged out or something...

I keep ya noticed on more bugs that I find...

Last edited by Minchi1983; 01/05/14 05:15 PM.
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If i walk into a burning surface with one character - trying to pick up the items laying in that burning area, and i try to loot the stuff quickly (with the help of the alt key) - the game CTDs.

Happens every time.

Sometimes i have to do it in the early game because i dont have rain spell immediately.
And some loot of course drops down into the burning ground, during the fight, as enemies die in flames.

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I'm trying to run a dual-Raistlin ranger - who both took Raistlin in character creation - and it's really, really annoying because every single time I reload, my health is set to 11 instead of being maxed. I didn't have this issue with my Wayfarer who got Raistlin later in the game. I'm only level 2 so I don't know if the amount of health I get back increases as my level/max HP goes up.

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Originally Posted by Loadrunner

- 'Draw Blood' doesn't add bleeding effect even though it has a 100% chance to apply it.


False assumption based on the fact that i used it very rarely and that it didn't worked when i used it on the source abomination, seaspider and zixzax.

Originally Posted by Stabbey
Loadrunner - are you sure that the disease is restoring the enemy to full health? Disease actually lowers the maximum health of the enemy, so maybe that's what you're seeing.


Yeah i am pretty sure it heals him. It doesn't necessarily means back to full health but for the amount of hp he loses due 'Disease'.

The orcs before the black cove have approximately 380hp (just a guess though).

Here we have two test objects. The orc on the right took a hit of 166 damage and it reduced is health to lil bit over the half.
[Linked Image]

The upper orc took a hit of 158 damage and got diseased. The effect of 'disease' compensated roughly 160 hp but instead of reducing its actual health down to around 40-60hp, it reduced its max health by 160hp ignoring the damage he already took.
[Linked Image]

I stunned him to better keep track of him and he took another 58 damage by doing so. Total damage = 216
[Linked Image]

The next round the effect of 'disease' weared off and suddenly he had more hp than the orc that took 168 damage. Instead of restoring his max health value it gave him back the total 160hp (to actual and max health).
[Linked Image]


- Wulfram is permanently under the effect 'wet'. Tried to dry him with wildfire or burning eyes but that didn't hold out long.
[Linked Image]


- If you have over 100000 gold the value is not properly displayed in the inventory (not the tooltip).
[Linked Image]


- The calculation of vitality is broken on difficulty hard or its tooltip.
[Linked Image]


- Arhu identify bug. If i remember correctly this happened in a previous version aswell?
[Linked Image]


Last but not least something funny. We know the targeting of ai spells is broken but if found this quite hilarious.


Guard the gates they said. Its safe they said. Little they knew how far the wrath of a giant orc could reach wink
[Linked Image]

[Linked Image]

Last edited by Loadrunner; 03/05/14 02:42 PM.
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umm... anyone knows in which way it is possible to change the spells you are given in the character creation screen?

I take shadowblade and wayfarer classes then i customize them, change points invested into elemental magic to other kinds then the default ones but...cant seem to change the spells.

Is that intentional since those are supposed to be specific classes, or a bug or a feature that hasnt yet been implemented?

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It's not implemented yet...

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It is supposed to be coming soon. Personally, I think that the preset classes should probably lose poison-damage spells from their default loadout, simply because they're of very limited utility in Cyseal.

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Ah. Ok , thanks guys. I was just wandering. It is pretty easy to get some new spells and change the spell loadout in the game itself anyway.

Although, if the classes are meant to be classes, specific builds, maybe some of the skills should be locked down.

Or, customizing any class should automatically remove the designation it has.
I mean, strictly for lore purposes i guess.


Last edited by Hiver; 04/05/14 04:46 PM.
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Originally Posted by Hiver
Ah. Ok , thanks guys. I was just wandering. It is pretty easy to get some new spells and change the spell loadout in the game itself anyway.

Although, if the classes are meant to be classes, specific builds, maybe some of the skills should be locked down.

Or, customizing any class should automatically remove the designation it has.
I mean, strictly for lore purposes i guess.


"Classes" (like knight or witch) are only meant as presets for people who don't want to put hours of time in creating a character. The game itself is basically fully classless. wink

I do agree that keeping their intial class as description is weird since you can customize and develop them however you want, e.g. making an intial knight a witch or the opposite...

Last edited by LordCrash; 04/05/14 05:06 PM.

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The 12th class which starts out totally blank and you have to allocate everything should be called "Adventurer".

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You should have the option to give your characters an own description matching the way you evolve him/her (or whatever you see fit).

I guess that's nother one for the UI wishist... wink


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Some more bugs:
-Wearing lion head helmets leads to characters having no hair:
[Linked Image]

-Helmets sometimes show up even if you choose to hide them all the time.

-The Strongman quest is still bugged. It stays incomplete in the quest log if you fail to complete Snorry's test in time.

-Headless Nick quest is still bugged. The head is not pickable.

Last edited by Aramintai; 04/05/14 07:40 PM.
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Originally Posted by Aramintai

-Headless Nick quest is still bugged. The head is not pickable.


Well, I had to talk with the head and not to pick it up. Quest worked for me.


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Originally Posted by LordCrash
Originally Posted by Aramintai

-Headless Nick quest is still bugged. The head is not pickable.


Well, I had to talk with the head and not to pick it up. Quest worked for me.

When I try to click on it, it shows orange gears icon, meaning taking it would be stealing. But even when I do try to steal it nothing happens - it's not talking to me and cannot be picked. Maybe that's because I've done entrepreneur quest first and failed to move the crowd to the other guy.

Last edited by Aramintai; 04/05/14 08:06 PM.
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Originally Posted by Aramintai
Originally Posted by LordCrash
Originally Posted by Aramintai

-Headless Nick quest is still bugged. The head is not pickable.


Well, I had to talk with the head and not to pick it up. Quest worked for me.

When I try to click on it, it shows orange gears icon, meaning taking it would be stealing. But even when I do try to steal it nothing happens - it's not talking to me and cannot be picked. Maybe that's because I've done entrepreneur quest first and failed to move the crowd to the other guy.


Yeah, that's likely the reason. The head turns only talkable when achieving to move the crowd to the other guy.


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