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#492634 01/05/14 09:22 PM
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The new patch is great and I have a lot of fun with the game but there are still many bugs that need to be sorted out.

-A rare bug that causes loss of control during combat. You can click actions/movement/skills and the action points will turn red as if pending but nothing will happen. The only function that works is skipping your turn which will not cause the bug to go away. Reload is the only option.

-Instant death bug. A player controlled character will take an insignificant amount of damage and randomly die from it. Call me crazy but I think switching the difficulty during your playthrough makes this one worse.

-Companions can take damage from ground poison or the like that wasn't even created by your party and become angered and turn on you.

-Only one ring will properly effect your character if you have two equipped. Whichever you equipped last will grant you it's bonus while the other will be cancelled out.

-The woman in town that is afraid of all men will trigger her dialogue even if a woman approaches her.

-In the mysterious murder quest line I received the information
"The path to the lair mentioned in Evelyn's diary was guarded, and we had to fight a sailor named Dietmar and his thugs." I had never found Evelyn's diary and was fighting Dietmar for the staff of Pergammon.


-The unique item "Clobbering Time" cannot be sold. When you try to sell it to a vendor they are insulted by your offer.

-When a character is using sword and shield the shield will randomly unequip.

-!!FALSE!! Arhu's failed experiment seems unable to be completed. You finish the mission and talk to him after, he notes that you've done it. The quest will remain in the log. !!FALSE!!

-I found
Thelyron's shack to the east of town that names him responsible for the undead plague around cyseal and links him to the murder. I tried to take this evidence to Aureus who had no new dialogue options and to Thelyron himself who I was also unable to confront. While talking to him before the Braccus fight my characters were shocked that hew as there even though they knew for a loooong time. Really long, I found this before doing Evelyn's lab.


-Helmets will display even when toggled off after traveling to and from the shelter plane or after being revived. This can be fixed by just cycling through the display options on head gear again.

Last edited by kqookqoo; 03/05/14 07:35 PM.
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For the loss of control during combat, could that be related to use of the Steam overlay while the chat window was visible? If so, hitting Shift will get control back (outside combat clicking and holding to move will, as well, but in combat you'd use AP for that).

If that isn't the problem, if it happens again, please save the game, and after you exit, email supportdos@larian.com, with a description of the problem and the report.zip file generated by the D:OS support tool. The report will include your saves, so should help Larian figure out what the problem is.


The 2 unique orc armour pieces also have that issue this build.

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That's good thinking with the steam overlay and could very well be the issue. Two of my friends also beta test and have experienced all of these issues except this loss of control in combat I've had.

Thanks for the reply and suggestions.

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Added several more bugs to the list.

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For Arhu's experiment, assuming he survived the fight, one of the guys there will be guarding downstairs in the barracks; go talk to him.

The diary doesn't currently lead to any new conversation options.
you can put things in a spoiler by placing tags around the text, as following (with an extra space by each bracket, so they stay in plain text):

[ spoiler ]text to be hidden[ /spoiler ]

becomes, without the spaces

text to be hidden

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Originally Posted by Raze
For Arhu's experiment, assuming he survived the fight, one of the guys there will be guarding downstairs in the barracks; go talk to him.


Everyone survived the fight in my game, but there's nobody downstairs in the barracks other than Aureus (and if you mean the basement/jail, they're also not there). So I still can't clear the quest from my journal.

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Exact same thing in my game. All civilians survived but I don't see any of them in the barracks.

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He should be the one guarding the treasure room (was in previous versions, anyway).

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Hey, when I use the Reveal spell opens the entrance to the lab and get 200 experience if you use again reveal the character will receive 200 more experience so I got three levels due to this bug

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Critical bug (100% game crash):

Everytime I destroy exploskeleton (or any other situation with big explosion) the screen turns black and only avatars on the left are flashing. Nothing helps, game needs to be closed from Task manager.

I tried several Video settings, nothing helps. This bug appears only after the last update. For me, the game is not playable now frown.







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Originally Posted by Raze
He should be the one guarding the treasure room (was in previous versions, anyway).


Thanks man, that worked! Aureus/Arhu definitely need to mention this, though - it's not at all intuitive to think of talking to someone who was previously just a random guard in the basement in order to complete the quest (and from scanning the forums, I'm clearly not the only one with this issue).

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Originally Posted by reyeater
Everytime I destroy exploskeleton (or any other situation with big explosion) the screen turns black and only avatars on the left are flashing. Nothing helps, game needs to be closed from Task manager.

Did you try verifying local files?

Please email supportdos@larian.com, with a description of the problem and the report.zip file generated by the D:OS support tool.

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Btw, thanks for all your helpful replies and information Raze.

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I found that pickpocketing only works once per NPC no matter your skill level; So if I pickpocket the Mayor e.g., steal his gold, and close down the loot window, then I am not allowed to try and pickpocket the other items again.

As some items are more difficult to pickpocket and thus greyed out depending on skill level (a good thing), this can actually break quests as I have discivered (the elf-orc feud quest line cannot be completed if you loose the argument to Victoria and pickpocket the elf for his gold and then have to wait for the second skill point to be skilled enough to steal the bloody amulet).

It should be possible to try and pickpocket an NPC as many times as one wants, maybe just add a higher chance of discovery the second time due to the NPC being aware he or she has lost something earlier.

Last edited by Gnoster; 04/05/14 05:40 AM.
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Originally Posted by Gnoster

As some items are more difficult to pickpocket and thus greyed out depending on skill level (a good thing), this can actually break quests as I have discivered (the elf-orc feud quest line cannot be completed if you loose the argument to Victoria and pickpocket the elf for his gold and then have to wait for the second skill point to be skilled enough to steal the bloody amulet).

Hm, I don't think that this is quest breaking. You had the chance to steal the amulet in the first place but you were too greedy. That's your problem. But apart from that there are other ways to solve the quest (convincing her to give you the amulet or killing her)...


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Originally Posted by Gnoster
I found that pickpocketing only works once per NPC no matter your skill level; So if I pickpocket the Mayor e.g., steal his gold, and close down the loot window, then I am not allowed to try and pickpocket the other items again.


That's a bad idea, and it's just plain silly.

Beyond Divinity did almost the same thing: Pickpocketing always worked on anything, but you could only Pickpocket X times, where X was your level of Pickpocket. But this game doesn't automatically have you succeed. I think? So why are you limited to one thing?

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Originally Posted by LordCrashHm
, I don't think that this is quest breaking. You had the chance to steal the amulet in the first place but you were too greedy. That's your problem. But apart from that there are other ways to solve the quest (convincing her to give you the amulet or killing her)...


Yes, there is the argument to get her amulet as I wrote in my original post. And yes I do know that if I fail the rock-paper-scissors mini-game I can just reload, however considering some might want to not reload anytime they get a bad result, they have to look at other opportunities.

The skill pickpocketing and the item "level" you can steal is determined by a combination of (value of item + weight of item), each level in pickpocketing gives you an increase in said formula. Quite a fine system in my opinion, problem is if I steal say a key at skill level 1 maxing out my limit, then I am prohibited from returning once my skill level is at level 2 or 3 e.g. and steal something else also.

My point is this: if there is such a system in place to determine what and how much you can steal, why also limit the total amount of tries of pickpocketing to 1? You already have a limit and you are not automatically successfull as I have been discovered.

So from a roleplaying perspective I will still advice to change pickpocketing, so that you can attempt to pickpocket as many times as you want, but you are "limited" by 1) the existing formula for weight and value, and 2) every time you try to pickpocket the chance of discovery goes up by X%

Last edited by Gnoster; 04/05/14 03:16 PM.

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