Larian Banner: Baldur's Gate Patch 9
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Zeri Offline OP
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first off let me express how #$%^ing happy i am that the rogue class was added. nice job. couple glitches so far though.

1. the charm touch skill is broken, it does not work, ever. the character will wave his hand, and nothing will happen, no charm, no diceroll, nothing at all. (smokescreen for fire mage does the same thing). the ranged charm for the ranger works perfectly, just this one is broken.

2. stealth is broken. when a fight starts, regardless of whether a character is in the line of sight of an enemy, his stealth will break. i.e. rogue stealths behind enemies, mage initiates combat, nothing sees rogue, rogues bush still breaks as soon as "fight!" appears on screen.

2a. as far as i can tell, sneak attacks (attacking from bush state) no longer work which makes the Guerilla trait useless. I'm guessing to avoid characters being able to infinitely bush and backstab for sneak attack crits over and over on a target it was made so that attacking breaks stealth. however the stealth break is happening before the attack goes off causing sneak attacks not to register.

3. weird enemy targeting. sometimes you can get behind an enemy, sometimes their character model rotates with you as you try to get behind them. sometimes they can do this while knocked down and stunned. sometimes they can see you through invisibility skill and rotate to constantly face you or even hit you.

4. pathing not quite accurate. when trying to position for backstabs often the character stops just short of where the circle says they're supposed to move to, resulting in clicking half a dozen times on the same spot as they move a milimeter closer with every click. can be the difference between hitting the flank and getting the backstab.

5. strange range issues on trip (and charm touch, but the rest of that skill is broken too). the ability says it's 1m range just like all the other rogue skills but you have to almost be inside the enemy model to actually be able to use it. standing at the 1m range that everything else works at will result in an out of range message until you step in and practically merge with the enemy model.

6. sometimes daggers cost 3points to attack with, sometimes 2. no apparent rhyme or reason. sometimes the tooltip will say it takes 3 and it will only take 2, sometimes the opposite.

7. damage is weirdly off sometimes. and not just a situation where resistances are coming into play or something. one skeleton warrior will take 13x2 damage from a backstab crit, the next will take 30x2 from a backstab crit. same enemy type, same level.

7a. damage also scales weird with the witchcraft damage boost spell and the warrior damage boost (with extra ac cost) skill. sometimes the boosts stack, sometimes they don't, sometimes neither of them work at all, sometimes you cast the witchcraft spell and it doesn't actually even register (i.e. no buff icon shows).

8. still want to be able to wield 2 daggers (1 in each hand), but it's not gonna ruin my day if it doesn't happen.

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other misc things:

1. sometimes debuffs cancel eachother out. i.e. an enemy hits you and inflicts poison that should last 3 turns. the next round they hit you again and the poison is removed (like it was toggled on and off again). happens with burning as well.

2. crafting is horrendously obtuse. also reading any book adds it to your journal, not just the recipe. some don't even have recipies but they get added anyway. would be nice if reading a book with a recipe in it, put in just the recipe (i.e. mushroom + bottle = potion) rather than the actual full text of the book.

3. burial mounds walls can be jumped over with the ranger's retreat skill (though bullrushing through doors does appear to be fixed).

4. magic item weapons appear to be all lvl 5 repair items and no npc can do it resulting in a huge investment of skill points or just having to ditch every magic weapon when it runs out of durability.

5. while it's cool that magical combat effects like fire are more common and more useful on magic weaons, a dagger that should have had a 10% chance to do fire damage on hit instead did 10% of my damage again as fire on every hit. not sure if intentional or not, if it is then weapon text needs fixing.

6. rings don't work properly. equiping 2 constitution +1 rings resulted in a gain of just 1 stat point. don't know if they're supposed to not stack or if they're overwriting or what, but point is: rings are broken.

7. difficulty still needs some tweaking in my opinion. current hard difficulty is what i would say should be normal, difficulty. current normal is easy, easy is a sad cakewalk. it's better than the difficulty scale of the last patch, but still could use tweaking. (on a plus note though the arhu2000 robot fight was pretty freakin' tough, good job smile ).


Last edited by Zeri; 08/05/14 02:05 PM.
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Great points and bug finds.

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On a couple of these items:

On daggers sometimes taking different AP costs- there's a current problem where frequently melee'rs will stop short of the "proper" attack distance, which adds an extra AP to the attack cost. This is not exclusive to the rogues, it's all melee. It currently works better if you move to melee range manually, then attack seperately.

On debuffs cancelling - it seems like characters get a fresh save attempt against effects each round. I'm not going to say debuffs aren't cancelling each other, but it's possible the character successfully saved and the effect ended early.

On crafting- I agree it's pretty obtuse, however figuring out the recipes from the text is actually kind of cool. It would be nice if they registered the books in our journal, then registered the recipes as we figure them out.

On repairs- someone else pointed out to me that repairs are tied to the percentage of durability. If a weapon is between 80 and 100% of full durability, it will take substantially less blacksmithing skill to repair.

On rings- currently we cannot get the effects of two rings at once. If the rings provide two different bonuses, you can take them off and put them back on alternately, and watch one ring then the other ring provide bonuses, but never both bonuses at once.



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Originally Posted by Ikarius
On repairs- someone else pointed out to me that repairs are tied to the percentage of durability. If a weapon is between 80 and 100% of full durability, it will take substantially less blacksmithing skill to repair.


Right, but when I explained that to you in the other thread, I didn't really mean it was a "bug," though I personally don't like it as an intentional game mechanic on Larian's part. Anyway, the issue was beaten to death in the later posts of this previous thread: http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=485871#Post485871




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