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Vardis Offline OP
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I do want to say that I think the game's pretty excellent, otherwise I wouldn't bother posting any of this stuff. I'm really enjoying the game so far.



In the trade window, when selecting a stack to trade, occasionally a tooltip description will stick on top of the interface that lets you select the number to trade. This one is pretty annoying when it happens. I've noticed it most often happens with items in the 4th column. If you mouse over the item so the description tooltip shows, then move your cursor quickly over the 1-X quantity selection window, the tooltip will stay active until you click somewhere, or move the mouse outside the stack selection window. I think it should immediately be disabled and no other tooltip windows should pop up while the quantity selection window is active.

Dagger + branch = spear, but you keep the dagger, which is a miracle of crafting. Makes spears unbalanced with regards to crafting for profit early on, as you get two spears per log with no other resource cost compared to one staff per log.

Eating ham doesn't reveal its stats. I haven't eaten cheese yet, but at some point, its stats were revealed.

No matter where I try to place pizza dough on the ground (unhygienic, I know), it says "not enough space".

At the inn in Cyseal, in the room with Francis, there are two bookcases. If you mouse over them, you'll see that they have no description, leaving the description border that usually says "Row of books" empty.

Madora left the inn, and started on her banter about smelling the stench of source goblins. I accidentally clicked back in the inn and then her voice cut out, so I stepped back out quickly so I could hear the rest of her dialogue. Both of my characters replied with the "Actually I think that's roast pig" line, and then when Madora responded, "Ahh yes, yes of course...", she had that line appear twice in the chat log, and both of my characters also displayed that line above their head and in the chat log (but didn't say it, since no voice recorded for it obviously). No idea what was going on there.

Making a mobile kitchen by the two sparring legionnaires results in it auto-placing nearby. Seems like it should ideally replace the fire, and not spawn 10m away. Creating it at the fire by Deitmar on the beach puts it in inventory. Suggestion - if possible, don't move the original fire, and then allow the kitchen be disassembled to get your cook pot back.

I attacked the mobile kitchen (not giving me a red cursor) that I had created, and apparently that was an affront to all legionnaires in the area, who proceeded to kick my ass.

One of the tips that shows when the game is loading mentions if the cursor is orange, the item belongs to someone else. That should be "red".

When using Rift Travel for the first time to leave the Homestead, the Exploration help popup comes up behind the travel menu. It'll go away when someone picks a destination off the menu, so the only way to see the popup it is if you hit ESC to close the menu.

In the fight west of Cyseal at the building with two ooze barrels, one of the skeleton archers will shoot at the ooze barrel to start the fight even if I've already destroyed it pre-fight.

When talking to Aureus, the dialogue tree is slightly messed up when discussing for the first time Jake's corpse being stolen. After you mention suspects, if you *don't* say Aureus is a suspect (which ends dialogue), you can say "let's change the subject". That leads you right back into being able to mention the three suspects again. On subsequent passes through that dialogue, the problem does not happen, so this was probably missed because usually people mention Aureus the first time, and the conversation is aborted when he throws a hissy fit.

Enemies who are knocked down by my character's crushing fist attack are showing 3 turns for the duration, and that duration isn't shown as reducing each turn. After 3 turns are up, they will still get back up though, so it's just a display issue. This isn't happening consistently but when it happens, it's always been with that attack.

I took quite a while between saying the mortician should be arrested and actually showing up to see it happen (not sure if that's relevant, but figured I'd mention it). Nothing happened on the first floor, where usually he's loitering at that point. I went up to the 2nd floor, and the typical scene unfolded from there. Then both the guard and the mortician exited... by walking into the bedroom and disappearing.

Got caught stealing the key by the quartermaster. First character to act, I had him flee down the stairs. I went to select him to see if he was out of combat (he wasn't). When I moved the camera from that spot, the viewable area went mostly black and flickering, and showed ~400m out of range. My main characters also both had the exclamation point above them indicating they had something to say to each other, but when I tried to have them talk (after I fled combat), nothing happened.

One of the doors of Evelyn's house is flagged as owned (red cursor), but the other is not. Looks a little odd.

Last edited by Vardis; 16/11/14 01:02 PM. Reason: Fix a name
Joined: Nov 2014
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Vardis Offline OP
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I tracked the cheese thing down to rats. If a rat eats cheese, you'll know what its effects are. I'm guessing that works for any consumable. So, I'm going to go ahead and call that one a feature. wink

Joined: Oct 2014
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Dagger + Branch = Spear but you keep the dagger... maybe you just whittled a point onto the branch with the dagger, thus not losing the dagger!

FEATURE!!


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