Larian Banner: Baldur's Gate Patch 9
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Hello there!

My group of friends finished its second playthrough last week (prior to the second big patch) and we would love to share the bugs we encountered, suggestions we have and general feedback. The first playthrough was before the first big patch, the second one afterwards. Please keep in mind that a bunch of the bugs we encountered might have already been fixed by the second patch. Both playthroughs have been completed in multiplayer with a full 4-PC party which also played DOS2 together, but does not really have experience with DnD rules yet.

Bugs:

Camera:
  • Camera often gets stuck in terrain during dialogs or the crit-mini-cutscenes
  • It feels really clunky to move the camera between different height terrain, especially in the underdark. Sometimes we were unable to get the camera to a higher ground at all (e.g. on the tree where the bark has to be collected).
  • During intra-party dialogs the camera does not focus on the character currently speacking most of the time -


Combat:
  • Initial combat turns get skipped sometimes, even though the player was not surprised
  • Haste Spores Exploit: The haste spore buff can be gained multiple times per turn - moving in and out repeatedly (possible due to the movement buff) gains basically unlimited actions per turn
  • Arcane turrents can be pushed away
  • Canceled actions (e.g. opportunity attacks, failed jumps, target dies simultanously) still cost action points
  • We encountered some stupid AI decisions regarding positioning: e.g. Cave Spider kept teleporting away from us, some NPCs trigger oppportunity attacks with small but seemingly uneccessary movement
  • Characters were sometimes not hit by AoE effects, even though the circle indicator under their feet was present



Dialog:
  • Dialogs sometimes end for no apparent reason
  • The trading of one PC gets interrupted, when another PC ends a dialog


Abilites:
  • Some spells do not get their higher-level effect (e.g.: Bless r2 only affects 3 instead of 4 people, Armor of Agathys r2 does not increase the reflected damage)
  • Misty Step can teleport through terrain and is not affected by "too high" of jump (the latter might be intended?)
  • "Animal Friendship"-Charm on Bulette does not expire while they are digging -> basically infinty pet
  • Scroll "Prayer of Healing" casts Bane instead
  • Exhale fire animation missing


UI:
  • Dead minions which were ressurected by the spores are kept in the party UI
  • Party UI can overflow on top of the action bars
  • Sometimes the inventory of party members is just blank (reloading save fixes this)
  • Certain party members were sometimes not visible in the party UI and their inventory was missing as well (reloading save fixes this)
  • Canceling "Sneak Attack (Melee)" caused it to be removed from the hot bar
  • Scroll wheel does only work in quest log while hovering over the scroll bar
  • Hot Bar management cumbersome: can not change hotbar during drag&drop
  • Hot Bar drag&drop is a bit too sensitive and results in accidental spell or item removal on click



Character Creation and Gameplay:
  • Jumping in blackwater teleports player dead to camp which results in no resting possible since teleport to camp does no longer work -> bricked save
  • High Elf Wizards can select the same Cantrip twice during character creation (once as Wizard, once as High Elf)
  • Cleric can still select spells from the life domain after switching the domain
  • Mage Armour and temporary health do not stack - bonus health from "Arcane Ward" does not stack with "Armor of Agathys"
  • "Amulet of Selunes Chosen" is rather weak in comparison to other rare artifacts
  • "Potion of Fire Breath" is not consumed on use (maybe only on friendly target?)
  • In the second playthrough, Shadowhearth was not interactable in Camp
  • In the second playthrough many cut scenes (e.g. after the tutorial or the killing of the Tiefling girl in the druid grove) did not play fully



Quests and Progression:
  • "Hunt the devil": after killing Karlach we could not loot her head
  • "Save Mayrina":
    • The fight against the Hag in her lair was bugged in both playthroughs (she does not actually get in combat and can be killed easily)
    • "|Visit Ethel's House|" did not complete after freeing Mayrina and talk to her outside the teahouse
  • "Githyanki Creche" - We were unable to advance the quest since we had no room for Lae'zel in our party
  • "Masterwork weapon" - The quest stuck on "Take bark..." and did not advance when we took it
  • "Raid on the Grove": After the Gobliuns raided the grove, none of the friendly Goblins (including Minthara) were interactable. After killing Minthara inside the grove instead, the quest log falsly advanced to something along the lines of "Killed Minthara before the Goblins couold raid the Grove"




Suggestions:

  • Can the dialog option during intra-party dialogs show [PLAYER_NAME] instead of (or in additon to) the [AVATAR] trait?
  • "Knock Unconscious" should display its damage roll
  • Auto scroll combat log / Move to bottom button
  • Dipping only for fire is rather boring - it should include other surfaces as well (blood, oil, water, ice, poison, etc.)



General Feedback:

  • "Knock Unconscious" does not seem to have any usefull applications (yet?) - Maybe add a useful interaction for knocked out enemies?
  • The Larian Launcher sometimes launches on the secondary monitor, which causes issues if that monitor have a different resolution than the primary one
  • German translation is a bit too literal. Examples: Weapon trait light should be "leicht" and not "licht" (which would be e.g. sun light), steam cloud is translated literally ("Dampfwolke"), but does not need an translation



Closing thoughts:
Overall we really enjoyed Baldurs Gate 3 so far. Most of the characters we met were interesting in some way and many of the dialogs offered meaningful choice. The atmosphere and the story told so far felt engaging and even exploring only a few of the possible story lines during our two playthroughs got us really excited for what is to come. Of course some of the bugs, especially the clunky camera, was annoying at times, we know that those issues will propably be resolved during later patches of early access.

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Good feedback! A couple minor notes:

Edit: incorrect, will spoiler it
bonus health from "Arcane Ward" does not stack with "Armor of Agathys"

This is correct for D&D, if you apply some new bonus health it does not stack, the highest value is what you get.


Cleric can still select spells from the life domain after switching the domain

There are no spells gated to one domain or another. The domain just gives you some automatically prepared spells, so I don't think this is a bug. Unless you were talking about the specific Channel Divinity ability for each domain, but you can't choose that, every cleric gets Turn Undead + Domain Option.


Last edited by Nezix; 28/10/20 03:39 PM.
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Originally Posted by Nezix
bonus health from "Arcane Ward" does not stack with "Armor of Agathys"

This is correct for D&D, if you apply some new bonus health it does not stack, the highest value is what you get.

Sorry, that is officially 100% incorrect.

In short, an Arcane Ward does not confer temporary hit points. It is a shield that has its own HP.

Wizard of the Coast has published the following official answer :
  • How does Arcane Ward interact with temporary hit points and damage resistance that an abjurer might have?
    An Arcane Ward is not an extension of the wizard who creates it. It is a magical effect with its own hit points. Any temporary hit points, immunities, or resistances that the wizard has don’t apply to the ward. The ward takes damage first. Any leftover damage is taken by the wizard and goes through the following game elements in order: (1) any relevant damage immunity, (2) any relevant damage resistance, (3) any temporary hit points, and (4) real hit points.

Source : https://dnd.wizards.com/articles/features/sageadvice_july2015

The three following effects typically can be used at the same time :
  • Arcane Ward - only one at a time of course
  • Aid (level 2 Divine spell) - They are not temporary HP, but extra HP (clearly stated in spell). You cannot stack extra HP as such: take the highest.
  • Temporary HP - You cannot stack temporary HP, you take the highest, but they do stack with Arcane Ward and extra HP such as from the Aid spell.


Last edited by Baraz; 28/10/20 03:25 PM.
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Originally Posted by Baraz

Sorry, that is officially 100% incorrect.


Good to know! I had assumed both were just temp HPs, maybe Larian has as well.


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