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the patch is excellent, but unfortunately I also found some problems:
- when you hover over skills, no information is shown about what the skill is responsible for, for example: I hover the mouse cursor over the acrobatics skill and there is no window with information about what this skill gives.
- in the second act, when moving from the camp to the location, and it does not matter where exactly, some NPCs disappear, mainly merchants, and they disappear visually, but if you hover the mouse cursor, the opportunity to start a dialogue appears.
- also in the second act, Minthara when changing a class or subclass, for example, if she becomes a Paladin oathbreaker or change to different class, then Minthara's name changes to Nightwarden Minthara.
- some merchants when switching the option to exchange do not show the presence of gold in the exchange section

that's all for now, in any case thank you for your efforts

Last edited by mm-dlucky; 05/05/25 11:33 PM.
ldo58 #957497 06/05/25 07:13 AM
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Originally Posted by ldo58
Since patch 8 the screen for spell selection has changed.

Seeing how you're obviously running some, are you sure this is not mod-related?

I'm running a totally vanilla PC-version and I've never seen the Spellbook-screen look like this - for me, it still looks very much the same as it did in previous patches.

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Originally Posted by 1Sascha
Originally Posted by ldo58
Since patch 8 the screen for spell selection has changed.

Seeing how you're obviously running some, are you sure this is not mod-related?

I'm running a totally vanilla PC-version and I've never seen the Spellbook-screen look like this - for me, it still looks very much the same as it did in previous patches.

Ok, noted, thanks for the info. I 'll turn my investigation towards the mods I have. Though I have none that are class/spell/combat altering. Just UI/party size and cosmetic.

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[Linked Image from i.imgur.com]

I noticed that ever since patch 8 got released there's certain spots in the map that have what seems to be traversal micro stutters.For example in the picture displayed if I move my camera up I get a camera hitch (which shows as a small frametime spike)
If I back up my camera again and move my camera back up again another hitch happens.I could keep going back and fort on that specific spot and every time it would micro stutter.
I'm pretty sure this wasn't the case up until patch 6 atleast (last time I played before patch 8)

I've encountered maybe 3-4 spots in the game so far that have this very same micro stutter every time I pass my camera trough it.

This is on a 3080/9900k.IOnly mod I'm using is extra encounters and mini bosses

Last edited by Wdude; 06/05/25 03:16 PM.
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I cannot reclaim my broken paladin oath. Paid 1k gold twice but it failed to work both times and I’m still an Oathbreaker.

..now the Oathbreaker Knight has disappeared!

Edit: honor mode
No mods (obviously)

Last edited by Grim13; 06/05/25 08:13 PM. Reason: More info
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Some more random observations (and I'm not 100% certain if those are patch 8-problems or if I simply never ran into them before):

- AI behavior at the very start of the Nere-fight can be off and result in unwanted consequences. Meaning after you blow up the cave-in and then stand near the center of the area to wait for Nere to start moving and trigger his cut-scene, the Sergeant will move towards the cave-in area, step into the lingering fire-surface (from the explosion) and then auto-aggro. Which not only bypasses the Nere cut-scene but also will put Brithvar and his rebels up against the party as enemies, even if you talked to him before and agreed to aid him against Nere. I've had this happen twice in a row in my current play-through and only on the third attempt did the Sergeant not step into the fire surface and thus didn't aggro before Nere got a chance to come out of the cave and do his thing.

- Some NPCs and companions will not show up for a while when you first enter/move to a new region. They will be clickable and the mouse-cursor will change to the "talk to" icon and display their name if you hit the right pixels/area in the world, but their models will be missing. Happened once with Lady Esther and, more frequently, with Astarion on the Act II Last Light camp-site. Waiting for about 30 or 40 seconds after entering camp will usually make him appear in front of his tent.

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Originally Posted by 1Sascha
Some more random observations (and I'm not 100% certain if those are patch 8-problems or if I simply never ran into them before):

- AI behavior at the very start of the Nere-fight can be off and result in unwanted consequences. Meaning after you blow up the cave-in and then stand near the center of the area to wait for Nere to start moving and trigger his cut-scene, the Sergeant will move towards the cave-in area, step into the lingering fire-surface (from the explosion) and then auto-aggro. Which not only bypasses the Nere cut-scene but also will put Brithvar and his rebels up against the party as enemies, even if you talked to him before and agreed to aid him against Nere. I've had this happen twice in a row in my current play-through and only on the third attempt did the Sergeant not step into the fire surface and thus didn't aggro before Nere got a chance to come out of the cave and do his thing.
.

It's really annoying when the Nere encounter is buggy again or the same old bugs come back... The Deep Gnomes also became aggro if a grenade was used and surrounding objects such as crates were damaged... Anyway, after the explosion you had to use instantly "Create Water" as a workaround to remove the fire-surface, so that NPCs wouldn't become hostile.

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A strange thing happened to me in Grymforge, going to the island where the Lathander ghost is .
I' ve been there at least half a dozen times. I attacked the lava elemental once, which was not a good idea.

It's big, I couldn't kill it in one turn, and when that turn was done, it almost completely healed. So it was hopeless (for me, at least).

So if I don't disturb it, it just wanders around, and doesn't disturb me. It was never agressive at all, if left in peace.
However this time, first patch 8/hotfix run I did in this place, it attacks whenever I enter the island. I retried this a few times, starting from save. And each time I teleport to the island, it will attack.
I'm playing on balanced game, so I don't like it.

So, basically I can just teleport on the island, take the chest, even if it encumbers me, go into battle mode because it attacks, teleport back out with the chest on my first turn and then flee from battle.

In tactician mode, it might be an improvement, but it's a bit much when you got through the fight with Grym and want to get on with the story, IMO.

Just thinking about players who get here for the first time. Who don't know what's in the chest. Already it's not easy to get in the place. Then to get smashed by an elemental in story mode. Doesn't seem like a good change. I wonder why this was done.

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small glitch at last light inn
[Linked Image from gog.com]

minor bug


Luke Skywalker: I don't, I don't believe it.
Yoda: That is why you failed.
ldo58 #957554 Yesterday at 11:53 AM
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Originally Posted by ldo58
A strange thing happened to me in Grymforge, going to the island where the Lathander ghost is .
I' ve been there at least half a dozen times. I attacked the lava elemental once, which was not a good idea.

I've noticed this too - pre patch 8 you could just jump over to the chest, pick up the amulet and leave and the Elemental wouldn't bother you unless you attacked it.

I've done this now twice on patch 8 and the Elemental seems to auto-aggro once you pick up the amulet. Seems like a deliberate change to me, just like they changed/corrected the optics of the amulet in the cutscenes, so its chain/cord looks more realistic (it's no longer sticking out like it was a solid piece of metal). So I guess they did put some work into this location and possibly changed the Elemental's behavior while they were at it.

On a side note: You can position someone way up top (near where the fourth animated armor was stationed) and above the Elemental's patrol path and give them a bunch of water bottles. When I did this in my last encounter with the thing, simply throwing down those bottles would result in 20 to 25 damage per hit on the Elemental. Then all you need to do is use Bone Chill to prevent the Elemental from healing and the fight can be done in a turn or two. IIRC the thing is worth quite a bit of XP, so killing it should help you hit the next level-up a little sooner.

Last edited by 1Sascha; Yesterday at 11:56 AM.
1Sascha #957555 Yesterday at 12:00 PM
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Originally Posted by 1Sascha
Originally Posted by ldo58
A strange thing happened to me in Grymforge, going to the island where the Lathander ghost is .
I' ve been there at least half a dozen times. I attacked the lava elemental once, which was not a good idea.

I've noticed this too - pre patch 8 you could just jump over to the chest, pick up the amulet and leave and the Elemental wouldn't bother you unless you attacked it.

I've done this now twice on patch 8 and the Elemental seems to auto-aggro once you pick up the amulet. Seems like a deliberate change to me, just like they changed/corrected the optics of the amulet in the cutscenes, so its chain/cord looks more realistic (it's no longer sticking out like it was a solid piece of metal). So I guess they did put some work into this location and possibly changed the Elemental's behavior while they were at it.

On a side note: You can position someone way up top (near where the fourth animated armor was stationed) and above the Elemental's patrol path and give them a bunch of water bottles. When I did this in my last encounter with the thing, simply throwing down those bottles would result in 20 to 25 damage per hit on the Elemental. Then all you need to do is use Bone Chill to prevent the Elemental from healing and the fight can be done in a turn or two. IIRC the thing is worth quite a bit of XP, so killing it should help you hit the next level-up a little sooner.

It atacked me, even before I could lockpick the chest,. So my only way out was to pick up the chest entirely, portal away and then open the chest once I got back to safety.

Clever battle plan, I 'll try it, but I'm not sure I have access to bone chill.

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Using Boom Blade in conjunction with the Necklace of Elemental Augmentation I am now getting the extra thunder damage the necklace should provide. Using the Potent Robes does give the Charisma modifier bonus to damage (Hexblade Warlock). If I use both I should be getting that bonus twice but that isn't working either.

Terman8er #957564 Yesterday at 09:00 PM
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Originally Posted by ldo58
Clever battle plan, I 'll try it, but I'm not sure I have access to bone chill.

Surely you have a few Arrow of Ilmater?

Originally Posted by Terman8er
Using Boom Blade in conjunction with the Necklace of Elemental Augmentation I am now getting the extra thunder damage the necklace should provide. Using the Potent Robes does give the Charisma modifier bonus to damage (Hexblade Warlock). If I use both I should be getting that bonus twice but that isn't working either.

If you report this HERE, you will certainly receive faster and more lasting help. wink

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Originally Posted by ldo58
It atacked me, even before I could lockpick the chest,. So my only way out was to pick up the chest entirely, portal away and then open the chest once I got back to safety.

Hmm... maybe it was just coincidence with me that it always seemed to aggro right after I had picked up the amulet and finished the dialogue-sequence with the monk. It sure seemed triggered by that, but perhaps it's just a proximity-thing.


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Clever battle plan, I 'll try it, but I'm not sure I have access to bone chill.

Like Lotus Noctus said: If you don't have the cantrip, use an arrow of Ilmater. Though you should *really* have access to Bone Chill at this stage - it can come in quite handy in Act II as it will give disadvantage to undead enemies you hit with it. There are usually scrolls of it popping up all over the place starting in late Act I or so, so you can either single-use one of those or, preferably, have Gale or another Wizard scribe the cantrip to gain "free" and permanent access to it.

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Originally Posted by 1Sascha
Originally Posted by ldo58
It atacked me, even before I could lockpick the chest,. So my only way out was to pick up the chest entirely, portal away and then open the chest once I got back to safety.

Hmm... maybe it was just coincidence with me that it always seemed to aggro right after I had picked up the amulet and finished the dialogue-sequence with the monk. It sure seemed triggered by that, but perhaps it's just a proximity-thing.


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Clever battle plan, I 'll try it, but I'm not sure I have access to bone chill.

Like Lotus Noctus said: If you don't have the cantrip, use an arrow of Ilmater. Though you should *really* have access to Bone Chill at this stage - it can come in quite handy in Act II as it will give disadvantage to undead enemies you hit with it. There are usually scrolls of it popping up all over the place starting in late Act I or so, so you can either single-use one of those or, preferably, have Gale or another Wizard scribe the cantrip to gain "free" and permanent access to it.

Wellinever. I've been playing since beginning of early access and I always thought that the Ilmater arrow caused unhealable wounds, without having an effect on general damage healing.
I had a bone chill scroll which Gale transcribed in his spell book, and did the fight. It seemed quite easy now. I have done it only once before and had to flee combat, so my memory is vague, but I think the beast had a lot more HP then compared to now. Also, after defeat it delivered 150 xp , that doesn't sound like "quite a bit". So possibly they changed not only the behaviour of the elemental but also its stats. Someone who has routinely fought it in previous patches might check it out.

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Doesn't the healing also stop if you pull him out of the lava? It's sad to read that I will now have to kill him, he seemed not to bother anyone and I like his design.

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You don't have to kill it if you misty step to the island, pick up the chest, and misty step out again. Even if it attacks immediately, It will not get to you in 1 turn. Then flee from the combat zone and open the chest in a safe environment.

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