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Joined: Jun 2014
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jcalton Offline OP
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I've noticed this before but finally made an effort to save and confirm and test. Unfortunately this party was literally built around having Elemental Weapon on the Fighter!

Images are of Elemental Weapon. If you open the images you might see the stats for an item you've never seen before.
[img]https://imgur.com/a/rgnlx2j[/img]

--Spell cast in Camp.
--Game in turn-based mode.
--No dipping, no other weapon effects applied. Caster is not doing anything, wielder is not doing anything--nobody does anything, I just hit Leave Camp.

My game is heavily modded but as far as I know those mods wouldn't have touched Elemental Weapon or Magic Weapon in this respect.

I also tried casting Elemental Weapon on the melee weapon and Magic Weapon on the ranged weapon--both spells disappeared.

I have tried this from different save points.

I sort of know that there are issues with zone changes and maybe this is one of them...?
Does zoning break concentration?

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old hand
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Who are you using to cast the spells?

One of the patches got rid of some camp casting shenans, meaning if you cast a concentration spell with a party member and then make them leave the party their concentration will be broken.

It's also possible that this also has a side effect of breaking concentration for active party members when leaving camp.

Though I don't recall having concentration on things like Hex or Hunter's Mark being broken from going to and from camp (However I never paid too much attention to it given how infrequently going to camp and not long resting is)

Have you tried seeing if other concentration spells also exhibit this behaviour to see if it's an overall concentration thing or simply something unique to Elemental Weapon/Magic Weapon (Which can also be removed if a weapon is unequipped for spaghetti code reasons)?

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jcalton Offline OP
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That's a good question, I just came here to clarify that exact thing!

I don't use camp casting shenanigans. Edit: which would certainly not work with ANY concentration spells.

I just tried this again with the casters using these spells on their own weapons and it's the same result. I believe this has been cast on 5 different weapons among 3 different party members. And that's just this testing right now. I also noticed this is in my last game but these spells were not essential so I just avoided them or considered them to be per-combat or per-Short-Rest.
So this has happened A LOT.

I literally don't have ANY other concentration spells, since the build of this party was maintaning concentration on Elemental Weapon and Magic Weapon at all times.
However I did have Haste from an item and I tried that, and it carried over just fine, losing 1 turn of duration ticking from 10 to 9.

Unequipping the weapons does not end the spell, nor does trading them. So even if the spaghetti code were un/re-equipping them, that wouldn't be it.

I know the wiki somewhere explains something about zoning changing player states and resetting Long Rest stuff (giving you back charges), so I had assumed this is somehow related to that...but why just these spells? It is NOT "refunding" me these spell slots. If that were the case I could just cast them fresh every combat.

Last edited by jcalton; 2 hours ago.
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jcalton Offline OP
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FYI not really relevant to reporting the problem:
The idea is a Fighter who kills all the big bads and the other 3 buffing him with Elemental Weapon, Magic Weapon and either Stoneskin or Prot Evil.
Part 2 is that the group doesn't Long Rest and the Fighter can use powerful Elixirs for as long as possible, preferably Bloodlust or Cloud Giant Strength, maybe Universal resistance.

This particular bug is so bad for this particular build that I'm likely going to just start over from scratch. Of course I can respec everyone but I'm not sure that's what I'm looking for. Also you can't respec Race or Background.
As I said, when this happened in another game I just ignored it. In that game I was using Sorcerer Extended Haste for 20 rounds, or Twinned. But that was Tactician Mode and a Hasted Fighter is just ridiculous. So I figured I'd try this in Honour mode, while ignoring Haste except in emergencies.

Anyway, that's just some background on why I am bothering to look into this. Those spells were build-defining. (And no cheese from the camp! Just party member buffs.)


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