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#328101 14/02/06 11:37 AM
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These are after I installed the lastet patch:

1. The quest book updates itself at a seemingly random time after getting the quests or never at all.
2. Sometimes the experiance is not gained after the quests or the gain is not shown on screen.
3. Alchemy skill 1 for combination does not seem to work for even combining little potions (like mana with health).
4. Lockpicking is no use... not even in citadel.
5. I found the second key for the Battlefield in Act I (the one found near the pentagon room) but it could not open the second entrance in the BF. I did not keep the first key... the one from a locked chest found earlier. Could it be the problem? Though I activated the BF using that key and the first enterance was already opened without the key.


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Wallace #328102 14/02/06 07:16 PM
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I think I would like to make some changes to the above post. But as the thread had already been viewed by 3 people so I thought that I should add a new post.

I found the key to level two of BF in Act I. Apparately there are 2 keys to level 1 of BF.

I also wanted to mention that the trophy section is not updating properly. For example I killed Death Knights who patroled the citadel but they did not show up in the 'trophy' page.


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Wallace #328103 14/02/06 08:01 PM
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There are items, such as the bottle of water that the thirsty prisoner wants, which will trigger the quest log updated icon when they are picked up or moved in the inventory, but I have never heard of random or delayed updates.

The experience gained should be shown on screen beside both main characters.

The alchemy combine skill should allow you to combine any 2 of health, mana and stamina potions to create a restoration potion. Are you trying to combine potions in the inventory of the character who has learnt the skill? Does nothing happen at all, or do two potions disappear and you can not find the resulting restoration potion?
SPOILER: Alchemy - create/combine potions

Lockpick should work on barrels, and some chests and doors. Most locked doors and chests require a key or lever to open, and can not be lockpicked.

You are correct that there are 2 level 1 BF keys in act 1. The second was meant for those who missed either the chest or the key to get the first one earlier.
You do not need to keep the BF keys with you. When you click on a BF key (or look on the 'enter BF' icon in the secondary skill menu) it will display the level of BF access you have, which determines how many dungeons will be open.

Did you look through the full trophy page? Creatures may be listed under a slightly different name than you might expect (perhaps a more generalized category); the death knight patrols are listed as 'Citadel Patrols'.



The first couple problems (at least) are strange...

Try deleting the files within the dynamic folders (not the folders themselves, though);
'..\Beyond Divinity\Acts\Act1\Dynamic', '..\Beyond Divinity\Acts\Act2\Dynamic', etc.
These folders are used as a cache for the game. Files are created / copied there from the save game folder when you load, and written / copied to those folders when you save a game. The files will be re-created as required the next time you start Beyond Divinity. If there was a corrupt file in those folders, deleting the files should fix the problem.

If that doesn't help, you might want to try a clean reinstall of the game and patch, or use the file verification procedure (see below) to check the game files;

To re-install, zip or otherwise backup your saved games folder to another location first, just in case. Each save is a separate subfolder in the '..\Beyond Divinity\savegames' folder; the 5 'bd_act#_start' folders are created/updated by the game/patch, and do not need to be backed up.
Un-install the game, re-boot, in Windows Explorer browse to the 'Beyond Divinity' folder and make sure there are no files or folders remaining, except within the 'savegames' folder (though the 5 'bd_act#_start' folders should be gone). After that, shut down all non essential programs (especially anti-virus), re-install the game, re-boot and shut down all non essential programs again. You can start the game at this point, and possibly check if the problem reoccurs, but if you saved any games in the patched version they will not be playable in the unpatched game version. After this, install the patch again, then optionally re-boot and shut down all non essential programs before starting the game.


~~~~~
The install program should report any problems, such as CRC errors, during install. However, if it fails to do so, or a file becomes corrupt after installation, the integrity of the files can still be verified using a program such as FileCheck; download (194KB). This is a small freeware program (no install required) to calculate the CRC-32 values (the cyclic redundancy check used in zip files) of a number of files. It can also compare a previously calculated CRC file with a set of files/folders.

After doing a clean install of BD and rebooting, I deleted the files in the '..\Beyond Divinity\DirectX9' folder (since they are not needed if/once DirectX 9 is installed). Then I used FileCheck to create a crc file of the game folders, installed the 1.45 patch and did so again, both before starting the game (I repeated this procedure with the 1.47 patch). If you compare the appropriate CRC file to your install, it should tell you if there are any corrupt files. You do not need to worry about moving any saved games out of the savegames folder or deleting the files in the dynamic folders, since new files will not be tested by FileCheck, just those listed in the crc file. If you have started the game and changed any options, there will be differences reported in the config.div and keylist.txt files. In my install the '..\Beyond Divinity\Editor\dgen_themes.000' file was also reported to be different.

There are several files in the Beyond Divinity folder created when the game is started or options are changed, including init.cfg, mapids.000, persist.dat, sinfo.000, slashed-d3d6.cfg, slashed.cfg, sound.cfg and starlog.txt. A couple other files are also added, but another crc file including these wouldn't help much, since most or all are system or option dependent, so these files would usually be reported as different regardless of being valid or corrupt.
At least the config.div, slashed.cfg and slashed-d3d6.cfg files in the Beyond Divinity folder can be deleted, and the configuration program / game will recreate them the next time it is started.

Beyond Divinity CRC files (285 KB)
[*] These crc files are based on the UK English version; the North American version should be the same, I think, but the Australian version will have differences (it uses a different copy protection).
[*] FileCheck expects the files to be in the original locations to verify, so if you installed BD to a location other than the default (C:\Program Files\Larian Studios\Beyond Divinity), open the CRC file in Wordpad (for example), and do a search-and-replace so the file/folder paths match your install.

If your CRC values match, it is not the game itself, but likely a conflict with something else in your system or a problem in the saved game folder. When examining the list of 'errors' FileCheck produces, potential problem files would be those with an error trying to read, or with a large size difference (especially zero byte files) from the known good install.

Raze #328104 15/02/06 07:24 AM
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The potion combination is working now (without doing anything). But I could swear that they were not working before (though I used the charater who learned the combination skill to combine the potions).

The trophies page is definately wrong, as the Death Kights that I killed were level 12 but the Citadel Gaurds that were listed were level 10. Though I noticed the number of Citadel Gaurds increase by after killing each Death Kight. There were other monsters too who did not appear in the trophy list. The list is important as it says about the resistances of each monster. I will try cut-pasting those dynamic folders to some other location.

I must mention one more thing. I feel that monsters that I am facing are of higher levels than expected (or listed in walkthroughs... like the Death Kight is level 12 instead of level 10). Also the level of merchants in the BF seem to upgrade whenever I reach them. Although I am having lesser difficulty in killing them (as compared to what the strategy guide makes it look like) <img src="/ubbthreads/images/graemlins/cool.gif" alt="" />

I guess that's not bad then. Hopefully it gives me the well deserved experiance <img src="/ubbthreads/images/graemlins/XmasJump.gif" alt="" />


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Raze #328105 15/02/06 07:27 AM
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The ghost that appeared after reading the 4 scribes in the armory in the citadel (Act I) was level 18 for me, but I killed it in 3-4 strokes of my Death Kight's blade. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
I was level 10.

Last edited by Wallace; 15/02/06 07:28 AM.

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Wallace #328106 15/02/06 12:45 PM
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That is very possible when your weapon does a specific damage that the ghost is not immune to...

just like later in the game, you kill water-elementals with fire-damage etc....


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@Lady Rain
Yes... that's the only acceptable thought.

Also... Samuel told me that it was clever of me to offer white rum to the gaurd. Though, I hadn't given anybody any rum yet!


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Wallace #328108 15/02/06 09:15 PM
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There may have been a glitch with combining potions where the game didn't recognize you had the skill until you opened the skill window again or reloaded the game, or something. Alternately, it may have been working, but placed the restoration potions under another potion or the side menu, making them hard to spot.

Enemy levels are partly dependent on your own level, so if you clear out the BF dungeons and then return to the main game, your opponents should be a little stronger (though I don't think they should go up as many levels as your own characters). I didn't clear any of the BF except to get to the merchants, and the Death Knight Patrols were level 10, as were the listed Citadel Patrols on the trophy page. It is possible the trophy page lists the base level of the creature, and (by design or oversight) does not include the boost based on your character level.

I fought the summoned ghost in the citadel multiple times in order in order to be able to make suggestions for the strategy guide. That fight can be relatively easy or very difficult. If you manage to get the first hit in, interrupt his attack and have the speed and agility to keep hitting him, then it can be an easy fight. If he gets the first hit in, then it can be a difficult fight. Since his level is higher, he tends to attack faster, more frequently and more accurately, so whoever he is attacking can have a difficult time trying to recover and get in many hits of their own (this leaves the other character to do most or all of the damage).

For the cutscene with Samuel, Larian was apparently planning to either have multiple versions of the cutscene depending on your progress, or the rum was going to be a required quest (and the only way to get the key). Somewhere along the way, there was a miscommunication about what was or should be happening with that part of the game.

Raze #328109 16/02/06 02:38 AM
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I must mention that the computer crashed during game saves once or twice this may also be the cause of some of the unusual things I am facing.

BTW when I came out the citadel (Act II) my death-knight got stuck in a rock. I had to solve it by entering a straicase... and the DK followed.

As soon as used the battlefield key in Act II I was teleported somewhere else (in Rivellon I guess). Is that normal?

And about that miscommunication part... I request larian to aviod it next time please. Bugs are acceptable, but one can't goof up in story!

Last edited by Wallace; 16/02/06 02:41 AM.

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Wallace #328110 16/02/06 03:34 AM
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[color:"orange"]As soon as used the battlefield key in Act II I was teleported somewhere else (in Rivellon I guess). Is that normal?[/color]

Yes. The first time you try to leave the imp village, either on foot or by entering the BF, you get summoned by a necromancer and sent to the cursed abbey in Rivellon.

Raze #328111 16/02/06 08:32 AM
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I read the strategy guide then I proceed in the game. But this time I went too far without reading the guide, and I really got worried with the time it took to load the BF and then suddenly it started loading the Necromancer's place.


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Raze #328112 17/02/06 05:35 PM
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I found a ring labeled bone spear in on of the BFs in Act II. Actually I found two such rings... just lying on the ground. I did a printsceen then but then I used Ctrl+C on some other text before pasting the image form clipboard to some jpg file. The ring went the weapon section of inventory and when I equipped it, it went in the slot of a ring. It had two weights: 5 and 56. Though 56 was the effective weight increased when the ring was equipped.

Also I found some spare keys lying around there. I don't suppose they will be needed anywhere else in the game.


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Wallace #328113 17/02/06 05:58 PM
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The bone spear ring is a known bugged item in the BF. I assume it was not fixed in the patch because it doesn't cause any problems, and the fix might involve changing too much stuff, potentially causing more problems that it would solve.

The randomly generated keys that can be found the BF are not useful.

Raze #328114 18/02/06 06:40 PM
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[Linked Image]

When I killed the big spider for the hero imp and gave him its leg, he tried to run away. I noticed that I could follow him this time (usually a cutscene is made when someone leaves), so I followed. But after a while the game stopped. This screenshot is showing that I am not able to move my characters. I didn't try teleporting. Game music was still on.


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Wallace #328115 18/02/06 09:34 PM
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I was able to following the imp hero right back to his spot beside the chieftain's house. I didn't get the automatic cutscene with him bragging (didn't try leaving and then returning), but could talk to him and send him back to his wife.
Once in the prison at the start of the act I talked to the chieftain's son with the door closed, and he ran around the room twice trying to leave, then faded out. AFAIK, there shouldn't be a problem in general with following NPCs.

Raze #328116 19/02/06 02:55 AM
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There is a problem.

I did it again. The bug is triggered when you try to talk to the imp hero while following him. We can teleport to anywhere we want (to BF or to the other teleporting pyramid), but our characters won't move. I guess the problem is that when we click on him to talk, a dialouge squence is supposed to happen... but till then we have nothing to say to the imp hero.

There is another problem.

When you go to the cheiftan's house from one of the merchant's house, such that the imp heros bragging spot lies on your way (stand near the merchant's house and click near the chieftan's house in the minimap), a cutscene is intiated where you see the imp hero bragging and you tell him to go home. But when the cutscene is supposed to have finished you keep moving right upto the chieftan's house (and the imp hero goes away) and the result is the cut scene never ends. There is no cursor... no plates... so can't even teleport. The only option left is to press Esc and load a previously saved game.


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Wallace #328117 19/02/06 03:28 AM
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A few people have run into a problem with the imp hero's cutscene hanging, though I'm not sure how many were running past that spot on their way somewhere else when they triggered it (I don't recall that being mentioned by anyone before). There are a couple workarounds for this problem, assuming walking to the imp hero rather than past doesn't help: you can either click on the x to exit the cutscene conversation, instead of continuing it to the end, or leave one character on the opposite side of the village and approach the imp hero with the other.

Raze #328118 19/02/06 04:47 AM
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[Linked Image]

Here is a screenshot of the hung cutscene. We can toggle combat mode but do nothing else.


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Wallace #328119 19/02/06 10:16 AM
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your pic didnt show up... you can paste a url link as well in stead of a image.


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