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I'm loving Baldur's Gate 3 so far and am eagerly awaiting new content and moving into full release in the future. Despite criticism of the game online (and comparisons to being just another Divinity game), I think the devs did a fantastic job with it so far. I do realize this is just Early Access and there are going to be plenty of issues. That said, there are many things which really rub me the wrong way within the game. Some are bugs, but others are suggestions for both content and quality of life improvements.

I'm just putting all of my suggestions so far in one thread. It's rather tedious to try to search through the forums for duplicated or similar suggestions and bug reports, so I apologize in advance for any duplication. Other than these forums and actual crashes in the client, there doesn't seem to be any official external customer-facing way of submitting bugs, correct? I'll probably add to this list over time.

Without any further rambling...

Quality of Life Suggestions

  • Reduce quantity of worthless items in game. For example, if an item has no real use other than filler for show and sells for just a gold coin or so, there's no need to have dozens or hundreds of them around.
  • Visible item highlight for containers/bodies we've already opened/searched. Or highlight containers/bodies with items in them.
  • Ability to lock items in inventory slots so that they never appear for sale and can't be moved/stacked. Because "Add to wares" is too tedious.
  • Keybinding to toggle Add/Remove from Wares.
  • Ability to auto-stack items across all inventories
  • Better UI for showing players what party grouping is and how it works. Players have to stumble upon it themselves.
  • Highlight scrolls in a character's inventory that they can learn.
  • Similar items that don't stack is annoying: why have different skulls that won't stack, yet others do? If you want skulls to be unique looking, have it random when placed.
  • Make containers and barrels of the same type stackable.
  • Make identical weapons stackable.
  • Give us the ability to have a key ring. Random keys should not have to take up all of those inventory slots.
  • Some items that should stack do not, such as rope and small bottles. They're almost worthless, please make them stack.
  • For those not familiar with AD&D weapons: list potential compatible classes for each weapon. I have no issue with this, but I can see this being annoying for new-to-DnD people.
  • Give us a binder to keep together all of those loose notes, writings, maps, etc, espeically since they don't weigh anything.
  • List of changes when comparing equipped weapons and armor with highlighted items in inventory. This could include damage and special ability differences.
  • Please improve quick load times. Quick saves are fast, but quick loads are painfully slow. For a game that leans heavily on saving/loading, this is tedious. Which leads me to...
  • RNG is really annoying in Baldur's Gate 3. If we're forced to roll dice both proverbially and literally, then at least give us the required success rolls next to each conversation choice ahead of time. If that's too game breaking, then please give us some general idea (example: easy, moderate, difficult, etc.). And that leads me to...
  • Miss. Miss. Miss. Miss. That gets boring pretty quickly. The RNG for attack rolls is annoying, as I've seen far too many misses on something with 80, 85, 90 etc. percent chance. Yeah, yeah, it's RNG. But this needs balancing.
  • Remember character hotbar lock in-between loads/sessions
  • Add tooltip descriptions for Gameplay options, either with a clickable button or on mouse cursor hover.
  • "Auto-remove spells from bar" should be unchecked by default. New players click on a spell, then is disappears with no explanation. Bad default.
  • No explanation for a certain character taking damage from water (to avoid spoiler tags, you know what I mean). Perhaps that character should have a dialog the first time this happens?
  • When rolling for checks in the world, disaply target and roll results.
  • Keybinding to toggle "Show world Tooltips" on/off instead of just holding down a key to enable it.
  • Don't keep blood, acid, fire, etc. around forever. It should be absorbed into the ground, evaporated, burned up, or whatever over time. Sort of sad to see if permanently decorating the landscape. With a successful perception check give us text details of what we found. Sometimes what we find isn't that visible in the world.
  • I'm not sure how this affects multiplayer, but for solo gameplay please allow pressing Escape and getting the in-game menu to actually pause the game. To really pause I have to force the game into turn-based mode instead of just pressing Escape. I'm not sure what would be a better solution, but I do know the current working of this is a little clunky.
  • Give us an option to overwriting saves with the same name of the existing save instead of a new name.
  • Aggro is clunky. For example, my party is thrown into combat when the engine thinks the enemies have Line of Sight to them. But in fact the LoS isn't realistic and I end up spending many, many turns just moving to confront the enemies on a completely different vertical level from far away.


Content Suggestions

  • Once level cap is reached, experience is worthless. May be a way to make it mean something unilt content is slowly added? Seeing all of the XP gains and then knowing they do nothing for me is lame. And when you add characters to your party from the camp, they auto level. Perhaps not making them auto level so we have a reason to adventure with them for a change? I'm not asking to break AD&D rules, but right now in Early Access, the content we play will level max our characters may be 1/4 of the entire progression so far. There has to be a better way to handle this?
  • Quests are often unrelated.
    So we have a bug in our head and many from the crash site have those damn wiggling bugs in their heads too. And our priority is trying to find a way to get rid of them. But then we run across some supposed abduction and an ill-tempered hag, some temple thieves, and other random stuff. I completely get the druid storyline since it's a potential way to rid us of the bugs, combined with the goblin threat, but beyond that it's all feels disjointed.
    Don't get me wrong, I've enjoyed every quest so far, but as an overarching storyline, it's just a jumbled mess.
    Worse is my characters idle and waiting for me at camp even though they're eager to get those bugs out of their heads too. Breaks any sens of immersion.
  • On that note, please find a way to encourage the player to go to camp. I spent too much progression without going to camp since I worried about our pressing priority (as I mentioned above in the spoiler). Find some way to assure the player that this is ok. I had to check online to make sure going to camp was perfectly fine.
  • It's too easy to stumble into a completely different area (example is the underdark) while doing the main storyline quests and then getting things out of sync. I understand the value of not trying to be linear, but there are some things which need barriers to prevent us from wandering off into what should be future questing areas.
  • Everyone hates you, even your party members (at first, or even mostly). Would be nice to have someone on your side without adventuring with you for their own selfish goals. Why not? It's a depressing trek when you're the target of almost everyone's frustration. Then when you do proverbially 'save the princess', the thank you reactions are mostly a letdown (except when coming back to the Glade later). It doesn't feel genuine sometimes. And yes, I completely understand and agree that there still needs to be that sense of a savage world, but I think it's been overplayed.
  • We need party size scaling. I'm not complaining about the lack of a 6-person party, but rather about party sizes smaller than 4. The game simply has no difficulty scaling for this, so we're ALWAYS forced to roll with a party of 4. I would be nice to split the party up to run different areas at the same time, but without the difficulty scaling it's pointless.
  • The skiff at the end of the content for Early Relases... really? Why have this big announcement when you click on it? Totally bummed out to even see it. I reached here before finishing the storyline, which shouldn't be possible. Please disable the skiff clickable until the storyline has progressed to include the basics, otherwise players like me are going to be bummed out to see it without getting through the main story yet.
  • Seemingly interesting items that could play a part in the story or your situation are left out of being useful. I won't go into details since there are many, but I assume the devs know what I'm talking about. Loose ends with items that seem important or interesting, but are really just worthless filler.
  • Lack of charm. I really do miss moments like Minsc and Boo, the crazy Xzar, or the obsessive fan following you around. Where's the charm in Baldur's Gate 3 so far? I can't seem to find it. I just see combat and story in Early Release. Where's the humor? Where's the charm?


Really Annoying Bugs

  • Many missing item icons.
  • My character and other characters suddenly being unable to use climbable elements. This is really frustrating, but usually resolves with a save/load. Climbing was even an issue in Larian's own demo at one time. Why is climbing so buggy? Can we just nix this stupid clickable mechanic and treat ladders and such as movable terrain complete with climbing animations?
  • The completely borked Auntie Ethel hag battle area. Sneaking in, then dropping down the cage to release the kidnapped girl and she won't talk. Breaking sneak when in this area and entire portions of the screen are blacked out. Rushing in and triggering the battle: sometimes the
  • I've had a freeze when rolling for a dialog option when lock-picking and opening a door in the goblin ruins from the other side (
    where the zhentarim trader is
    ). The dice roll appears, then gets stuck in a repeating animation. Can't escape, can't quickload, just frozen. Had to Alt-F4 out of the client.
  • Tons and tons of broken or jerky animations during dialogs. It seems the underdark is the worse with animations that just stop, as in they were never finished in time for Early Access. And on that note...
  • Object/terrain interference when camera changes for dialogs. I've seen this in at least a couple places.
  • So many things need to be clicked on twice to activate from torches on the ground to moving items in inventory. This is true even for keybindings. I have to often press N twice for character, I twice for inventory. The game engine is clunky and unresponsive sometimes. And I'm way above any recommended specs for my gaming rig, along with updated drivers, clean OS, etc.
  • For some reason, not all "Show world Tooltips" correctly show Empty for an empty corpse.
  • Sometimes corpses are unclickable if they land in an odd location, such as under a bush. Need to use world Tooltips to select.
    ug: the two greatswords in the hidden room of the basement under the Toll House are unreachable (one leaning against the wall and one against a weapon rack). My character is right next to them and they register as "Can't reach" or "Use jump to reach"
  • Placing objects over vents in basement under the Tool House only works in two rooms. In the hidden room it does nothing.
  • Volo's lyrics scroll off the screen in camp when he celebrates with the party
  • Talking to Karlach after helping her repeats the same dialog. It shouldn't.
  • With clickables in areas with multiple levels (vertically), sometimes the clickable is assigned to the wrong level, and thus unclickable in the level it visually exists.




Last edited by ciph; 06/11/20 03:13 PM.

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Some additional items to add to Quality of Life Suggestions:

  • I'm not sure how this affects multiplayer, but for solo gameplay please allow pressing Escape and getting the in-game menu to actually pause the game. To really pause I have to force the game into turn-based mode instead of just pressing Escape. I'm not sure what would be a better solution, but I do know the current working of this is a little clunky.
  • Give us an option to overwriting saves with the same name of the existing save instead of a new name.
  • Aggro is clunky. For example, my party is thrown into combat when the engine thinks the enemies have Line of Sight to them. But in fact the LoS isn't realistic and I end up spending many, many turns just moving to confront the enemies on a completely different vertical level from far away.


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Good list! I agree with almost all of these.

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Originally Posted by Firesnakearies
Good list! I agree with almost all of these.

Thanks. I just discovered your thread too, lol! I agree with pretty much all of yours too.

I will be adding some more over time, but I'll check through yours first to avoid duplicates.


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Duplicates are probably good, since the more different places these things come up, the more likely they'll be taken seriously.

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More to add (I'll add it to the OP later)...

  • When rolling for checks in the world, disaply target and roll results.
  • Keybinding to toggle "Show world Tooltips" on/off instead of just holding down a key to enable it.
  • Don't keep blood, acid, fire, etc. around forever. It should be absorbed into the ground, evaporated, burned up, or whatever over time. Sort of sad to see if permanently decorating the landscape.
  • Bug: for some reason, some "Show world Tooltips" don't correctly show Empty for an empty corpse.
  • Bug: Sometimes corpses are unclickable if they land in an odd location, such as under a bush. Need to use world Tooltips to select.
  • With a successful perception check give us text details of what we found. Sometimes what we find isn't that visible in the world.

Last edited by ciph; 05/11/20 03:40 AM.

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Originally Posted by ciph

[*]Don't keep blood, acid, fire, etc. around forever. It should be absorbed into the ground, evaporated, burned up, or whatever over time. Sort of sad to see if permanently decorating the landscape.


What, you mean bare stone doesn't eternally burn where you come from?

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+1 ! Great suggestions!


Hoot hoot, stranger! Fairly new to CRPGs, but I tried my best to provide some feedback regardless! <3 Read it here: My Open Letter to Larian
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Originally Posted by Firesnakearies
What, you mean bare stone doesn't eternally burn where you come from?

I know, I know, it sounds crazy, right. wink


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I tracked more bugs:

Bug: the two greatswords in the hidden room of the basement under the Toll House are unreachable (one leaning against the wall and one against a weapon rack). My character is right next to them and they register as "Can't reach" or "Use jump to reach"
Bug: placing objects over vents in basement under the Tool House only works in two rooms. In the hidden room it does nothing.
Bug: Volo's lyrics scroll off the screen in camp when he celebrates with the party
Bug: Talking to Karlach after helping her repeats the same dialog. It shouldn't.
Bug: With clickables in areas with multiple levels (vertically), sometimes the clickable is assigned to the wrong level, and thus unclickable in the level it visually exists.

I added these along with previous posts into the OP.


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Originally Posted by ciph
Miss. Miss. Miss. Miss. That gets boring pretty quickly. The RNG for attack rolls is annoying, as I've seen far too many misses on something with 80, 85, 90 etc. percent chance. Yeah, yeah, it's RNG. But this needs balancing.


Common Larian fan boy comment without any real data to approve your feeling.

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Originally Posted by dunehunter
Common Larian fan boy comment without any real data to approve your feeling.

Me, a Larian fanboy? I didn't play all of their games, nor do I obsess over them. You really missed on that attack, lol. You're the one who joined 2014 and I just joined here for BG3.

As for the feedback I gave them, that's how it feels when I play. I don't need "data" to relay to the developers how I feel. If I attack 10 times with an 80% chance to hit, and I only hit half of the time instead of 8 out of 10 times, then that just doesn't feel right. It doesn't matter if the RNG is accurate for 100 tries, it's what I experienced during my gameplay.

Last edited by ciph; 06/11/20 04:26 PM.

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EDIT: I guess I can no longer edit my OP? Does the forum have a time limit for edits?

Updates:

Bug: Containers scroll back to the top row when placing or removing items beyond first screen/page. They should save their position.
Bug: When Gale tells his story, your character is occupying the same space as him after he states "place your hand over my heart"
Bug: "Wat do you think about what happened to the Druid Grove" listed twice in conversations with Shadowheart.
Bug: In camp, companions are reading invisible books.
Bug: Wyll keeps updating conversation of events long past whenever I talk to him in camp.
Bug: Halsin keeps saying "you deserve to be banished" while in camp. Obviously a leftover from the grove.
Bug: Always stuck in "There's an interesting conversation nearby" when there isn't, so I can never go into turn-based mode unless I'm in combat.
Bug: In the Putrid Bog most containers are duplicated (occupying the same location).
Content: A bit tired of "Down by the river song" when used in too many camp stories/events. Could we get some additional songs for these moments?

Last edited by ciph; 07/11/20 04:07 AM.

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Thanks for taking the time to put this detailed list together. Most of your QoL stuff is would be nice. Bugs are bugs. Some of your content suggestions though...

You crash in the middle of an area that has various population centers. All quests have some tie to the main story. Even your examples seem odd to me. The Hag gives you info about the main issue you can find nowhere else. The temple thieves stop looting the temple to go investigate the crash in search of loot. Its all related.
Edit: I decided to expand on this more. Many games make you the center of everyone's universe. Here we are unexpectedly dropping into separate groups of people that all have their own lives and crap they are dealing with. And yet at the same time the game's central story element is affecting them all. Whether its us or other infected imposing their will and/or cult etc. I find it very refreshing. At the same time in other games side quest feel like filler. But take Kagha. You don't have to go investigate her motives and why she is doing what shes doing, but man is it cool and rewarding IMO as opposed to busy work for xp and loot like many games.

" Where's the charm in Baldur's Gate 3 so far? I can't seem to find it. I just see combat and story in Early Release. Where's the humor? Where's the charm?" Have you met Astarian and Gale? The way you try to circumvent Gale's exposition and he deftly turns it around. We will have to agree to disagree.

But again thank you for the effort and not making it a bitch/whine fest.


Last edited by RumRunner151; 07/11/20 06:06 AM.
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Updates from my gameplay:

  • Camera doesn't move correctly to see entire attack sequence during combat. For example, a ranged enemy moves closer and attacks a party member from a distance, but camera is centered on them instead of showing both attacker and target.
  • During battle, party members' portraits at the top left corner are arranged according to initiative (thanks to RumRunner151's explanation). This was confusing to me, even for someone who enjoys DnD and played previous Baldur Gate titles (it's been so long since BG2!). Perhaps a better solution is make this more obvious in the UI? One possibility is to use numbers to state initiative and then order based on party/enemies. Or title the area as "Initiative" so we know what that is? Or better yet, give us the option to sort them ourselves? I'd love the option to have initiative numbers on portraits, then sorted by many party members being first instead of trying to find them in a visually big list of portraits.
  • Need an option to disable auto focus of the camera on the active character/enemy during combat.
  • Bug: Probing Gale's mind in camp about his secret, but deciding not to "delve deeper" keeps the mind graphical effect going through the rest of the conversation.
  • Bug: I finished the "Hunt the devil" line and killed Anders and his band, but the "Kill Anders" quest always shows an exclamation point next to it every time I load my game, even though I've clicked it and turned it bnack to the check mark many times.


Originally Posted by RumRunner151
All quests have some tie to the main story.

Agreed, no argument from me there. But that tie in is not apparent until either towards the middle or end of the quest. As an adventurer who's in a party hell bent on trying to remove the bugs, it seems odd you'd waste time to get involved with these side quests when it looks like they have nothing to do with your objective.

Originally Posted by RumRunner151
But again thank you for the effort and not making it a bitch/whine fest.

I'm loving the game, so I only hope to see it get better by the time the rest of the content is released. My gripes are almost always with quality of life things, and my content feedback hopefully gives my perspective as a player. Yet I'm always open to experience and enjoy any story and progression put forward by a developer. I'm glad my feedback did not come across as whining to you, thanks. smile

Last edited by ciph; 09/11/20 09:20 PM.

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Keep em coming.

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Agree with fire, keep them coming. One thing though "During battle, party members' portraits at the top left corner should be on the same row at the top. Instead it's mixed in with enemies." its due to everyone having a different initiative. IMO I wish all my party would go at once with linked initiatives so I could have them interact more.

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More updates as I go through the Underdark a second time:

  • Bug: Quest Journal doesn't scroll with the mouse wheel, where as everything else does.
  • Bug: When characters change levels the camera is clunky. Sometimes it's slow to change, sometimes it doesn't change at all and we have to move its focus around a bit until it switches.
  • Bug: I had a character climb vines in the Underdark, but for some reason they jut floated down to the depths and died, being sent to camp. But I can't travel to camp with other characters as I get the message "A player can't currently travel to camp". Broken saved game.
  • Bug: In the Underdark, Psionic Pull doesn't work everywhere. Trying to pull a party member to me and in some places this doesn't work if the vertical distance is too far. Yet the spell lets me target them and the animation occurs, but character is not pulled to me.
  • Bug: "Take all" on some drow scouts bodies in the Underdark (killing petrified ones) doesn't take everything. Need to loot again to get a final sword.
  • Bug: After leaving the vicinity of where I killed the
    Minotaurs in the Underdark
    , their bodies appear standing instead of laying dead.
  • Bug: If we put one of the Tongues of Madness in another container in our inventory, the corresponding quest updates with "We lost some of the mushrooms" and then even dropping and picking them up doesn't reset.
  • Bug: If we pick up the Timmask Spores, the quest states "We'll need to bring them back to Omeluum once we find the Tongue of Madness", even if we already have the Tongue of Madness.
  • Give an ability for the whole party to jump together to reach an area, instead of forcing the player to perform jump for each character, one by one.



Originally Posted by RumRunner151
Agree with fire, keep them coming. One thing though "During battle, party members' portraits at the top left corner should be on the same row at the top. Instead it's mixed in with enemies." its due to everyone having a different initiative. IMO I wish all my party would go at once with linked initiatives so I could have them interact more.

Ah, that's why! Thanks, I appreciate that info. Makes sense now. Then I'll update my post above to reflect this.

Last edited by ciph; 09/11/20 09:23 PM.

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More from my gameplay this evening...

  • Bug: Lae'zel was asked to stay at camp, and then I adventured with a different party member. When I came back to camp, I can't ever click on her again to talk. Now several camps later and she has an exclamation above her head, but I still can't click on her. I can right click on her, just not left click. I can left-click on all other party members at camp just fine.
  • Bug: Pushing the button on the second to top floor of the Arcane Tower, makes you travel down to the next level and then move over to be under it in order to press it.
  • Bug: Party members who are Nauseated by the hag's well water and then asked to stay at camp have the Nnauseated status even after resting and leaving camp, then coming back to camp.
  • Bug: The second cut scene of the person 'you dream about' incorrectly shows you holding a weapon when you're supposed to be holding their hand. And you don't really hold their hand correctly.
  • Bug: Action surge on my character as a fighter will disable their "dual wield", so that my next attack is one-handed. And then it will lock them to one-handed (unable to change back) until I removed a weapon from the off-hand and then re-equip it.


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Joined: Oct 2020
Bug: I had a character climb vines in the Underdark, but for some reason they jut floated down to the depths and died, being sent to camp. But I can't travel to camp with other characters as I get the message "A player can't currently travel to camp". Broken saved game.
That would piss me off LoL...have not had that one. As for the cant travel to camp, I notice this when someone is dead and I hit the camp button. Usually, though you can fast travel to camp and then have the Skelly reincarnate. Don't know why one works and the other doesnt.


Bug: "Take all" on some drow scouts bodies in the Underdark (killing petrified ones) doesn't take everything. Need to loot again to get a final sword.
For me that seems to be an early indication I need to restart the game.

Bug: The second cut scene of the person 'you dream about' incorrectly shows you holding a weapon when you're supposed to be holding their hand.
Most of the bugs I have had, or there may be a reason I haven't. This one though is weird. Never had it. Played through that scene on at least a dozen characters. You may want to add the class, race, and weapon. It might be specific or easier to test with the specific combo you used.

Once again, Love that you keep such a detailed list. Keep them coming.


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