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First, I would like to say that I did not test the last patch (1.47) as I don't like playing a game when a bug annoys me and the "bug" was not listed in the patch.

In other words, I will not play <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> until this is corrected or Larian patch activity on <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> seems to have stopped.

The bug is quite simple: It is that I put everything I can get near a merchant in severall barrels or chests in the BattleField ...
And when I get in the first BF dungeon, I find barrels or chest with exactely the same items plus some new ones...
It is quite easy to understand for a developer (like me), it seems they use the same reference for severall barrels...

Actually, it seems not a lot, but it adds unorganized items in my barrels plus I fear that if I use items in this barrel a crashing bug or any other side effect may occur... <img src="/ubbthreads/images/graemlins/think.gif" alt="" />

And there is also one little thing, about ranged attacks ...
Why can those skeletons attack me even before I see them ...
Sometimes these have not even any cross on the minimap but they are already shooting at me ... In hardcore this could be normal, but in easy mode I think this has not to happen ... they should be dumb and come a little closer or even avoid using ranged attack in some cases... Same for magic of course...

BTW, I would like to thank Larian for severall good things in this last patch like the refresh mana/health on load and the steal bug that destroyed the fun of the game...


-Time heals wounds, wisdom prevents harm. -Humour is the key to say everything. The Divine Mistelios The Mysterious Divinity
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Why are you saving all that stuff in barrels in the first place...... sell it.... <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />


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[color:"orange"]In other words, I will not play <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> until this is corrected or Larian patch activity on <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> seems to have stopped.[/color]

AFAIK, 1.47 is the final patch. While a few issues remain, they are mostly minor.


[color:"orange"]Actually, it seems not a lot, but it adds unorganized items in my barrels plus I fear that if I use items in this barrel a crashing bug or any other side effect may occur...[/color]

Some people deliberately look for these linked barrels, to reduce the running around they have to do in the BF (in acts 1, 4 and 5 without the teleporter stones). I think any serious glitches or crashes with this probably would have been reported by now.

Do you use all of your summoning dolls? With the change to the overweight penalty in 1.47 (can hold more than maximum weight, but can not move while overloaded), you could just store most items with the summoning dolls. They can not hold quest or set/unique items (until after an act change), but you could use one for stuff to sort out and maybe sell, and another for stuff you may need later, etc.


[color:"orange"]Why can those skeletons attack me even before I see them ...[/color]

They have a larger sight range. The survivor Tracking skill can increase the range enemies show up on your mini map. I also found having my non-leading archer character set to aggressive acted as a good early warning system, since she could sometimes start attacking before an opponent was shown on screen.

The difficulty setting effects NPC health and mana, etc but does not directly influence enemy strategy.

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My personal opinion about 1.47 is that it fixed nearly all the bugs.... a few minor ones remains (ones that hopefully most people will never notice even)

All of quest bugs (i am sure you have seen the posts of "tax doesnt want to give the key etc...), and it fixed a lot of general bugs, like the notorious lockpick skill... there are also quite a few minor fixes that were not mentioned in the readme, but they made a real visible improvement in the gameplay...

<img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


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Why are you saving all that stuff in barrels in the first place


Well, it is my play style ... I like to have everything I come across (That was even much more possible in Divine Divinity).


-Time heals wounds, wisdom prevents harm. -Humour is the key to say everything. The Divine Mistelios The Mysterious Divinity
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<img src="/ubbthreads/images/graemlins/XmasJump.gif" alt="" /> <img src="/ubbthreads/images/graemlins/XmasJump.gif" alt="" /> <img src="/ubbthreads/images/graemlins/XmasJump.gif" alt="" /> <img src="/ubbthreads/images/graemlins/XmasJump.gif" alt="" /> <img src="/ubbthreads/images/graemlins/XmasJump.gif" alt="" /> <img src="/ubbthreads/images/graemlins/XmasJump.gif" alt="" /> <img src="/ubbthreads/images/graemlins/XmasJump.gif" alt="" /> <img src="/ubbthreads/images/graemlins/XmasJump.gif" alt="" />

YEaaaaaaaaayyyyyyy!!!!!!! another kleptomaniac like me <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />


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The bug is quite simple: It is that I put everything I can get near a merchant in severall barrels or chests in the BattleField ...
And when I get in the first BF dungeon, I find barrels or chest with exactely the same items plus some new ones...
It is quite easy to understand for a developer (like me), it seems they use the same reference for severall barrels...
[/color]

Some things you probably do not realize about the last patch. Hopefully this will help:

1. There were many items that were fixed that were not specifically listed in the patch readme file. Many were rather minor, but many were major (like several CTD's and quest problems).

2. The linked chest issue is a long known issue (and many people use it as a small exploit. You will find it listed as a tip in my walkthrough.) and it was discussed (twice actually, once as just linked chests and again as linked chests that have additional spawned loot in them). It was decided that eliminating the linked chests could introduce new and serious issues with the battlefields (since you said that you are a developer then you should understand that problem).

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Actually, it seems not a lot, but it adds unorganized items in my barrels plus I fear that if I use items in this barrel a crashing bug or any other side effect may occur...
[/color]

Sometimes there will be (normally) 1-3 items that spawn in a linked chest. I would not consider that to be adding "unorganized items in my barrel", but that is just me. You can easily remove them when you find the linked chest. I have played the game all the way through probably around 15+ times and have never had a crash or other side effect from storing items in linked chests (and have never heard of anyone else having that type of problem).

As long as you have the game and the patch... load 'em up and have some fun <img src="/ubbthreads/images/graemlins/XmasJump.gif" alt="" />



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Grim, i am sorry i dont agree......

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I have played the game all the way through probably around 15+ times


did you forget the 0 at the end?????? how many times were the game / patches tested????

<img src="/ubbthreads/images/graemlins/evilgrin1.gif" alt="" /> (sorry couldnt resist ) i think my game count is up to about 30 and i only tested ONCE...


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2. The linked chest issue is a long known issue (and many people use it as a small exploit. You will find it listed as a tip in my walkthrough.) and it was discussed (twice actually, once as just linked chests and again as linked chests that have additional spawned loot in them). It was decided that eliminating the linked chests could introduce new and serious issues with the battlefields (since you said that you are a developer then you should understand that problem).


Yes, I understand that it may add other issue to correct this, I don't have the code so I don't know what it involves...
From being a developer I am used to face the situation of the user that wants a little change in a program and does not understand when I say him that I need one week to do this ... (and the contrary is also possible ... it is much more funny when they ask something and give you one week to do it when you need ... 5 minutes ... <img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" /> <img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" /> <img src="/ubbthreads/images/graemlins/ROFL.gif" alt="" /> )

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Sometimes there will be (normally) 1-3 items that spawn in a linked chest. I would not consider that to be adding "unorganized items in my barrel", but that is just me. You can easily remove them when you find the linked chest. I have played the game all the way through probably around 15+ times and have never had a crash or other side effect from storing items in linked chests (and have never heard of anyone else having that type of problem).


The problem is that if I have many small items in a barrel, I do not see immedately the little potion between them ... of course, that is not something of great sadness ... it is just that I wonder why I would take so much time to place these items in a barrel and save space to have one that is not following my rules <img src="/ubbthreads/images/graemlins/silly.gif" alt="" /> yes, I'm silly <img src="/ubbthreads/images/graemlins/silly.gif" alt="" />
but <img src="/ubbthreads/images/graemlins/shhh.gif" alt="" /> do not spread the word ...

<img src="/ubbthreads/images/graemlins/question.gif" alt="" /> <img src="/ubbthreads/images/graemlins/question.gif" alt="" /> <img src="/ubbthreads/images/graemlins/question.gif" alt="" /> I just wonder what will happen if I put a liked barrel in its linked barrel (if you get my meaning) ... that's my fear in fact, if you say me that this is safe too, then this might not be an issue... <img src="/ubbthreads/images/graemlins/question.gif" alt="" /> <img src="/ubbthreads/images/graemlins/question.gif" alt="" /> <img src="/ubbthreads/images/graemlins/question.gif" alt="" />


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I have tested that theory... putting barrels in chests, in differnt barrels, in more types of chests... i nested them as deep as i dared.... i even tested lockpicking them while they are nested, and i couldnt break it.....

And in this attempt to find possible CTD or hangup, i did accidentally have linked items in there too.... (i discovered this when my teleported stone appeared in a dungeon barrel), i did take the teleporter out of the dungeon barrel, thinking i struck gold with a 3rd stone (too much coffee does that to you).... only to get back to my stash and discover it empty and now all in my inventory....

It didnt crash or even give a hickup....


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I just wonder what will happen if I put a liked barrel in its linked barrel (if you get my meaning) ... that's my fear in fact, if you say me that this is safe too, then this might not be an issue...


You can test this at the vendors when you first enter the battlefield. There will normally be a few linked barrels just northwest of the vendor Elkar. If you try putting one of the linked barrels inside another linked barrel you will find that it will not work. Every time I have tried to put one container inside another container that it is linked to it simple does not work, both barrels stay as they are.


Lady_Reign,

ROFL, I have totally lost count. All that I can be sure of is that it is a couple times more than I have played Divine Divinity (I think). <img src="/ubbthreads/images/graemlins/ouch.gif" alt="" /> <img src="/ubbthreads/images/graemlins/XmasJump.gif" alt="" />

Last edited by Grim; 23/12/04 12:49 AM.
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The problem is that if I have many small items in a barrel, I do not see immedately the little potion between them ...



What I do when I set up camp in the battlefields is this:

I place 4 barrels near Elkar. I use the barrels this way -

Barrel #1: trash loot that I plan to sell before going to the next act (this barrel will end up really full with many items covering other items, but that is no big deal).

Barrel #2: Very important items that I don't have the stats to use yet, all my arrows that I do not have equipped, and all alchemy components.

Barrel #3: Potions, charms, crystals (I only save the extra crystals because I can sell them for lots of gold later on).

Barrel #4: Any orange or yellow coded items that I want to review before going to the next act. Some I will keep and others I will sell.

Inside the first dungeon I will pick up 4 wooden chests (carry them "opened" and they don't weigh anything) and I replace the barrels with the chests because I am always accidentally smashing the barrels and I am a neat freak.

If you use a method similar to this, then you will not have a problem finding any of your items. Also if you sell everything at one time when the battlefield is completely done you can overload your inventory and sell to Elkar, Annabelle, and Brian without having to move.

Have fun......

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1. There were many items that were fixed that were not specifically listed in the patch readme file. Many were rather minor, but many were major (like several CTD's and quest problems).


Why ? I want to be informed of most things possible !

The relatively small size of the readme file indeed made to me the impression as if these had only been minor bugs corrected, and that probably even the patch is not worth the huge time of downloading !

Edit : As I tried to explain towards Barnabus, this is rather a point of view that has to do with impressions and images of things.

Small list -> unimportant, unneccessary, uncomplete ?

This is the impression someone might get - and I was used to *much* longer lists ! <img src="/ubbthreads/images/graemlins/badsmile2.gif" alt="" />

By the way, this thing about impressions people get over things is widely used by the advertisement industry ! There, you won't get proper logical reasoning, but rather messages transported by impressions and emotions based upon them ! <img src="/ubbthreads/images/graemlins/exclamation.gif" alt="" />

Last edited by AlrikFassbauer; 29/12/04 12:08 AM.

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IIRC the bug list was quite extensive... and i think that the reason most of these were not icluded in the readme, would be based on:

A lot of these bugs are not the type that most people would find during game play.... a lot of them were only found because the people did the most silly things to try and find them.

A lot were just too minor, and were only considered bugs because something didnt act according to specification (not nescesarily acting wrong).

To note some of them, you would have to include a spoiler in the readme (IMO thats a forbidden thing) as the bug only appears when you do a specific thing in a specific way/order.

Some bugs were never noted by players....so do you REALLY want to let them know that it ever existed????

Some bugs were the result of 1d10t errors (on the end user's side), and should never be included in a readme.... (its bad policy to let the end user know that he does / did something wrong)

Some quest bugs were just too many in certain areas, (and the reason of spoilers), so they were bundled into a catergory (e.g Act"*" Quest bugs fixed)

Some bugs were mere "facial pain" or "polish" and IMO not worth including in a readme.


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Lady Rain!! Have you considered changing your signature? It is getting boring.


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<img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> One day when i have nothing better to do.... the time i have available to me i will rahter use to post, than to spend it sifting through my profile... In any case... this is who i am.... i dont expect you to love me at first sight...

BTW, for next time, its better to private message the person if you have personal requests.... Expressing your opinions in public posts just shows people how easily you are irritated.

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Last edited by Lady_Rain; 30/12/04 06:50 AM.

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Well, the big bugs i remember in 1.47 are:
Summoning dolls:
When a summoning doll gets hit with hostile polymorph in act 4 the save is screwed. Clicking on the doll summons another one with stats reset, waiting till the effect wears off doesn't help. Game just crashes when you try to load the save. The only way i remember around this was using another bug... IF you're sure your summoning doll got hit by polymorph AND you're sure you don't have saves before that happened - don't load or quit... Get the doll killed, pause at the time it drops to the ground with 0 hp and unsummon it. It'll get a full reset - all skills, stats, etc set to base AND inventory fully wiped. Then save, load. Hence reset by unsummoning at time of death is also a bug, but as a way around another one which shouldn't happen in the first place. Btw it'll also remove non-unlearnable schools from summoning dolls branch and their effect stays. BUT if you do this for the third time and try to have that particular doll learn a non-unlearnable skill the game will crash that very moment you try to click accept button. I also remember coming around weapons in form of other items, like i had my demon summoning doll wear a bone spear-ring which had all appropriate effects, ofcourse animation looked just unarmed, but all bone weapon branch affected it normally, demon did damage announced on the ring instead of unarmed...
Well, and ofcourse the battlefield generation algorythm is a complete shame, Diablo 1 had better one.

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Well, that game you mentioned never had Battlefields. It only restored everything once you've restarted a game.


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