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Looks like there is a new preview patch.

Having an issue with transports on the RTS map. I cannot use the "unload all " function. It just doesn't do anything. However clicking each individual unit on the HUD causes them to exit the transport.

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Are there any patch notes?

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Originally Posted by Stabbey
Are there any patch notes?


Last time they didn't come out till a few days later frown

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I can confirm that transports don't unload units with the command or button anymore, only the portraits. This bug was introduced in the unnumbered patch between 1.40 and 1.55, the same one which added the Golden Jetpack.


Here they are:

Originally Posted by LAR_OCTAAF
Divinity: Dragon Commander v1.0.55 contains the following changes:

- RTS follow behaviour improvements
- Kiting RTS AI by drawing units back should no longer be possible
- General Strategymap AI improvements (improved attacks & expanding)
- RTS AI improvements (making attack teams & pathfinding)
- Fixed a crash that happened on return to lobby vs three AI's
- Fixed a team/faction issue that caused instant win or loss when entering RTS combat
- Fixed a crash on next loading screen if client is returned to main menu from battle result (when host disconnects for example)
- Fixed issue with units disappearing after catherine decision (lose 10% of your army)
- Fixed issue with disappearing armies dues to saving between combats in the same turn
- There is now a setting for golden dragon on/off
- There is now a setting for golden jetpack on/off
- Golden dragon/jetpack stay visible after save/load
- Fixed an issue with gamespeed being incorrect after loading of savegame
- Fixed an issue where reserves counted for the entire turn (several battles in same turn had buildup of reserves)

Fixes for issues that will still be added before the next live patch:
- Black screen or crash when clicking Multiplayer
- Graphine / list.h / tiledtextures crash -- temporary workaround can be found here: http://bit.ly/12uVziP

Last edited by Stabbey; 23/08/13 12:35 PM. Reason: transport bug
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Bug: These Hunters were shooting at a mine they had spotted with Revelation for a while, failing to realize that they were unable to hit it.

Maybe change Revelation so that if they haven't got LoS with their gun to hit it, Revelation can't detect it?


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Bug: The Custom game "FFA AI's always join the battle" option does not work. Only the actual parties who have units in the country participate.

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I think this is an old one.
When opening the card menu on the strategy map it always defaults to "received" despite still saying Type or Level on the top right.

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Bug / AI Improvement Needed: When invading an enemy country (on Hard difficulty), I notice that the RTS AI seems to start with a Battle Forge already created. I'm not sure if this is because it's on Hard, or because the country was entrenched (I think the latter). The issue is that the AI immediately starts building a second Battle Forge, which is both unnecessary and a waste of resources, especially since I'm typically entering a country with heavier units.

Even the AI itself seems to realize it's a mistake as well. I checked back later and saw that they had sold one of their Battle Forges and build a new one closer to the front line. They then built a War Factory there where they had their Battle Forge, but by then it was too late. (Well, that's not fair, as I invaded a country that was defended only by a Shaman with my own large force.)

It might also have to do with the custom settings. I was using a Recruit Multiplier of 2, so everything costs more.


I also think that the enemy's tendency to mass Battle Forge units when it realizes that it's getting low on funds is perhaps misplaced a bit, as those units tend to be pretty easily beaten, maybe less so than a force with fewer but more powerful units would be.

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I stand corrected. Even in an Entrenched country, the enemy doesn't start with a Battle Forge already built, they just start building one right away, and then a second one immediately afterwards. That doesn't seem like a terribly winning strategy to me. It takes them far too long to start producing armoured units.


Bug: I saw a graphical glitch when targeting Mustard gas on one map ( I can't remember it's name but it was something to do with death). The next map, I tried targeting with that skill and didn't see the glitch.

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I also have seen that mustard gas bug on that map (also does it on Death from Above IIRC). That one also existed in 1.0.40\

It seems like there is a way to dupe cards. If you buy a card at the emporium and don't use it, then save and quit, reload the game and end turn it will give it to you twice. It seems like this is 100% repeatable too.

Also with this patch I get a lot of Crash to desktops when loading or exiting to main menu.

Last edited by SniperHF; 27/08/13 10:17 PM.
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Originally Posted by SniperHF
Also with this patch I get a lot of Crash to desktops when loading or exiting to main menu.

Please email supportdc@larian.com, with a description of the problem and the report.zip file generated by the Dragon Commander support tool. They haven't been able to replicate this (I tried a few times myself with no problem), so more information would be helpful.

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Update v1.0.64 (additions to v1.0.55):

* Black screen or crash when clicking Multiplayer
* Graphine / list.h / tiledtextures crash
* Fix for unloading transports

If anyone still has problems with starting multiplayer games, please let us know as soon as possible.

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The bug of dead strategy map AI's appearing in RTS mode is still happening.


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