Enchanted Weapons not "Enchanted"
horredtheplague
Member, Developer Posts: 186
(Latest update, All mods uninstalled, Repair Install run first for test veracity): Test shown in screenshot, a SW2H06 (Spider's Bane +2) vs a Fire elemental (equipped w/ Immune2.itm--blocks non-magic and +1 enchantment weapons). The Enchantment offset at 0x60 is left at 0 in the SW2H06 file; in BG2 vanilla this same item was set to 2 (as expected). Side effect: see screenshot. This is one of MANY weapons missing this setting in BGEE. The majority of in-game magical weapons, in fact (else I'd have made a list). If this has been reported already, I didn't see it on the bug thread.
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Comments
Current Behavior:
Weapon "Enchantment" values are incorrect/inconsistent.
Expected Behavior:
Weapon "Enchantment" values should reflect actual enchantment level of the weapon.
defense (improving his Armor Class) against any opponent using a hand-held weapon, such as a dagger,
mace, spear (not hurled), sword, etc. For example, the wielder can, on the first round of battle, opt to use
the sword as +2 and save the other two bonus factors to be added to his Armor Class. This can be done
each round.
Note that there is also a sword, +5 defender.This is identical to the +4 sword with one extra bonus
point.
^Twinkle.
Sword+3, Frost Brand, +6 vs. fire-using/dwelling creatures: This sword always provides a +3
bonus. The +6 bonus takes effect against creatures that use fire or live in fiery environments. The
weapon does not shed any light, except when the air temperature is below 0 degrees F. It does give
special benefits against fire, for its wielder is protected as if he were wearing a ring of fire resistance.
The frost brandsword also has a 50% chance of extinguishing any fire into which its blade is thrust.
^Icingdeath.
Straight out of DMs Guide. If anything they should be +3 and +4 like they are.
You are entitled to claim that this is a bug in the game that should be changed, but this IS NOT THE BUG UP FOR DISCUSSION IN THIS TOPIC!!! Please start a new topic bringing up this concern if you wish, but this topic is not the place.
Now that is quite interesting as most of the enchanted weapons, with a few exceptions have an enchantment level of 0 to determine what it can hit.
The only difference would be the flag, if it's a basic weapon or magical, e.g. hitting a flesh golem doesn't need a specific enchantment level, it only requires a magical weapon. (in BGEE)
Though I checked only a couple a "basic" enemies, whom I know of the need of having a specific weapon and it's usually only the magical attribute.
In BG2 most of the weapons have the proper enchantment level, cause there are a sh*tload of enemies, who are immune to at least something Also weapons like Daystar, Bastard vs Shapeshifter etc. are treated with their proper enhancement (+3/+4) to determine, what it can hit.
Yet it does not exist in BGEE; I found only a couple of weapons, which are not even implemented or on a rare occasion have that enchantment properly set.
And I might be wrong but in D&D you always needed a specific enchantment to beat a creatures DR or a weapon with just a ridiculous high enchantment level to negate it, ie +3 to overcome the cold-iron DR of a greater werewolf ...
This is just simplified in nearly every game and those weapons are considered to usually have the enchantment level of their highest bonus if it can beat a creatures DR. (like Scimitar +5, Defender, which is only a +2 or +3 Scimitar with the defending attribute but in BG2 it's a +5 weapon)
As mentioned, it doesn't matter in BGEE, the few critters, who have actual an immunity need a specific weapon (gr. werewolf)
edit: still it's a bug :>
So I can only imagine, that they are available there or you need magic..
ninja-edit: you are right, checked them too - but as mentioned such weapons just don't exist in the campaign or not that I can remember looting it. (ie SW1H41/SW1H42)
Am currently more busy to re-install BG2 from a scratch, cause I had an older version of SCSII and just upgrading would mess up the whole game or some other specific mods, which need to be properly installed thereafter and not only by using the weidu log.
The several (*unique*) enemies I checked in the campaign were only affected by very specific weapons and were not element of having a +x weapon. (flesh golem, xyz slime, helm horror, g-were etc).
They should just place an Iron Golem in Durlags Tower instead of the pussy of a final boss.
All the new clubs (both newly added +1 and the new +2) aren't flagged as magical, e.g.
(though you are right, there are a lot of inconsistencies for nearly every weapon in BGEE)
Checked the Flesh Golem(s) or whichever critter is used in the game, and the item he carries gives it weapon immunity to non-magical, no (non-existent) specific enchantment level and alike is set or required.
Now that i've looked through this forum more tho, it seems the pro modders are all over these type of item bugs tho, so that's good.
At least, that's how it is in the BG2 engine, maybe stuff's changed in BGEE?
Here's the list I came up with--I'd be interested if you see any discrepancies. Most of these are simply setting the enchantment levels they had in BG2.
ANKHEG2 => 3 // , originally enchantment 0
AROW02 => 1 // Arrow +1, originally enchantment 0
AROW04 => 1 // Acid Arrow, originally enchantment 0
AROW10 => 1 // Arrow of Piercing, originally enchantment 0
AROW11 => 2 // Arrow +2, originally enchantment 0
AROW15 => 3 // Arrow of Ice, originally enchantment 0
AROW1A => 2 // Arrow +2, originally enchantment 0
AX1H02 => 1 // Battle Axe +1, originally enchantment 0
AX1H03 => 2 // Battle Axe of Mauletar +2, originally enchantment 0
AX1H05 => 2 // Throwing Axe +2, originally enchantment 0
AX1H06 => 2 // Throwing Axe +2, originally enchantment 0
AX1H18 => 1 // Beruel's Retort +1, not found in BG2 array
AX1H19 => 1 // Golden Axe +1, not found in BG2 array
BASILG2 => 4 // Attack, originally enchantment 0
BASILG3 => 4 // Attack, originally enchantment 0
BASILL1 => 2 // Attack, originally enchantment 0
BASILL2 => 2 // Attack, originally enchantment 0
BEARSPIR => 3 // Attack, originally enchantment 5
BLUN03 => 1 // Flail +1, originally enchantment 0
BLUN05 => 1 // Mace +1, originally enchantment 0
BLUN07 => 1 // Morning Star +1, originally enchantment 0
BLUN09 => 3 // Kiel's Morning Star, originally enchantment 0
BLUN10 => 3 // The Root of the Problem +1, originally enchantment 0
BLUN36 => 1 // Club +1, not found in BG2 array
BLUN37 => 2 // Mighty Oak +2, not found in BG2 array
BLUN38 => 2 // Club +1, not found in BG2 array
BLUN39 => 2 // The Thresher +2, not found in BG2 array
BLUN40 => 2 // Chanserv's Fish +2, not found in BG2 array
BLUN41 => 1 // The Stupefier +1, not found in BG2 array
BLUN42 => 2 // Krotan's Skullcrusher +2, not found in BG2 array
BOLT02 => 1 // Bolt +1, originally enchantment 0
BOLT06 => 2 // Bolt +2, originally enchantment 0
BOW02 => 1 // Composite Longbow +1, originally enchantment 0
BOW04 => 1 // Longbow +1, originally enchantment 0
BOW06 => 1 // Shortbow +1, originally enchantment 0
BOW07 => 2 // The Dead Shot +2, originally enchantment 0
BOW08 => 2 // Protector of the Dryads +2, originally enchantment 0
BOW09 => 2 // Longbow, originally enchantment 0
BRBLP => 1 // Attack, originally enchantment 0
BRBRP => 2 // Attack, originally enchantment 0
BULL02 => 1 // Bullet +1, originally enchantment 0
BULL03 => 2 // Bullet +2, originally enchantment 0
BULL07 => 1 // Bullet of Fire, not found in BG2 array
BULL08 => 1 // Bullet of Ice, not found in BG2 array
BULL09 => 1 // Bullet of Electricity, not found in BG2 array
CDWOLFM => 1 // Attack, originally enchantment 0
COMPB06 => 1 // Shortbow +1, not found in BG2 array
COMPB08 => 2 // Protector of the Dryads +2, not found in BG2 array
COMPB18 => 2 // Shortbow +2, not found in BG2 array
COMPS02 => 1 // Bastard Sword +1, not found in BG2 array
COMPS03 => 3 // Kondar +1, not found in BG2 array
COMPS18 => 4 // Sword of Balduran, not found in BG2 array
COMPS42 => 2 // Bastard Sword +2, not found in BG2 array
CUTAROW1 => 0 // Arrow of Ice, not found in BG2 array
DAGG02 => 1 // Dagger +1, originally enchantment 0
DAGG03 => 2 // Heart of the Golem +2, originally enchantment 0
DAGG04 => 2 // Longtooth: The Grave Binder +2, originally enchantment 0
DAGG09 => 1 // Werebane +1, originally enchantment 0
DART02 => 1 // Dart +1, originally enchantment 0
DART05 => 1 // Asp's Nest, originally enchantment 0
DART09 => 1 // Dart of Fire, not found in BG2 array
DART10 => 1 // Dart of Ice, not found in BG2 array
DART11 => 1 // Dart of Acid, not found in BG2 array
DRIZZTS => 5 // Attack, originally enchantment 0
ETTERC1 => 1 // , originally enchantment 0
ETTERC2 => 1 // , originally enchantment 0
GHAST1 => 1 // Attack, originally enchantment 0
HALB02 => 1 // Halberd +1, originally enchantment 0
HAMM02 => 1 // War Hammer +1, originally enchantment 0
HAMM03 => 2 // Ashideena +2, originally enchantment 0
HAMM04 => 4 // The Knee-capper +1, originally enchantment 0
HAMM13 => 1 // Hammer of Dawn +1, not found in BG2 array
JELLMU1 => 2 // Attack, originally enchantment 0
JELLOC1 => 2 // Broken Shield, originally enchantment 0
LEAT25 => 2 // Rugged Leathers +2, not found in BG2 array
LIONSPIR => 3 // Attack, originally enchantment 6
OGRE1 => 1 // Attack, originally enchantment 0
P3-12M4 => 4 // , originally enchantment 1
PLYFIST => 1 // Attack, originally enchantment 0
PLYJELLY => 3 // Attack, originally enchantment 0
PLYMSTAR => 1 // Morning Star, originally enchantment 0
PLYSPID => 1 // Attack, originally enchantment 0
PSTAFM0 => 4 // Narbucchad's Demise +4, not found in BG2 array
PSTAFM0B => 3 // Narbucchad's Demise +3, not found in BG2 array
PSTAFM0C => 2 // Narbucchad's Demise +2, not found in BG2 array
PSTAFM0D => 1 // Narbucchad's Demise +1, not found in BG2 array
PSTAFM0E => 1 // Narbucchad's Demise +1, not found in BG2 array
PSTAFM1 => 5 // Narbucchad's Demise +5, not found in BG2 array
REVENT1 => 3 // , originally enchantment 0
REVENT2 => 3 // , originally enchantment 0
SGRASP => 6 // Shocking Grasp, originally enchantment 0
SIRINE1 => 2 // , originally enchantment 0
SLNG02 => 1 // Sling +1, originally enchantment 0
SLNG03 => 3 // Arla's Dragonbane +3, originally enchantment 0
SLNG11 => 1 // Sling of Unerring Accuracy, not found in BG2 array
SNAKSPIR => 3 // Attack, originally enchantment 5
SPER02 => 1 // Spear +1, originally enchantment 0
SPER03 => 3 // Backbiter +3, originally enchantment 0
SPIDHU1 => 3 // Attack, originally enchantment 0
SPIDPH1 => 1 // Attack, originally enchantment 0
SPIDSW1 => 1 // Attack, originally enchantment 0
SPIDWR1 => 1 // Attack, originally enchantment 0
STAF02 => 1 // Quarterstaff +1, originally enchantment 0
STAF05 => 3 // Staff of Striking +3, originally enchantment 0
STAF06 => 2 // Staff Mace +2, originally enchantment 0
STAF07 => 2 // Staff Spear +2, originally enchantment 0
STAF08 => 3 // Aule's Staff +3, originally enchantment 0
SW1H02 => 1 // Bastard Sword +1, originally enchantment 0
SW1H03 => 3 // Kondar +1, originally enchantment 0
SW1H05 => 1 // Long Sword +1, originally enchantment 0
SW1H06 => 2 // Varscona +2, originally enchantment 0
SW1H08 => 1 // Short Sword +1, originally enchantment 0
SW1H09 => 2 // The Whistling Sword +2, originally enchantment 0
SW1H10 => 3 // The Shadow's Blade +3, originally enchantment 0
SW1H13 => 3 // Moonblade +3, originally enchantment 0
SW1H14 => 1 // Short Sword +1, originally enchantment 0
SW1H15 => 3 // Icingdeath +3, originally enchantment 0
SW1H16 => 3 // Twinkle +3, originally enchantment 0 // 5 enchant in BG2
SW1H19 => 1 // The Vampire's Revenge +1, originally enchantment 0
SW1H22 => 1 // Scimitar +1, originally enchantment 0
SW1H24 => 4 // The Burning Earth +1, originally enchantment 0
SW1H78 => 1 // Drusus +1, not found in BG2 array
SW1H79 => 3 // Harrower +1, not found in BG2 array
SW1P01 => 2 // Viper's Edge +2, not found in BG2 array
SW2H02 => 1 // Two-handed Sword +1, originally enchantment 0
SW2H03 => 3 // Two-handed Sword, Cursed Berserking +3, originally enchantment 0
SW2H06 => 2 // Spider's Bane +2, originally enchantment 0
SW2H07 => 3 // The World's Edge +3, originally enchantment 0
SW2H08 => 2 // Durlag's Pride +2, originally enchantment 0
SW2H22 => 1 // Gold Digger +1, not found in BG2 array
SW1H47 => 1 // Wakizashi + 1, not actually wrong just needs flag
SW2HD1 => 1 // Rancor +1, not found in BG2 array
WOLFM => 1 // Attack, originally enchantment 0
WOLFSPIR => 3 // Attack, originally enchantment 5
WOLFVA1 => 2 // Attack, originally enchantment 0
WOLFWI2 => 2 // Attack, originally enchantment 0
WYVERN1 => 2 // Attack, originally enchantment 0
WYVERN2 => 2 // Attack, originally enchantment 0
XBOW02 => 1 // Heavy Crossbow +1, originally enchantment 0
XBOW03 => 5 // The Guide +2, originally enchantment 0
XBOW05 => 1 // Light Crossbow +1, originally enchantment 0
XBOW06 => 1 // The Army Scythe +1, originally enchantment 0
BLUN11 => 2
SW1H19 => 1
SW1H98 => 1
SW1H99 => 5
SW2H99 => 3
END
And for magical/non-magical flags
~belt16.itm~ ~override~ // belt of antipode
~blun36.itm~ ~override~ // club +1
~blun37.itm~ ~override~ // mighty oak +2
~blun38.itm~ ~override~ // club +1
~blun40.itm~ ~override~ // chanserv's fish +2
~bull07.itm~ ~override~ // bullet of fire
~bull08.itm~ ~override~ // bullet of ice
~bull09.itm~ ~override~ // bullet of electricity
~clck18.itm~ ~override~ // knave's robe
~misc73.itm~ ~override~ // the horn of kazgaroth
~nebelt01.itm~ ~override~ // adoy's belt
~ring47.itm~ ~override~ // iron thorn
~shille.itm~ ~override~ // shillelagh
~shld07p.itm~ ~override~ // sartessa's vengeance +1
~shld33.itm~ ~override~ // buckley's buckler
~slng11.itm~ ~override~ // sling of unerring accuracy
~staf25.itm~ ~override~ // the ossifier
~sw1h47.itm~ ~override~ // wakizashi +1
~sw1h78.itm~ ~override~ // drusus +1
~sw1h99.itm~ ~override~ // sword of chaos
~sw2h22.itm~ ~override~ // gold digger +1
WRITE_BYTE 0x18 (THIS | BIT6)
COPY_EXISTING ~boot06.itm~ ~override~ // worn out boots
~chan12.itm~ ~override~ // elven chain
~comps01.itm~ ~override~ // bastard sword
~misc1a.itm~ ~override~ // bottle of wine
~misc91.itm~ ~override~ // grapes
~pstafm2.itm~ ~override~ // narbucchad's demise
~scrlauto.itm~ ~override~ // autograph
~sw2h05.itm~ ~override~ // two-handed sword
~ttshld01.itm~ ~override~ // medium shield
WRITE_BYTE 0x18 (THIS & `BIT6)
But if you're considering acid arrows (arow04) as magical, look at arow05-09,12,14 and 16 for consistency. Also, BOLT03-05. All these I left alone, because I wasn't sure on the ruling regarding arrows w/ magical damages--but if you change one....
There's SHILLE.itm, but was this ruled to be a "non-magical" magically-created weapon?
@agris: My code will be installed as part of the next BPSeries release along w/ a couple other BGEE bug fixes, while waiting for proper BGEE patching.
Expected Behavior: Wakizashi +1 can hit magical creatures such as Flash Golems