It's not going to be on the website; you should have gotten an email from me with a link to the stand-alone launcher, or you can use the Beamdog client.
I can't wait to check out how the game feels now It looks like You guys have done a great job! I've already sent an e-mail and i'm waiting for a response
Well, I personally think the patch is great as it is, but the more people tests the beta, the more quality will be achieved. On the other hand, there's no reason not to publish the patch now and then release a new one for the rest of the bugs later on, so...
In 2013, a crack commando unit was sent to prison by a military court for a crime they didn't commit. These men promptly escaped from a maximum-security stockade to the Beamdog underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem...if no one else can help...and if you can find them...maybe you can hire...The QA-Team.
I received an e-mail from @Dee this evening with a link to the Windows beta client. However, I'm on OS X. Would someone be able to PM me the OS X client link? I'm guessing no one would have a problem with this since you need a login to actually start downloading the beta (I got that far messing around with Windows installer in Wine...).
I received an e-mail from @Dee this evening with a link to the Windows beta client. However, I'm on OS X. Would someone be able to PM me the OS X client link? I'm guessing no one would have a problem with this since you need a login to actually start downloading the beta (I got that far messing around with Windows installer in Wine...).
Can't wait for this patch to roll out on Steam. Started a new game couple of days ago and one of the first quests was bugged so I'm holding out for 1.2 and BG1NPC.
Tried installing on craptop, not much luck there either, gets stuck on "Getting download data" or something. Guess I'll have to wait to try the patch when it actually goes live then. Waited this long anyway...
Still I think my vote would've been "needs more testing". If there's still things you know you can fix then by all means fix them. Patch seems like it's a big one anyway, making it completely complete can't hurt.
I creat a character,Fighter/Shadowdancer, with EEkeeper. When I click "Kit Discription",it shows noting.But in 1.0.2014,it shows"fighter/thief". When lever up,the character get 25 point thief skill,but shadowdancer should get 15 point. By the way,when we play orignal Bardur's Gate 2,a multi class like Fighter/assassin shows "Fighter/Thief" in Kit Discription,and it get right thief skill point when lever up.
Try importing the character at the new game screen and play a fresh game i believe your character should work properly as a fighter/shadowdancer after that in the new game
What I said is I "CREATE" a character.And I believe I start a new game.
As if waiting for 4-5 days (even a week) would make a difference to those waiting for the patch, I mean in all honesty they gave been waiting for it like a year considering the state of the game that was in.
On the other hand, bringing more people in could potentially help a lot, then again screw things a lot, having in mind that quantity does not equal quality. It's better to hand out beta patches to those people that are practically wasting hours on a daily basis to play the game, as they have much greater chance of running into "bugs"-if there are any (I'm sure for some there are, and for some the game runs peachy) as opposed to people like me, who plays just 1-2 hours max and NOT on a daily basis. So, you might want to add that inquiry when sending e-mails as well. Just a thought.
Anyway, at the speed at which the fixes are made, as unbiased as I can be, should say that customers ought to be happy (as humanly possible, after all they've been made to wait a great deal of time) about the forthcoming couple of months. Not only they get to have a largely more polished BGEE, but have also something to look forward to on the day of BG2EE release. But, I suppose that's what the company was aiming for?
This is probably a dumb question, but will the patch be opt-in when it's finally public? I don't want to break multiplayer compatibility with the Steam version until it gets the patch.
I haven't spent a whole lot of time with the beta, but that which I have has saw many welcome additions.
I like the transparent menus. Nevertheless, the dialogue box would benefit from being a shade more opaque so that the text is easier to make out.
The ability to drag the map/screen with middle mouse is very tidy. It's the little things that often become the most used.
The option to toggle the scalable user interface is great. I think it is implemented well, in both aspects. A few more options would be nice, in future updates, such as increased font size, or a set in-game resolution. Something between the default scaled UI, and the unscaled UI at the popular 1920 x 1080 would be nice.
I like the ability to double press menu keys now, once to open, and a second time to close. Pressing "I" twice is more intuitive than "I" and then "G". It's another small change, but a welcome one.
I do find a problem with the record screen. If you pause the game and then go into inventory, or a spell book, or the journal, you can return to the game screen and the game will still be paused. That's all good. But, I find that pausing the game and then going into the record screen will always result in an unpause upon exit. That is fine if the game is not paused before pressing "R" to access the character record sheet, but if it is paused prior to pressing "R" it should stay paused upon returning to the game screen.
All in all, there is nothing that will hinder anyones experience, in my opinion. The actual "bugs" being reported (not that I've experienced any) are being eradicated at a blistering pace. I haven't voted, yet, but honestly it's probably good for more folks to be brought into the fold, either with immediate effect or after the next wave of high priority glitches are quashed.
I creat a character,Fighter/Shadowdancer, with EEkeeper. When I click "Kit Discription",it shows noting.But in 1.0.2014,it shows"fighter/thief". When lever up,the character get 25 point thief skill,but shadowdancer should get 15 point. By the way,when we play orignal Bardur's Gate 2,a multi class like Fighter/assassin shows "Fighter/Thief" in Kit Discription,and it get right thief skill point when lever up.
Try importing the character at the new game screen and play a fresh game i believe your character should work properly as a fighter/shadowdancer after that in the new game
What I said is I "CREATE" a character.And I believe I start a new game.
This is my experience with editing the class kit in Shadowkeeper. You need a save file to edit a character so you must have edited an existing save game. for example i edit my fighter in my save file and give him the Kensai kit. When i load up the edited save game my fighter will even though having the kensai kit ingame will not benefit from 1) -2 AC from kensai kit 2) the bonus to hit and damage 3) have the kai innate ability;
However if i go the the new game option at the menus and import that edited Kensai and start a brand new game, i found my Kensai now has all the above benefits of being a Kensai. I am not sure about a multiclass but i believe it should follow the same theory. Only thing more i can say is give it a try.
@Ryofu I'm afraid you misunderstand me.I know how to create a Fighter/Shadowdancer.
The problem is when the character lever up,he doesn't get the right thief skill point(in original Bardur's gate the point is right) .and when I click the "Kit Discription" button,it shows nothing(in original Bardur's gate or EE 1.0.2014 it shows "Fighter/Thief").
@devicem Well, I agree for the most part. But if Dee doesn't think it's much trouble to manually hand out beta access, I don't think it would screw things a lot to have players who don't play much each day. I just played the beta myself for a couple hours yesterday (great patch btw, no issues yet aside from the already reported journal display issues). Who knows, I might spot a bug. As far as more beta players are concerned, I think less committed players are not so much of an issue as compared to players who complain or post bug reports without at least seeing whether the bug is on the list of known issues. I'd expect them to know where to look since they know how to get the beta in the first place, but sometimes it just doesn't happen...
I completed my beta version play through of the black pits. Everything worked like a charm, but the dispel magic noise was almost constantly buzzing in my ear. It even seemed to be going on during battle. I understand why it is there, but is there a way to lower the frequency or at least remove the noise?
@CoryNewb: I do not know what "sound" you are talking about exactly but using NearInfinity, you can find a lot of things... And, if you want to remove it (the casting sound) you don't even need to play with NearInfinity (just search with it)...
The dispel magic casting sound (it should be the one you wanna remove) is CAS_P02.wav... (a zero, not an "o"). So, you can edit the wav file to reduce the volume or, if you wanna cut it, just replace it (override folder) with an empty wav file). (But know what if you cut it, EVERY SPELL/FILE that calls upon CAS_P02.wav will be silenced, I dunno if any other do however...).
However, I do not know if it's the exact file or not (should be)... Trials and errors I guess!
In area AR5403 (Level 3 of the Nashkel Mines) at the pond near the Exit to Level 4 of the Naskhel Mines, I had a group of Kobolds spawn during camping ON the pond. I was able to walk on water to get to the loot. I do not remember if this is was normal behavior in Original BG or not. This happened once out of about 10 times camping in that immediate (next to the pond) area.
As of this post, everyone who has requested access has been granted access, assuming that they followed the instructions in the first post of this thread. We're not turning anyone away at this point as long as they've bought the game through Beamdog.com, but the provisioning happens at the beginning of the day because one of us (i.e. me) has to execute the process manually.
It's greyed out. But assuming phase 3 will be as fast as phase 2 it doesn't really bother me and it seems there's plenty of bug-detecty people that does a fine job allready. So I'll manage.
Comments
I'm getting a 404 error each time. Are you updating the client atm or have you pulled the download offline for some reason?
Thanks in advance for the help.
Still I think my vote would've been "needs more testing". If there's still things you know you can fix then by all means fix them. Patch seems like it's a big one anyway, making it completely complete can't hurt.
On the other hand, bringing more people in could potentially help a lot, then again screw things a lot, having in mind that quantity does not equal quality. It's better to hand out beta patches to those people that are practically wasting hours on a daily basis to play the game, as they have much greater chance of running into "bugs"-if there are any (I'm sure for some there are, and for some the game runs peachy) as opposed to people like me, who plays just 1-2 hours max and NOT on a daily basis. So, you might want to add that inquiry when sending e-mails as well. Just a thought.
Anyway, at the speed at which the fixes are made, as unbiased as I can be, should say that customers ought to be happy (as humanly possible, after all they've been made to wait a great deal of time) about the forthcoming couple of months. Not only they get to have a largely more polished BGEE, but have also something to look forward to on the day of BG2EE release. But, I suppose that's what the company was aiming for?
I don't want to break multiplayer compatibility with the Steam version until it gets the patch.
I like the transparent menus. Nevertheless, the dialogue box would benefit from being a shade more opaque so that the text is easier to make out.
The ability to drag the map/screen with middle mouse is very tidy. It's the little things that often become the most used.
The option to toggle the scalable user interface is great. I think it is implemented well, in both aspects. A few more options would be nice, in future updates, such as increased font size, or a set in-game resolution. Something between the default scaled UI, and the unscaled UI at the popular 1920 x 1080 would be nice.
I like the ability to double press menu keys now, once to open, and a second time to close. Pressing "I" twice is more intuitive than "I" and then "G". It's another small change, but a welcome one.
I do find a problem with the record screen. If you pause the game and then go into inventory, or a spell book, or the journal, you can return to the game screen and the game will still be paused. That's all good. But, I find that pausing the game and then going into the record screen will always result in an unpause upon exit. That is fine if the game is not paused before pressing "R" to access the character record sheet, but if it is paused prior to pressing "R" it should stay paused upon returning to the game screen.
All in all, there is nothing that will hinder anyones experience, in my opinion. The actual "bugs" being reported (not that I've experienced any) are being eradicated at a blistering pace. I haven't voted, yet, but honestly it's probably good for more folks to be brought into the fold, either with immediate effect or after the next wave of high priority glitches are quashed.
This is my experience with editing the class kit in Shadowkeeper. You need a save file to edit a character so you must have edited an existing save game. for example i edit my fighter in my save file and give him the Kensai kit. When i load up the edited save game my fighter will even though having the kensai kit ingame will not benefit from 1) -2 AC from kensai kit 2) the bonus to hit and damage 3) have the kai innate ability;
However if i go the the new game option at the menus and import that edited Kensai and start a brand new game, i found my Kensai now has all the above benefits of being a Kensai. I am not sure about a multiclass but i believe it should follow the same theory. Only thing more i can say is give it a try.
I'm afraid you misunderstand me.I know how to create a Fighter/Shadowdancer.
The problem is when the character lever up,he doesn't get the right thief skill point(in original Bardur's gate the point is right) .and when I click the "Kit Discription" button,it shows nothing(in original Bardur's gate or EE 1.0.2014 it shows "Fighter/Thief").
Try unclicking P2P option.
The dispel magic casting sound (it should be the one you wanna remove) is CAS_P02.wav... (a zero, not an "o"). So, you can edit the wav file to reduce the volume or, if you wanna cut it, just replace it (override folder) with an empty wav file). (But know what if you cut it, EVERY SPELL/FILE that calls upon CAS_P02.wav will be silenced, I dunno if any other do however...).
However, I do not know if it's the exact file or not (should be)... Trials and errors I guess!