Noticed a bug. If you speak to Fenton regarding Ankheg culling after you've already done Gurte's quest, the entry remains in your journal and you can't speak to her (because she's no longer present in the game).
Another bug: similar to Dorn, if Rasaad is turned to stone, then stone-to-flesh'd, he speaks to the charname as though he's being removed from the group. This actually means he walks off camera and can't be recovered.
Given that two of the new NPCs do it, might be worth checking Neera too.
Actually, I recruited Rasaad and then removed him from party promptly. Then, when I try to recruit him again, he goes on a loop, as if I removed him from party. I don't care much as it's Rasaad but nevertheless.
Tried opening a new copy, quickly pasting all my stuff in, and resubmitting. No dice.
In short, I ticked every single box except a few, and I wrote a few comments. If you assume EVERYTHING is "fine" and the comments are "it worked fine", here's the stuff that DIDN'T (on a complete playthrough):
Bereghost:
When taking Kagain to the ruined caravan, no note appears in my journal, and his speach of "I'm tired of looking for this caravan..." appears when entering the area from Bereghost. Also, killed both Silke and the men she wants you to kill in two separate games, both worked fine. Also got Neera which worked fine.
Nashkel:
Got Dorn in his encounter, it worked fine. Also, lol Noober tolerated.
Gibberling Mountains:
Also completed Dorn's quest here, killing the necromancer. No bugs at all.
Dryad Falls:
Ingot attacked me on sight (reputation too high?), otherwise everything worked great.
Fisherman's Lake:
Got Drizzt on my first attempt.
Ulcaster:
Also did Furret's thing which isn't mentioned. I had already completed the Boots of Stealth so they didn't show up for me, couldn't test.
Nashkel Mines L2:
Done and done. What about the clue to the ruined ore?
Valley of the Tombs:
In the ghoul tomb the ghoul made no sound at all, weird.
Firewine Ruins:
I chose not to return the armor and instead make the vampiric sword.
Firewine Bridge:
Karhk was bloody hard, but I got him.
Lighthouse:
Talked to Pallonia too, which worked.
Archeological Site:
I chose to answer the riddle: Death. It worked.
Fishing village:
NESTOR KILLED NOT WORKING.
I returned the bowl then killed Sonner's group. I could not find Nestor at all.
Wyrm's Crossing:
Done. Also did Dorn's quest here, no issues.
Mutamin's Garden:
Done. Korax never went hostile so I killed him manually.
Bandit Camp:
Raiding this whole thing took a long time.
Cloakwood Lodge:
Done. Aided Aldeth.
Cloakwood Nest:
I hate spiders so much. Burn them all, I say.
Cloakwood Druids:
I talked my way past all of them. Marked as "works" anyway since there's no bugs.
Cloakwood Mines:
Shed was raided, slave talked to.
Cloakwood Mines L2:
Done, left Yeslick down there after booting him out again though. Doh.
Cloakwood Mines L4:
Took me a while but I did it.
Farmlands:
Dem zombies died gud.
SE Baldur's Gate:
The door to Nemphre's house has an animation bug. If you open it, leave the area, then come back, it appears closed. Talked to Sanadel too. Everything else fine.
Baldur's Gate docks:
Done. Tested some of the stuff (getting arrested, etc) via reload but it works.
W Baldur's Gate:
I let the nymph go. Could not get Alora to spawn (even at night).
N Baldur's Gate:
Tor Lobo didn't spawn because I didn't continue the blackmailing.
NE Baldur's Gate:
Brielbara: Yago's book NOT WORKING
Done. Larze was harder than I remember. Note, however, that I couldn't find Brielbara. She didn't spawn for me.
Ulgoth's Beard:
Aec'Letec is uber hard, but I got him. Had to res Neera though.
Durlag's Tower [Upper Levels]:
Ike killed by Demonknight NOT WORKING
I completed Durlag's Tower before I went to Uthgard's Beard, so came along later with Ike. I think I talked to him too quickly; he sold me the stone, the tourist was burned with the trap, then he won't talk anymore.
Everything else in Durlag's is fine.
Temple of Bhall:
Got Sarevok on the third attempt.
Final save game attached. Charname: Chandra the Dragon Disciple. I also did Dorn's quest, Rasaad's quest, and Neera's quest. I did all the TOSC stuff too. Basically, I did everything.
Party: Charname, Dorn, Neera, Rasaad, Imoen, Viconia. I picked Imoen because I could boot her out, then readd her, anytime I needed to test NPC joining.
This has probably been brought up before, but playing through after having seen the conversation on the colour coded system for spells written in your spell book made me notice something. When right clicking on spells regardless of whether they were shown to be written in your spell book or not I saw that the option to "write spell" was always grayed out. I could still click on it and it would give the usual responses of "that spell is already written" or write spells that weren't.
I can't help but think, wouldn't it be simpler if the "write spell" option was simply grayed out and made unclickable for spells already in your spell book?
@Dee Thanks. I expect as much. Though I'm wondering if my alternative to the colour coded system is viable. Would making the 'write spell' button simply unavailable be doable?
@RedGuard: Use the line 'Program Options', 'All Learned Spell Info', '1', in your Baldur.ini... It should be at 0, just change it to 1 and the button will simply vanish when unavailable! Pouff!
Well, a secondary question (one that I understood anyway) was how to make the write button vanish when unavailable... Except for the color that I, like some others, find a little too "toxic" green, I LOVE the feature that unwritten and written spells are different colors... I fully support it! In AND out of shopping menus...
Note: I would like to know however if the thing is moddable (and maybe file concerned too)... Being moddable, everyone could use a color he/she/it would like! (I use the "it" because, who knows, Boo might like this game too!)
Hi! I am in nashkell now, when the patch is out, do I have to start again from candlekeep? Thanks!
the dev team tested the save games compatibility, and the results are very good. I wouldn't worry too much because by the time the patch is released, your current playthrough will be over and you can start a new one using version 1.2
So basically 1/4 of the quests have been deemed successfully tested as of yet? The rest 3/4 are not yet tested successfully enough times or are faulty?
Will there be a test run with the specific tests that were fixed after all quest are tested and fixed?
@Dee very minor thing about the people kidnapping ogre mage in the sewers. In the past you needed to take a ruby ring found nearby back to Scar for extra reward, but seems like you guys added specific item for this called Sashenstar's Ruby ring. The thing is that old plain ruby ring is still there too, so now you get two ruby rings for the price of one.
So sorry if it's been reported before (I only checked the list of known issues), but bumping into Kissiq and picking the first option when speaking to him gives you the quest "Madness Most Fowl" even after you have already restored Melicamp (I ran into Melicamp and went on to finish his quest before meeting Kissiq). I suppose there should be an option to say you've restored the chicken already, or the journal shouldn't add the entry OR Kissiq should just not appear.
I also have a slight issue with Ludrug the Gnoll who asks you for the toll. If you challenge him to a duel he'll target the "strongest character", which appears to be the character with either the highest level or the most XP. But it doesn't take into account multi-class characters; both my charname and Jaheira had much more total XP than Imoen, but because Imoen is a single class character Ludrug goes charging after her, which is...weird.
Comments
More specifically, it's the third time he casts a spell after he says: "Mmm, Islanne. Your hair is down, my love..."
Even MORE specifically, the spell he was trying to cast was "fireball", right before he turned into a Greater Doppleganger.
@Dee, you should be receiving a full run-through report shortly, with everything done!
Given that two of the new NPCs do it, might be worth checking Neera too.
I guess I'll keep trying?
In short, I ticked every single box except a few, and I wrote a few comments. If you assume EVERYTHING is "fine" and the comments are "it worked fine", here's the stuff that DIDN'T (on a complete playthrough):
Bereghost:
When taking Kagain to the ruined caravan, no note appears in my journal, and his speach of "I'm tired of looking for this caravan..." appears when entering the area from Bereghost. Also, killed both Silke and the men she wants you to kill in two separate games, both worked fine. Also got Neera which worked fine.
Nashkel:
Got Dorn in his encounter, it worked fine. Also, lol Noober tolerated.
Gibberling Mountains:
Also completed Dorn's quest here, killing the necromancer. No bugs at all.
Dryad Falls:
Ingot attacked me on sight (reputation too high?), otherwise everything worked great.
Fisherman's Lake:
Got Drizzt on my first attempt.
Ulcaster:
Also did Furret's thing which isn't mentioned. I had already completed the Boots of Stealth so they didn't show up for me, couldn't test.
Nashkel Mines L2:
Done and done. What about the clue to the ruined ore?
Valley of the Tombs:
In the ghoul tomb the ghoul made no sound at all, weird.
Firewine Ruins:
I chose not to return the armor and instead make the vampiric sword.
Firewine Bridge:
Karhk was bloody hard, but I got him.
Lighthouse:
Talked to Pallonia too, which worked.
Archeological Site:
I chose to answer the riddle: Death. It worked.
Fishing village:
NESTOR KILLED NOT WORKING.
I returned the bowl then killed Sonner's group. I could not find Nestor at all.
Wyrm's Crossing:
Done. Also did Dorn's quest here, no issues.
Mutamin's Garden:
Done. Korax never went hostile so I killed him manually.
Bandit Camp:
Raiding this whole thing took a long time.
Cloakwood Lodge:
Done. Aided Aldeth.
Cloakwood Nest:
I hate spiders so much. Burn them all, I say.
Cloakwood Druids:
I talked my way past all of them. Marked as "works" anyway since there's no bugs.
Cloakwood Mines:
Shed was raided, slave talked to.
Cloakwood Mines L2:
Done, left Yeslick down there after booting him out again though. Doh.
Cloakwood Mines L4:
Took me a while but I did it.
Farmlands:
Dem zombies died gud.
SE Baldur's Gate:
The door to Nemphre's house has an animation bug. If you open it, leave the area, then come back, it appears closed. Talked to Sanadel too. Everything else fine.
Baldur's Gate docks:
Done. Tested some of the stuff (getting arrested, etc) via reload but it works.
W Baldur's Gate:
I let the nymph go. Could not get Alora to spawn (even at night).
N Baldur's Gate:
Tor Lobo didn't spawn because I didn't continue the blackmailing.
NE Baldur's Gate:
Brielbara: Yago's book NOT WORKING
Done. Larze was harder than I remember. Note, however, that I couldn't find Brielbara. She didn't spawn for me.
Ulgoth's Beard:
Aec'Letec is uber hard, but I got him. Had to res Neera though.
Durlag's Tower [Upper Levels]:
Ike killed by Demonknight NOT WORKING
I completed Durlag's Tower before I went to Uthgard's Beard, so came along later with Ike. I think I talked to him too quickly; he sold me the stone, the tourist was burned with the trap, then he won't talk anymore.
Everything else in Durlag's is fine.
Temple of Bhall:
Got Sarevok on the third attempt.
Final save game attached. Charname: Chandra the Dragon Disciple. I also did Dorn's quest, Rasaad's quest, and Neera's quest. I did all the TOSC stuff too. Basically, I did everything.
Party: Charname, Dorn, Neera, Rasaad, Imoen, Viconia. I picked Imoen because I could boot her out, then readd her, anytime I needed to test NPC joining.
Nice job
I can't help but think, wouldn't it be simpler if the "write spell" option was simply grayed out and made unclickable for spells already in your spell book?
That issue was found shortly after the update; we're looking at solutions now.
(Instructions given by Dee http://forum.baldursgate.com/discussion/comment/374096/#Comment_374096)
Note: I would like to know however if the thing is moddable (and maybe file concerned too)... Being moddable, everyone could use a color he/she/it would like! (I use the "it" because, who knows, Boo might like this game too!)
I wouldn't worry too much because by the time the patch is released, your current playthrough will be
over and you can start a new one using version 1.2
Will there be a test run with the specific tests that were fixed after all quest are tested and fixed?
@Vintrastorm, I did a complete playthrough of the beta, including every quest I could. My results are earlier in this thread.
I also have a slight issue with Ludrug the Gnoll who asks you for the toll. If you challenge him to a duel he'll target the "strongest character", which appears to be the character with either the highest level or the most XP. But it doesn't take into account multi-class characters; both my charname and Jaheira had much more total XP than Imoen, but because Imoen is a single class character Ludrug goes charging after her, which is...weird.
Either it's named incorrectly, or the stats are wrong. The item code is SHLD07, and I got it as reward for the Tremain's Son quest.
In vanilla the shield was a Large Shield +1, with an extra +4 against missiles.
EDIT: Hence, STATISTICS should say:
- Armor Class: +2, an extra +4 vs. missile attacks