How much time is "a lot"? Because I'm planning on going solo through the game with the GodBow to test if anything's wrong without it taking too much time.
Glad to see that when I beat Sarevok the game no longer crashes unceremoniously after the cutscene. Although I still miss hearing the "Tiax Rules" song over the credits. Are we going to get credits back, or are they just gone?
Other than some minor hard-to-reproduce bugs, I haven't seen anything game-breaking in the latest update. I'm going to try and do another playthrough with the most recent patch ( my playthrough was during patch updates, and I just finished the game as of now ).
I like what's been done with the UI so far, and the menu that doesn't take up the whole screen. It feels a lot more natural.
I played as an Archer, and I did have this issue with arrow switching. If I had two types of arrows in my quiver, let's say Arrow +1 and Arrow of Dispel, if the Arrow +1 ran out, my weapon would change to a fist and I would start meleeing. I would expect the quiver to just switch to the next available slot when it runs out, regardless of type.
So far so good for me. The latest update seems stable to me. I'm nearly finished a play I started after being accepted into the Beta. Just a couple of major quests like Werewolf Island and Durgar's Tower to go through and then I'll finish off Sarevok. No complaints here yet.
Played it about an hour and 15 minutes. Runs really smoothly with no major problems from what I can see. Only minor problem that I found is that at least one of the special ability descriptions (Minsc's Berserk) still has barkskin as the description. Still, I say release it tomorrow.
I'm going to echo elminster here (as much as it pains me to concur with such a simian).
EDIT: I had a single complaint, but it turned out to be caused by a stray file in my override folder, so I was just being an idiot (I think I shall now lament the pain you must be feeling at the thought that I might be less perfect than you previously believed).
is it worth downloading the entire beta just for this last stage or is it better just to wait it out?
At this stage it is probably better to wait it out, since the patch is probably going to be released into the wild tomorrow. You can download the beta for possible future beta builds, though, if you so desire.
I played as an Archer, and I did have this issue with arrow switching. If I had two types of arrows in my quiver, let's say Arrow +1 and Arrow of Dispel, if the Arrow +1 ran out, my weapon would change to a fist and I would start meleeing. I would expect the quiver to just switch to the next available slot when it runs out, regardless of type.
Oh yeah, I noticed this too. Very annoying in-game but I forgot all about it while on the forum. Let's hope it can be fixed in the future.
It's actually intentional. You'll switch stacks of the same type automatically, but it you have different kinds it keeps you from wasting rare ammunition.
I played as an Archer, and I did have this issue with arrow switching. If I had two types of arrows in my quiver, let's say Arrow +1 and Arrow of Dispel, if the Arrow +1 ran out, my weapon would change to a fist and I would start meleeing. I would expect the quiver to just switch to the next available slot when it runs out, regardless of type.
Oh yeah, I noticed this too. Very annoying in-game but I forgot all about it while on the forum. Let's hope it can be fixed in the future.
Otherwise I believe it's good to go.
FYI if you right-click on the fist you should be able to select new ammunition.
It's actually intentional. You'll switch stacks of the same type automatically, but it you have different kinds it keeps you from wasting rare ammunition.
And that's exactly the way it should remain. Very well thought.
Okay, after some hours of LUDICROUS SPEED testing, from Candlekeep all the way to the start of the Candlekeep Catacombs I've found a few (minor) bugs. I've done most of the side-quests as well.
EDIT: @Dee I don't know if anyone else realized it, but this thread is definitely not about the third PATCH! Angry mobs would've already torn the Overhaul offices asunder in fanboyish outrage if that were the case. This is PHASE III wrap-up!
1) The square box bug in Davaeorn's room is back.
2) Characters at or above 16 CON take exceedingly long to get fatigued. Somewhere on the order of 17-30 days.
3) Kobold Commandos that shoot Arrows of Fire make you save vs. breath instead of spell, even though that's what Arrows of Fire are supposed to make you save for.
4) Just like the Friendly Arm Inn door, this door that leads to the Thieves' Guild is glitched.
5) Not a bug, but I really like this a lot. No more warp-drive Iron Throne roof.
Okay, after some hours of LUDICROUS SPEED testing, from Candlekeep all the way to the start of the Candlekeep Catacombs I've found a few (minor) bugs. I've done most of the side-quests as well.
3) Kobold Commandos that shoot Arrows of Fire make you save vs. breath instead of spell, even though that's what Arrows of Fire are supposed to make you save for.
I believe Kobold Commandos have their own special Arrow of Fire (Arowkc.itm). This is what they actually fire but they also have regular Arrows of Fire (Arow08.itm) in their quick slots (which is what you actually can pick up). Anyways I believe Arowkc.itm has always been a save vs. breath weapon going back to BG1 vanilla.
Played a few hours with the latest update and everything is still working fine.
@Flashburn I noticed everyone in my party with 16con or higher had alot better stamina than the others, so I agree something is fishy there. 17-30 days sounds abit over the top though, I think my party members got fatigue after around a week.
@Deio@Flashburn About the fatigue. Did you do some reload? I noticed, in the proper version (I don't have access to the beta) when you load a save, the fatigue is reset if the character didn't complain before the save. I don't think it was fixe in the beta.
@Dee I deeply regret not being available yesterday to express a radically different opinion about the French voices. In the future I would prefer the decision about such a matter is not taken with only a few people feedback. @Palanthis, @Aranthys and @lefreut are fluent enough in English to participate more in the English part of this forum than in the French section. I consider that they are not representative of the French community. If you could read the French section or an external community such as La Couronne de Cuivre, a popular forum about Baldur's Gate games, you would see that many people are disappointed by the absence of French voices. When @La_Voix told them Beamdog couldn't record the new voice sets because the translation team barely finished the translation for the release of the game, most of them said they were disappointed that the original voices from BG couldn't be included, even without the new content. The problem is not that the new content stands out from the older one (while this could have a merit of highlighting how much new audio content was added), but that the old content is not translated at all, so BGEE is not even reaching the level of the original version. So, despite the huge work of the translation team to improve the original sometimes bad translation, BGEE doesn't appear up to par with the original version. Several vocal people complained that BGEE is not an "Enhanced" edition as is has many drawbacks compared to BGT, for instance, and the absence of a French translation is not necessarily a minor one (the inability to play to as many mods being top of the list).
What disappoints me is that removing the French voices actually removed a choice. People who preferred to play with English voices had the ability to do so, even if the French voices were included. They just had to rename "data" and "sounds" subdirectories in "lang\fr_FR" and they would have had the English voices. On the contrary, now, the choice to have French voices is lost on all the others, that I consider far more representative of the French community. I suggest people who want the ability to select voices separately from the texts. In baldur.ini file, there is an option " 'Language', 'Text', 'fr_FR',", maybe there could be new one called " 'Language', 'Audio', 'en_US'," for those would want to mix. But I'll let people write the feature request if they so wish.
Anyway, it's too late to change now. The patch in its current forum is a huge improvement and I think it should be released in any case. I do hope Beamdog will release another patch including the even incomplete French voices in the near future. Otherwise I'm certain many French people will be disappointed and will complain of "just another failure" from Beamdog since the game will not be updated in that regard 11 months after release.
@BJMJD Not sure actually, I tend to sleep as little as possible when I play BG so it's quite possible I have a few reloads in-between sleeping sessions.
@Deio @BJMJD I didn't reload or sleep at all between starting in Candlekeep and 17 days later around the wilderness areas of Beregost with 18 CON.
I know that party members with <16 CON will get tired after a day or so, but those with at least 16 have almost limitless energy. I remember that it took a week to get from Ulgoth's Beard to Durlag's Tower in a different playthrough and all my party members were fatigued except Imoen, Kagain, Baeloth, and me. Only Xan and Branwen were tired.
@Isaya : You're mistaken, I'm okay with having a partial french soundset, even if I don't like it and think it gives a feeling of "that game isn't complete/polished" to the users.
But i absolutely disagree about having both english AND french sounds in the same version. It's the worst option possible to me, and it's the option they had chosen, hence me disagreeing.
@Isaya @Aranthys is right, we were not complaining about having the French sounds instead of english ones.
Iit's true i made some complaint about it to @Dee, and asked about having the choice to get the sounds AND the subtitles of our choice if possible. BUT, i'm aware we must be only a few people to prefer an original version with french subtitles and i'm ok to follow the voice of majority, until this choice option can be fully implemented.
In the latest update though, the french sounds were mixed with english ones. It's a bug i already reported earlier in beta, that has not been fixed. That's why we asked to remove it, until they can fix it completely and offer us a true and working french version, like in vanilla.
To me this is immersion breaking. I neither encountered this in the BGEE version nor the vanilla BG version, but in the beta version (to which I only recently gained access) it has so far always been present. It is really noticable which makes me flag it as critical. People should be able to finish their (voiced) sentences or you loose some of the athmosphere.
I have encountered no other killing bugs and I acknowledge the grand work of the devs in that regard. Really great job!
Well, I encountered voice lines cutting (friends and foes) from back to BG1 (1998). I got a little used to it in the end and since they didn't fix it in BG2, I taught it was a sound card problem (even though creative sound blasters were the top sound card in the day, for the price/reliability anyway! (However, I don't miss the set blaster settings one bit!)). But if it is possible to fix it, please, do so! It would be so cool hearing everyone shouting their attack line at once!
We're not done working on the French voice implementation, but for this patch it won't be included.
Please remember, this is not the last patch for BG:EE. There will be other patches in the future, other opportunities to resolve issues and improve and polish features. When you see the change log you'll see that there's already a ton of stuff in this patch.
Comments
Other than some minor hard-to-reproduce bugs, I haven't seen anything game-breaking in the latest update. I'm going to try and do another playthrough with the most recent patch ( my playthrough was during patch updates, and I just finished the game as of now ).
I like what's been done with the UI so far, and the menu that doesn't take up the whole screen. It feels a lot more natural.
I played as an Archer, and I did have this issue with arrow switching. If I had two types of arrows in my quiver, let's say Arrow +1 and Arrow of Dispel, if the Arrow +1 ran out, my weapon would change to a fist and I would start meleeing. I would expect the quiver to just switch to the next available slot when it runs out, regardless of type.
Options > Movies > Credits. Enjoy.
@Vitor
The patch hasn't been released yet; if everything goes smoothly, we'll release it tomorrow.
EDIT: I had a single complaint, but it turned out to be caused by a stray file in my override folder, so I was just being an idiot (I think I shall now lament the pain you must be feeling at the thought that I might be less perfect than you previously believed).
(As in in-game critical misses with thac0, not any critical misses from a bug-fixing perspective)
Otherwise I believe it's good to go.
EDIT: @Dee
I don't know if anyone else realized it, but this thread is definitely not about the third PATCH! Angry mobs would've already torn the Overhaul offices asunder in fanboyish outrage if that were the case. This is PHASE III wrap-up!
1) The square box bug in Davaeorn's room is back.
2) Characters at or above 16 CON take exceedingly long to get fatigued. Somewhere on the order of 17-30 days.
3) Kobold Commandos that shoot Arrows of Fire make you save vs. breath instead of spell, even though that's what Arrows of Fire are supposed to make you save for.
4) Just like the Friendly Arm Inn door, this door that leads to the Thieves' Guild is glitched.
5) Not a bug, but I really like this a lot. No more warp-drive Iron Throne roof.
@Flashburn I noticed everyone in my party with 16con or higher had alot better stamina than the others, so I agree something is fishy there. 17-30 days sounds abit over the top though, I think my party members got fatigue after around a week.
About the fatigue.
Did you do some reload?
I noticed, in the proper version (I don't have access to the beta) when you load a save, the fatigue is reset if the character didn't complain before the save.
I don't think it was fixe in the beta.
If you could read the French section or an external community such as La Couronne de Cuivre, a popular forum about Baldur's Gate games, you would see that many people are disappointed by the absence of French voices. When @La_Voix told them Beamdog couldn't record the new voice sets because the translation team barely finished the translation for the release of the game, most of them said they were disappointed that the original voices from BG couldn't be included, even without the new content.
The problem is not that the new content stands out from the older one (while this could have a merit of highlighting how much new audio content was added), but that the old content is not translated at all, so BGEE is not even reaching the level of the original version. So, despite the huge work of the translation team to improve the original sometimes bad translation, BGEE doesn't appear up to par with the original version.
Several vocal people complained that BGEE is not an "Enhanced" edition as is has many drawbacks compared to BGT, for instance, and the absence of a French translation is not necessarily a minor one (the inability to play to as many mods being top of the list).
What disappoints me is that removing the French voices actually removed a choice. People who preferred to play with English voices had the ability to do so, even if the French voices were included. They just had to rename "data" and "sounds" subdirectories in "lang\fr_FR" and they would have had the English voices. On the contrary, now, the choice to have French voices is lost on all the others, that I consider far more representative of the French community.
I suggest people who want the ability to select voices separately from the texts. In baldur.ini file, there is an option " 'Language', 'Text', 'fr_FR',", maybe there could be new one called " 'Language', 'Audio', 'en_US'," for those would want to mix. But I'll let people write the feature request if they so wish.
Anyway, it's too late to change now. The patch in its current forum is a huge improvement and I think it should be released in any case.
I do hope Beamdog will release another patch including the even incomplete French voices in the near future. Otherwise I'm certain many French people will be disappointed and will complain of "just another failure" from Beamdog since the game will not be updated in that regard 11 months after release.
@BJMJD
I didn't reload or sleep at all between starting in Candlekeep and 17 days later around the wilderness areas of Beregost with 18 CON.
I know that party members with <16 CON will get tired after a day or so, but those with at least 16 have almost limitless energy. I remember that it took a week to get from Ulgoth's Beard to Durlag's Tower in a different playthrough and all my party members were fatigued except Imoen, Kagain, Baeloth, and me. Only Xan and Branwen were tired.
You're mistaken, I'm okay with having a partial french soundset, even if I don't like it and think it gives a feeling of "that game isn't complete/polished" to the users.
But i absolutely disagree about having both english AND french sounds in the same version. It's the worst option possible to me, and it's the option they had chosen, hence me disagreeing.
@Aranthys is right, we were not complaining about having the French sounds instead of english ones.
Iit's true i made some complaint about it to @Dee, and asked about having the choice to get the sounds AND the subtitles of our choice if possible.
BUT, i'm aware we must be only a few people to prefer an original version with french subtitles and i'm ok to follow the voice of majority, until this choice option can be fully implemented.
In the latest update though, the french sounds were mixed with english ones. It's a bug i already reported earlier in beta, that has not been fixed. That's why we asked to remove it, until they can fix it completely and offer us a true and working french version, like in vanilla.
To me this is immersion breaking. I neither encountered this in the BGEE version nor the vanilla BG version, but in the beta version (to which I only recently gained access) it has so far always been present. It is really noticable which makes me flag it as critical. People should be able to finish their (voiced) sentences or you loose some of the athmosphere.
I have encountered no other killing bugs and I acknowledge the grand work of the devs in that regard. Really great job!
Right Boo? (Squeek!)
Please remember, this is not the last patch for BG:EE. There will be other patches in the future, other opportunities to resolve issues and improve and polish features. When you see the change log you'll see that there's already a ton of stuff in this patch.