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[Known, #7042] Cannot save or rest ! (or Spirit Armor FTL ?)

ElthElth Member Posts: 1
edited September 2014 in BGII:EE Bugs (v1.2.2030)
This is a bug that happened twice already.

I'm out of combat, none of my characters have any effects on them, there's no ennemies or invocations anywhere near me and I cannot save or rest, like if i was in combat.
First time it happened, a NPC just asked me to go to a tomb for Hexxat's quest. Even tho i couldn't rest or save, the bug got fixed by just entering the tomb, using the casque (zone transition + cinematics). Now, i'm in the planar jail (right after Haer'dalis and his companions were captured). I killed the two first groups of ennemies, i'm not in combat or anything else and I still can't rest or save (neither quicksave or standard save work). I'm basically forbidden to complete this dungeon, i have to reload the autosave before entering the jail.


EDIT : After a few tests, it seems that this is caused by using the spell Spirit Armor (profane magic lvl 4) AND changing area/loading. Since the spell taps into your lifepool at the end of its duration, i guess those damages are stored in some variable for later, effectively keeping the player from saving or resting until it wears off. Removing it with dispel magic doesn't solve the problem, the player has to wait for 2 hours until the spell duration runs out. I could get that forbidding Rest is intented, but not saving the game.
Post edited by Illydth on

Comments

  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    edited November 2013
    This is an intentional change, so spirit armor (and other delayed damage spells) won't result in a saved game where you start as dead.

    Maybe the effect should consider current hp, so it wouldn't disable save while current hp is larger than the delayed damage?
  • FouneFoune Member Posts: 53
    Seems like I have to go back to using ghost armor on my blade, oh well...
  • MessiMessi Member Posts: 738

    This is an intentional change, so spirit armor (and other delayed damage spells) won't result in a saved game where you start as dead.

    Maybe the effect should consider current hp, so it wouldn't disable save while current hp is larger than the delayed damage?

    I'm sorry, but this is just very poorly thought through change. It's fine for things like Berserk that have really short duration. However having it on a spell like Spirit Armor that lasts for 2 hours it's just incredibly annoying from gameplay perspective. All for the benefit of potentially receiving 8 dmg at the most when the spell finally expires.
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Yeah, it is not a good change for Spirit Armor. It was originally for the slayer change. Specifically, resting while being slayer changed. The same code handles disabling save and resting.
  • IllydthIllydth Member, Developer Posts: 1,641
    Please note also that you'll see this same effect if someone in zone has initiated a "walk to you to give you dialog" action as well. If you happen to be running past an NPC who starts walking toward you (say with haste on) and manage to pass them by without dialog initiation, you will be in a situation where you cannot save the game till the NPC catches up with you (which sometimes takes a significant period of time...and depending upon pathing issues may NEVER happen).
  • GuboGubo Member Posts: 77
    edited September 2014
    I encountered this bug today, any way to fix it?

    Edit: I finally decided to quit but saw that autosave was there to save the day. Loaded it up and its working fine so far.
    Post edited by Gubo on
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