I can't believe Bioware left in a bug like that. How unprofessional would that look to the average player who looked up the number of charges using hex editing or an external program, used up all 65,535 charges, and then realized that the cloak erroneously failed to disintegrate after 5 days of sleepless testing?
Did you know that if summon casts a spell it is not counted towards 1 celestial 5 summons limit? Normally this isn't big of a deal but Wild Mage has two surges which make other target cast the spell instead.
This means when wild surge "wrong target" or "area of effect" happens you might end up with this.
Did you know that the EEs have "Super Atomic Speed Fighting Action" ?
I was snooping, and found the Baldur.lua option referenced in the exe. Apparently when this option is set, (supposedly intended for super low-performance devices), the game will only allow a certain number of enemies to be active at once. Roughly every ~6 seconds the engine will put enemies under a temporary maze spell until it reaches the minimum it seeks.
Wanna experience the craziness for yourself? Put this into your Baldur.lua:
More amazing stuff @Bubb. I imagine the League for the Protection of Bounty Hunters was responsible for the original decision to suppress this information .
The ogre Larze from the Blushing Mermaid is full of susprises.
As mentioned he has a large HP pool. But he also has some tools to help tracking you down. Take a look at his scroll selection:
you can run, but you cant hide.... unless you confuse him off course
You can disarm the wall trap in Spellhold by summoning two creatures and sending them over the two triggers at either end of the corridor. Or of course by luring your enemies to enter the corridor and get squashed.
(Might be common knowledge but I only found out today. )
In Baldur's Gate 2 and the EE games, it isn't just improved haste that doubles your base attacks per round - normal haste doubles it as well! However, normal haste also lowers your base number of attacks per round such that when doubled it is 1 or 1/2 greater than your number of attacks per round before the haste. For example, if your character has 7/2 attacks per round normally and then they become hasted with a 3rd-level Haste spell, their base number of attacks per round gets lowered to 2, and then it's doubled to 4.
This also explains why normal haste only gives you half an extra attack per round if you initially have a fractional number of attacks per round. Since attacks per round numbers can only be multiples of 1/2, there's no possible value the game can double to get 9/2 attacks per round.
In Baldur's Gate 2 and the EE games, it isn't just improved haste that doubles your base attacks per round - normal haste doubles it as well! However, normal haste also lowers your base number of attacks per round such that when doubled it is 1 or 1/2 greater than your number of attacks per round before the haste. For example, if your character has 7/2 attacks per round normally and then they become hasted with a 3rd-level Haste spell, their base number of attacks per round gets lowered to 2, and then it's doubled to 4.
This also explains why normal haste only gives you half an extra attack per round if you initially have a fractional number of attacks per round. Since attacks per round numbers can only be multiples of 1/2, there's no possible value the game can double to get 9/2 attacks per round.
If I recall, it literally makes time move twice as fast for your character, so poisons will tick twice as often, buffs will last half as long, so on and so forth.
@OlvynChuru: What a weird explanation for one of the oldest bugs in BG2! I never would have guessed that that was how it worked.
Haste won't make buffs last half as long, at least not in BG2 and EE. But it wouldn't surprise me too much if that applied to vanilla BG1 and vanilla IWD1. Poison and insect effects do trigger twice as fast, and in vanilla IWD1, bard songs also triggered twice per round--and you could even cast 2 spells in one round!
There are enemies in this game called Flinds. They appear to wield swords (and drop them), but their realequiped weapon deal 1d4 blunt damage and force a save vs wand. If the save is failed, target gets +4 THAC0 for 30 seconds. Probably the only beneficial effect on a failed save in the game.
There are enemies in this game called Flinds. They appear to wield swords (and drop them), but their realequiped weapon deal 1d4 blunt damage and force a save vs wand. If the save is failed, target gets +4 THAC0 for 30 seconds. Probably the only beneficial effect on a failed save in the game.
Do they have a strength bonus or something? Maybe it's just because they look so intimidating but I would've thought they did more than 1d4 damage.
There are enemies in this game called Flinds. They appear to wield swords (and drop them), but their realequiped weapon deal 1d4 blunt damage and force a save vs wand. If the save is failed, target gets +4 THAC0 for 30 seconds. Probably the only beneficial effect on a failed save in the game.
It's very likely that's a typo. The devs probably meant it to be a THAC0 penalty.
Huh. It's definitely not working as intended then. In PnP at least, Flinds use a weapon called a flindbar that has a chance of disarming/ entangling an opponents weapon if a save vs spell was failed. It does 1d4 damage and the penalty that SHOULD be applied to their opponents represents this disarming/entangling their opponents weapon.
There are enemies in this game called Flinds. They appear to wield swords (and drop them), but their realequiped weapon deal 1d4 blunt damage and force a save vs wand. If the save is failed, target gets +4 THAC0 for 30 seconds. Probably the only beneficial effect on a failed save in the game.
It's very likely that's a typo. The devs probably meant it to be a THAC0 penalty.
I think it is a penalty as implemented (even if the description is wrong) - if your character spends too long in melee against Flinds it won't be able to hit a barn door.
In Heroes of Baldur's Gate James Ohlen, the lead designer of Baldur's Gate 1 and 2, reveals that the Gnoll Fortress was once a dwarven fortress created by the kingdom of Delzoun. While not an official explanation its the closest we've ever gotten.
While it is not a full sourcebook the book also contains short backgrounds for several other places featured in BG1 (like Mutamin’s Garden).
Imagine if you had a suit of leather armor +10 in Baldur's Gate. How would its AC compare to that of a nonmagical suit of full plate armor for a fighter?
Leather Armor +10
vs. slashing: -2
vs. piercing: 0
vs. crushing: -2
vs. missiles: 0
Full Plate
vs. slashing: -3
vs. piercing: -2
vs. crushing: 1
vs. missiles: -2
Overall, a regular suit of full plate actually provides better protection than even a super-enchanted suit of leather armor. Add this to the fact that the full plate could be worn with a Ring of Protection +2 and the leather armor can't.
Of course, a suit of leather armor +10 would probably weigh like 1 pound or so while the full plate is quite cumbersome, and thieves would prefer the leather armor. But when fighters are concerned, even if the fighter had a non-min-maxed Strength score (like Khalid), they would be better off with full plate.
Imagine if you had a suit of leather armor +10 in Baldur's Gate. How would its AC compare to that of a nonmagical suit of full plate armor for a fighter?
Leather Armor +10
vs. slashing: -2
vs. piercing: 0
vs. crushing: -2
vs. missiles: 0
Full Plate
vs. slashing: -3
vs. piercing: -2
vs. crushing: 1
vs. missiles: -2
Overall, a regular suit of full plate actually provides better protection than even a super-enchanted suit of leather armor. Add this to the fact that the full plate could be worn with a Ring of Protection +2 and the leather armor can't.
Of course, a suit of leather armor +10 would probably weigh like 1 pound or so while the full plate is quite cumbersome, and thieves would prefer the leather armor. But when fighters are concerned, even if the fighter had a non-min-maxed Strength score (like Khalid), they would be better off with full plate.
By game mechanics , definitely so. IRL plate mail would be uncomfortable as hell, though.
I don't know about comfort, but apparently IRL Platemail allowed for a surprising amount of mobility. You could do acrobatics in it and everything.
The issue was it had to be properly fitted to your specific body. You couldn't just loot the armor off your slain adversary and expect it to fit you like that. So in a universe where halflings are wearing armor they looted off an orc maybe it makes sense that they wouldn't be able to use their thief skills in it.
There are enemies in this game called Flinds. They appear to wield swords (and drop them), but their realequiped weapon deal 1d4 blunt damage and force a save vs wand. If the save is failed, target gets +4 THAC0 for 30 seconds. Probably the only beneficial effect on a failed save in the game.
It's very likely that's a typo. The devs probably meant it to be a THAC0 penalty.
I think it is a penalty as implemented (even if the description is wrong) - if your character spends too long in melee against Flinds it won't be able to hit a barn door.
@Aasim: What version are you using? I am working with the most recent update and the effect is a penalty, both according to Near Infinity and my own in-game tests.
Comments
This means when wild surge "wrong target" or "area of effect" happens you might end up with this.
This was done by
I was snooping, and found the Baldur.lua option referenced in the exe. Apparently when this option is set, (supposedly intended for super low-performance devices), the game will only allow a certain number of enemies to be active at once. Roughly every ~6 seconds the engine will put enemies under a temporary maze spell until it reaches the minimum it seeks.
Wanna experience the craziness for yourself? Put this into your Baldur.lua:
As mentioned he has a large HP pool. But he also has some tools to help tracking you down. Take a look at his scroll selection: you can run, but you cant hide.... unless you confuse him off course
(Might be common knowledge but I only found out today. )
In Baldur's Gate 2 and the EE games, it isn't just improved haste that doubles your base attacks per round - normal haste doubles it as well! However, normal haste also lowers your base number of attacks per round such that when doubled it is 1 or 1/2 greater than your number of attacks per round before the haste. For example, if your character has 7/2 attacks per round normally and then they become hasted with a 3rd-level Haste spell, their base number of attacks per round gets lowered to 2, and then it's doubled to 4.
This also explains why normal haste only gives you half an extra attack per round if you initially have a fractional number of attacks per round. Since attacks per round numbers can only be multiples of 1/2, there's no possible value the game can double to get 9/2 attacks per round.
If I recall, it literally makes time move twice as fast for your character, so poisons will tick twice as often, buffs will last half as long, so on and so forth.
Haste won't make buffs last half as long, at least not in BG2 and EE. But it wouldn't surprise me too much if that applied to vanilla BG1 and vanilla IWD1. Poison and insect effects do trigger twice as fast, and in vanilla IWD1, bard songs also triggered twice per round--and you could even cast 2 spells in one round!
Do they have a strength bonus or something? Maybe it's just because they look so intimidating but I would've thought they did more than 1d4 damage.
It's very likely that's a typo. The devs probably meant it to be a THAC0 penalty.
Flindbar's are apparently just fantasy nunchucks.
I think it is a penalty as implemented (even if the description is wrong) - if your character spends too long in melee against Flinds it won't be able to hit a barn door.
Do you like our plant? It is artificial. Yaga Shura Corp. design.
Bed is also Ikea, I mean Yaga Shura, probably even one of his own.
While it is not a full sourcebook the book also contains short backgrounds for several other places featured in BG1 (like Mutamin’s Garden).
Leather Armor +10
vs. slashing: -2
vs. piercing: 0
vs. crushing: -2
vs. missiles: 0
Full Plate
vs. slashing: -3
vs. piercing: -2
vs. crushing: 1
vs. missiles: -2
Overall, a regular suit of full plate actually provides better protection than even a super-enchanted suit of leather armor. Add this to the fact that the full plate could be worn with a Ring of Protection +2 and the leather armor can't.
Of course, a suit of leather armor +10 would probably weigh like 1 pound or so while the full plate is quite cumbersome, and thieves would prefer the leather armor. But when fighters are concerned, even if the fighter had a non-min-maxed Strength score (like Khalid), they would be better off with full plate.
By game mechanics , definitely so. IRL plate mail would be uncomfortable as hell, though.
The issue was it had to be properly fitted to your specific body. You couldn't just loot the armor off your slain adversary and expect it to fit you like that. So in a universe where halflings are wearing armor they looted off an orc maybe it makes sense that they wouldn't be able to use their thief skills in it.
It's a positive bonus you get - I tought EE fixed it, but it didn't. I was 100% sure in BGT it was a bonus, and it's the same in EEs.
Character after 1 hit:
2 more hits with failed saves give a total of +8 to THAC0: (or -8, depending on how you look at it - but it's beneficial in any case)
Their weapon gives a +4 bonus to base THAC0, using the same opcode as for example kensai bonus.