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List of Known Issues (READ THIS FIRST)

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  • Gate70Gate70 Member, Developer Posts: 3,883
    edited November 2014

    [10736] "Prism the Sculptor" journal quest should close when returning the emeralds to Oublek

    Link

    1. Load attached save.
    2. C:CreateCreature("Oublek")
    3. Speak to Oublek (1).
    4. Speak to Oublek again (1).
    5. Speak to Oublek a third time (3).
    6. Open the journal (J) and click on Quests if not active.

    *Observed*
    "Prism the Sculptor" journal entry is open.

    *Expected*
    "Prism the Sculptor" journal entry should be closed.

    *Note*
    Various journal entries are closed if Oublek isn't lied to earlier, these should probably be the same for the lower reward path.

    Save file
    Forum suggestion regarding cause & rectification
    Post edited by Gate70 on
  • DeeDee Member Posts: 10,447
    edited November 2014

    [10529] [iPad] You can't buy more item of the same type at once in any shop

    Link

    1) Start a new BG:EE game with the Abdel pregen
    2) Enter the Inn and talk to Winthrop
    3) Open the shop TAB
    4) Double-tap the dagger item


    Observed:
    You can double click the dagger icon as fast as you can, but you won't be able to select the number of dagger you want to buy.

    Expected:
    Double clicking on the dagger icon should open the "enter quantity" prompt.

    Note:
    This is not a bug, but a feature request. The store screen has always worked this way, and changing it will require a fair amount of design work to make sure that it doesn't break existing behaviors.
    Post edited by Gate70 on
  • DeeDee Member Posts: 10,447
    edited September 2014

    [9584] [Tablet] Tap and Hold should open the Spell Description window from the gameplay screen

    Link

    1. Start a new game with the Adelia pregen
    2. Select "Cast Spell"
    3. Tap and hold on the Magic Missile spell icon
    4. After a second, release

    *Observed*
    The spell description window does not appear.

    *Expected*
    The spell description window should appear.

    *Note*
    Affects iPad and Android
    Post edited by Dee on
  • Gate70Gate70 Member, Developer Posts: 3,883

    Duplicate quest items should not be taken from equipment slots if they are also present in inventory

    Link

    1. Load attached save.
    2. Enter the inn.
    3. Speak to Euric.

    *Observed*
    Euric takes the worn amulet in preference to the inventory amulet.

    *Expected*
    Euric should take the inventory amulet.

    *Note*
    The quest amulet is a standard amulet so cannot be identified as unique.
    (In this save the amulet given by Nadine is in inventory)
    Switching the worn amulet to the next inventory slot sees the first (Euric's) amulet correctly being taken.
    Game appears to be searching in character slot order so may be options around checking inventory first or searching backwards.

    Save file
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited September 2014

    [8044] The text on the "Continue" button should not be missing

    Link

    1. Load attached BG:EE save.
    2. Travel towards Nashkel Mine.
    3. Speak to Senjak and Dorotea (1 > 1 > 1 > 1).
    4. Kill Senjak, Dorotea and their bandits.
    5. Speak to Dorn (1 x7).

    *Observed*
    Imoen dialogue has a blank Continue button.

    *Expected*
    Continue button should contain the word "Continue".

    Save file
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited November 2014

    [10737] Quick Loot bar should not overlay a red tint for usable items

    Link

    1. Start a new game with Adelia
    2. Go to Priest's Quarters on the northern part of Candlekeep
    3. Kill Shank
    4. Click the red Quick Loot button

    *Observed*
    Dagger has red tint indicating it cannot be used.

    *Expected*
    Dagger should appear as a usable item.

    *Note*
    Red tints disappear from usable items when you click on the pile or container. Clicking on the pile on his corpse and then moving away without taking it sees the Quick Loot bar showing it as usable.
    Post edited by Gate70 on
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited November 2014

    [10738] The Dryad of Cloud Peaks quest should be closed if she is killed

    Link

    1. Load attached save.
    2. Travel west (NW on map screen).
    3. Walk west and talk to the Dryad (1).
    4. Speak to Caldo (1).
    5. Kill dryad (CTRL/Y).
    6. Open the journal (J).

    *Observed*
    There is an open journal quest "Dryad of Cloud Peaks"

    *Expected*
    The "Dryad of Cloud Peaks" quest should be closed.

    Save file
    Post edited by Gate70 on
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited September 2014

    Polymorph Self spider form should be permanently hasted

    Link

    1. Start a new game with Adelia.
    2. C:CreateItem("SCRL5M")
    3. Go to her inventory (I), equip the scroll in a quickslot and return to the game screen (G).
    4. Click on the scroll.
    5. Once cast, select Special Abilities (F12) then select spider form.
    6. Open the record screen (R).

    *Observed*
    Spider form has 4 attacks per round.

    *Expected*
    Spider form should have 5 attacks per round

    *Note*
    Movement speed should be increased, and should have 5 attacks per round.
    Also affects Avenger shapeshift.
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited November 2014

    [8919] Drasus should not say the same line twice at the same time

    Link

    1. Load attached save.
    2. Travel east to the mine.
    3. Walk south to the bridge, across the bridge and past the two hostile guards.
    4. Approach Drasus.

    *Observed*
    Drasus voices his line twice, one over the other.

    *Expected*
    Drasus should only say the line once.

    *Note*
    Line "I'd er rather skip the..." is spoken as "I'd er I'd er rather rather skip skip the the..."

    Save file
    Post edited by Gate70 on
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited July 2015

    [15978] Gamaz should deliver a final speech before dying

    Link

    1. Load attached save.
    2. Exit to the east.
    3. Speak to Gamaz (1).
    4. Kill Gamaz and his followers (CTRL/Y).

    *Observed*
    When Gamaz dies - nothing happens.

    *Expected*
    When Gamaz dies - dialog should appear ("I am... sorry... brother..."), and "The enemies of my friend" journal entry should be closed

    *Note*
    There is a workaround for the journal: talk to Rasaad manually. He only say "Gamaz!" but quest finishes.
    Gamaz may need a minhp1 item.

    Save file
    Post edited by hook71 on
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited November 2014

    [10739] Teven should not remain neutral if the bandit camp is attacked

    Link

    1. Load attached save.
    2. Travel east to Larswood.
    3. Walk east and slightly south to speak to Teven (2, 3).
    4. After the transition speak to Tazok (3, 2).
    5. Attack a bandit.

    *Observed*
    Everybody turns hostile except Teven.

    *Expected*
    Teven should turn hostile with the rest of the bandits.

    Save file
    Post edited by Gate70 on
  • Gate70Gate70 Member, Developer Posts: 3,883

    Kobold Commando arrows of fire should not require a save vs breath

    Link

    1. Load attached save.
    2. C:CreateCreature("Kobcomm")
    3. Move away from the kobold so it can shoot arrows.
    4. Force heal Jaden (CTRL/R) until he makes his saving throw.

    *Observed*
    Save vs Breath is made

    *Expected*
    Save vs Spell should be made

    *Note*
    From forum thread: The generic arrows of fire, arow08, do indeed require a save vs spell to avoid the fire damage. The arrows you mention are arowkc, used by kobold commandos, and require a save vs breath

    Save file
  • Gate70Gate70 Member, Developer Posts: 3,883

    Clock and Feedback window should show consistent dates

    Link

    1. Set language to Spanish.
    2. Exit the game, and restart for the localisation to take effect.
    3. Start a new game with Abdel.
    4. Pause the game.
    5. Hover the mouse over the Clock (bottom left icon).

    *Observed*
    Clock shows Dia 0 Hora 7, paused text shows Dia 1, hora 7.

    *Expected*
    Day should be consistent between the two (original game shows day 1 hour 7).

    *Note*
    New journal entries are added with Dia 1 Hora 7.
    Affects various languages as below.

    Day 0 Hour 7 & Day 1 Hour 7 : Incorrect
    Spanish
    Italian

    Day 0 hour 7 & Day 0 Hour 7 : Incorrect
    English
    Czech
    Korean
    Polish
    Portuguese
    Russian
    Turkish
    Ukranian
    Chinese

    Day 1 Hour 7 & Day 1 Hour 7 : Correct
    German
    French
    Japanese
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited September 2014

    Removed party members should be able to rejoin a Black Pits game

    Link

    1. Load attached save from BPsave folder.
    2. Remove Zelnick (R > Reform Party > click on right-most portrait > Remove > Remove > Done).
    3. Decline his services when he asks (2).
    4. Speak to him again.

    *Observed*
    Zelnick says "Yes" and dialogue ends.

    *Expected*
    There should be an option to get removed characters back into the party.

    *Note*
    Similar to issue 2014 (rejoining after petrification)

    Save file
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited September 2014

    Rasaad quest should start when he is first encountered

    Link

    1. Start a new game with Abdel.
    2. C:MoveToArea("AR4801")
    3. Walk towards the inn door and stop near it so Neira can initiate dialogue (1).
    4. Once Neira turns hostile, exit the inn.
    5. Wait for Neira to follow and for Rasaad to attack her.
    6. Kill Neira (CTRL/Y).
    7. C:GetGlobal("Rasaad_Plot","GLOBAL")

    *Observed*
    The Rasaad plot variable has not been activated : "Global : Rasaad_Plot GLOBALDoes Not Exist"

    *Expected*
    The Rasaad plot variable should be activated when he first speaks. "Global : Rasaad_Plot GLOBAL set to 1"

    *Note*
    It is possible to enter the inn without Rasaad starting his dialogue, e.g. by walking on the inn-side rather than the river-side.
    The variable is incorrectly set if he attacks Neira or Nimbul (possibly any other hostiles too) before speaking to the party.
    The in-game consequences of this are not see until chapter 5 when his plot fails to progress.
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited November 2014

    [10740] Demon Knight should defend himself after being silenced

    Link

    1. Load attached save.
    2. Enter the Demon Knight chamber (click on stair icon near Adelia).
    3. Without moving, cast silence (2 > F6) just beyond the bottom of the stairs.
    4. Repeat step 3 until the Demon Knight is silenced. Repeat from step 1 if he resists 4 times.
    5. Once the Demon Knight is silenced, move down the stairs and attack him.

    *Observed*
    The Demon Knight does not fight back.

    *Expected*
    The Demon Knight should defend himself if after being silenced

    Save file
    Post edited by Gate70 on
  • Gate70Gate70 Member, Developer Posts: 3,883

    [Black Pits] Jester song should not see dead party members regarded as hostile

    Link

    1. Load the attached Black Pits Multiplayer save.
    2. Check AI is on (lantern icon 2nd from bottom on right sidebar).
    3. Check Abdel has standard attack script (2 > R > Customise > Script. Esc x4 to return to game).
    4. Speak to Baeloth to start the next combat (1).
    5. Pause the game, start singing bard song (1 > F4) and kill Adelia (CTRL/Y).
    6. Unpause the game.

    *Observed*
    Abdel moves towards Adelia as if to attack her.

    *Expected*
    Abdel should attack the nearest enemy.

    Save file
  • Gate70Gate70 Member, Developer Posts: 3,883

    [Black Pits] Jester song should not revive dead party members

    Link

    1. Load the attached Black Pits Multiplayer save.
    2. Check AI is off (lantern icon 2nd from bottom on right sidebar).
    3. Check Abdel has standard attack script (2 > R > Customise > Script. Esc x4 to return to game).
    4. Speak to Baeloth to start the next combat (1).
    5. Pause the game, start singing bard song (1 > F4) and kill Adelia (CTRL/Y).
    6. Unpause the game.

    *Observed*
    Adelia becomes confused, then 2-3 seconds later she gets up and attacks the party.

    *Expected*
    Adelia should remain dead until the battle concludes.

    Save file
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited August 2015

    [15983] Tutorial: Imoen should have a weapon she is proficient with

    Link

    1. Start a new tutorial with the Abdel pregen.
    2. Click through the conversation with Duke Belt.
    3. C:MoveToArea("TU0017")
    4. Talk to Imoen so she joins the party.
    5. Open her record screen (2 > R) and look at her weapon proficiencies.
    6. Open her inventory screen.

    *Observed*
    Imoen has a dagger equipped.

    *Expected*
    Imoen should have a weapon she is proficient with.

    *Note*
    Proficient with long sword, short sword, quarterstaff, shortbow, club.
    Post edited by Hurricane on
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited July 2015

    [15981] Tutorial: kobolds' short swords should not break

    Link

    1. Load the attached save called "Tutorial-WeaponsBreak".
    2. Go down the stairs to the basement.
    3. CTRL/Q the three kobolds into the party (Boot Imoen, Minsc and Dynaheir).
    4. Force attack Xan with the kobolds.
    5. Use Ctrl-R on Xan as necessary to prolong the fighting.
    6. Continue until a kobold portrait shows a fist is being used to attack.

    *Observed*
    The kobold weapon has broken.

    *Expected*
    Weapons should not break in the tutorial.

    Save file
    Post edited by Hurricane on
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited November 2014

    [10741] Tutorial weapon supplied should be usable by character

    Link

    1. Start a new tutorial with a human beastmaster, with ** in darts and ** in sling.
    2. Left click Belt to talk when prompted.
    3. Left click Jospil to talk when prompted.
    4. Left click Jospil to hit him when prompted.
    5. Once Jospil says well done, left click Belt to talk to him.
    6. Left click Belt once he says to look in inventory (optional action).
    6. Open the inventory (I) when Belt says he has given you a weapon.

    *Observed*
    A dagger has been given to the character.

    *Expected*
    The weapon supplied should be one that the character can equip.

    *Note*
    The tutorial cannot progress at this point, because the weapon cannot be equipped.
    This also affects clerics and druids, whether single class or multiclass. & only when;
    - a beast master with proficiency only in darts, slings, single-weapon style, sword and shield style, or two-weapon style
    - a (multiclass) cleric with at least 5 strength and proficiency only in slings, single-weapon style, sword and shield style, or two-weapon style
    - a (multiclass) druid with proficiency only in sword and shield style or two-weapon style
    Post edited by Gate70 on
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited November 2014

    [10742] The Stupefier should behave like other items when picked up

    Link

    1. Go to Options > Gameplay, set Tooltip Delay to the maximum to disable tooltips.
    2. Start a new game.
    3. C:CreateItem("blun41")
    4. Open the inventory.
    5. Center the tip of the cursor on The Stupefier.
    6. Click to pick up The Stupefier.

    *Observed*
    The weapon is offset to the lower right of the cursor position.

    *Expected*
    The weapon should appear at the tip of the cursor.

    *Note*
    Doing the same to the quarterstaff shows the expected behaviour.
    Post edited by Gate70 on
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited July 2015

    [15977] Safana should not keep stopping if she loots the pirate treasure on her own

    Link

    1. Load the attached save.
    2. C:CreateCreature("Safana")
    3. Talk to Safana and recruit her (2, 2, 2)
    4. Select Safana (3) and send her into the cave on her own.
    5. Go north, west, north; killing any golems on the way (Ctrl/Y).
    6. Use Ctrl/R if Safana is incapacitated by traps.
    7. Loot the container.
    8. Click near the cave entrance.

    *Observed*
    Safana stops after a couple of steps.

    *Expected*
    Safana should walk to the cave entrance.

    *Note*
    Safana will keep stopping if she is asked to move again.
    She appears to be trying to talk to the protagonist but can't as he is outside the cave.

    Save file
    Post edited by hook71 on
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited November 2014

    #10538 [Tutorial][Tablet] Belt should continue the tutorial after a monk equips their weapon

    1. Start a new tutorial with a human male monk (e.g. lawful good, stats all 11, long and short sword proficiencies)
    2. Paused command task: Tap the clock icon to pause, click the floor, click on Belt and tap the clock icon to unpause.
    3. Friend/Enemy task: Click on Jospil to talk, then click again to attack him.
    4. After Jospil says well done, click on Belt again.
    5. Inventory Page: Click the Inventory icon, then the Game icon.
    6. After Belt gives you a weapon, click the Inventory icon and place the weapon in a weapon slot.
    7. Click on the Game icon and talk to Belt.

    *Observed*
    Belt says "You haven't equipped your weapon yet".

    *Expected*
    Belt should say "Good Job! It's time for us to go upstairs now...".

    *Note*
    Monks are unable to conclude the tutorial as a result.
    iPad and Android are both affected & monk is given a dagger.
    PC is working and monk is given a katana or ninjato.
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited July 2015

    #15959 Incorrect voice-over should not play for Dynaheir line

    Link

    1. Load the attached save game.
    2. Select option 1's in the dialogue with Adoy until Dynaheir speaks.

    *Observed*
    Dynaheir says "There's a lesson in that for you, Neera. Wild magic may be powerful, but it can't be trusted." but the voice-over is from one of Adoy's earlier lines.

    *Expected*
    Dynaheir says "There's a lesson in that for you, Neera. Wild magic may be powerful, but it can't be trusted." with no voice-over.

    *Note*
    String 28180.

    Save file
    Post edited by Gate70 on
  • CerevantCerevant Member Posts: 2,314
    edited December 2014
    [11066] Export of character should be successful when overwriting an existing character file

    Description
    1. Start BG:EE, Single Player, Pre-Generate Character
    2. Import, Character File, Choose 01FIGHT, Done
    3. Select default appearance, sounds and name
    4. Export, name the export file Test, Done
    5. Select Pre-Generate Character
    6. Import, Character File, Choose Test, Done
    7. Import, Character File, Choose 02THIEF, Done
    8. Select default appearance, sounds and name
    9. Export, name the export file Test, Done
    10. Select Pre-Generate Character
    11. Import, Character File, Choose Test, Done

    Observed
    Character is Abdel

    Expected
    Character is Halen

    Notes
    Simpler sequences I tried were unable to reproduce this issue
    Post edited by Cerevant on
  • CerevantCerevant Member Posts: 2,314
    edited December 2014
    [11067] Minsc should not be healed for 15HP on rest

    Description
    1. Load attached save
    2. Rest

    Observed
    Minsc has 25 hit points

    Expected
    Minsc has 10 hit points

    Notes
    This is probably a side-effect of the enrage ability
    This affects Berserker PCs as well

    Save
    Post edited by Cerevant on
  • CerevantCerevant Member Posts: 2,314
    [11103] Pre-generated Monks should not be described as Sorcerers in the Character Generation screen

    Description
    1. unzip the attached and place the files in the characters folder 2. start BGEE, new game
    3. scroll to the bottom of the pre-generated characters list

    Observed
    The character named 'Monk' has 'SORCERER: Like Mages..." (StrRef 32300) below her stats

    Expected
    The character named 'Monk' has 'MONK: Monks use...' (StrRef 32299) below her stats

    Note
    Happens for Dark Moon and Sun Soul monks as well
  • CerevantCerevant Member Posts: 2,314
    edited December 2014
    [11104] Korax sounds should not be different volumes

    Description
    1. Load attached save
    2. Select Korax until you hear a selection sound 3. Attack Imoen with Korax

    Observed
    The attack sound is much lower volume than the selection sound

    Expected
    Sounds are the same (higher) volume

    Notes
    - Korax's sounds for strref 4558, 4556, 5652, and 4554 are all quiet
    - The difference is present when the sound levels are all set the same in options
    - There is no difference in volume when these sounds are played in NI.
    Post edited by Cerevant on
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