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List of Known Issues (READ THIS FIRST)

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  • HurricaneHurricane Member, Translator (NDA) Posts: 730

    [16034] Yeslick's Dispel Magic ability should have the intended casting time

    Link

    1. Start a new game with Abdel
    2. Add Yeslick's innate Dispel Magic ability to Abdel using C:AddSpell("spin112")
    3. Have Abdel cast Yeslick's Dispel Magic (1 > F12 > F1)

    Observed
    The casting time is 4, even though the description says the casting time is 6.

    Expected
    Either the casting time should be 6 or the description should say the casting time is 4, depending on what is intended.

    Notes
    Yeslick's Dispel Magic ability (SPIN112.spl) uses the description of the priest spell (SPPR303.spl). If the casting time is supposed to be different from the priest spell, the ability should have its own description. If not, then the ability should conform to the given description.
  • elminsterelminster Member, Developer Posts: 16,317
    edited August 2015

    [16048] Text describing entering tomb (AR5001) should use DisplayStringNoName

    Link

    Description

    1. Start a new game with abdel pregen.
    2. Console in C:CreateCreature("Minsc") and Ctrl+Q to add him to your party
    3. Console in C:MoveToArea("AR5001")

    Observed

    Minsc is attributed as having said stringref 11778 "You travel down a long tunnel to a group of three burial mounds." Reviewing area script file in question (AR5001.bcs) shows that it is using the DisplayStringHead action instead of DisplayStringNoName.

    Expected

    AR5001.bcs should be using DisplayStringNoName for these lines.
  • elminsterelminster Member, Developer Posts: 16,317

    [16050] [All] journal entry regarding Oublek should not be added to the journal inappropriately

    Link

    Description

    1. Open Near Infinity
    2. Open Amnis.dlg
    3. Go to state 9 (it uses stringref 351 "Travel lightly, wanderer. The woods harbor strange things." )

    Observed

    When this dialogue is fired you get stringref 26837 added to your journal

    Stringref 26837:

    "Journal entry:
    Oublek the Bounty Officer
    Oublek offers bounties and rewards outside the Nashkel garrison."

    Expected

    When this dialogue is fired you should get no journal entry

    Notes

    This dialogue file is used by Amnian Soldiers in AR4800 (Nashkel)
  • elminsterelminster Member, Developer Posts: 16,317
    edited August 2015

    [16051] [All] The Title of the dual class weapon proficiency window shouldn't appear out of alignment

    Link

    Description

    1. Load attached save (attached in redmine).
    2. Enter character record page
    3. Click "Dual Class"
    4. Click "Class" and select Cleric
    4. Click "Done"
    5. Click "Skills"

    Observed

    The heading "Proficiency Slots" appears out of alignment (its too far aligned to the left).

    Expected
    The heading should appear correctly aligned.
  • HurricaneHurricane Member, Translator (NDA) Posts: 730

    [16052] Party members should not make random selection sounds upon failed banters

    Link

    1. Use NearInfinity to modify BANTTIME.2da so that party banters occur with 100% probability every 10 seconds:
    2DA V1.0
    0
    VALUE
    FREQUENCY 150
    PROBABILITY 100
    REPLAYDELAY 150
    SPECIALPROBABILITY 100
    2. Start a new BG:EE game with Abdel
    3. C:CreateCreature("minsc")
    4. C:CreateCreature("khalid")
    5. Ctrl+Q on Minsc and Khalid
    6. Have all characters stand idle
    7. Observe the banter attempt that occurs every 10 seconds between two of the characters in the party

    Observed
    Even though there are no valid banters between Khalid, Minsc, and Abdel, the game still tries to make them banter. The two prompted characters turn around to face each other, but then one of them just says one of his selection sounds, e.g. Minsc says "You point, I punch." or Abdel says "Your wish?". Since the other character does not respond anything and there is no dialog, it looks as if the speaking character has just uttered one of his selection sounds at random.

    Expected
    Party members should not face each other and make random selection sounds if there is no valid banter between the party members who were prompted to banter.

    Notes
    The bug is especially disruptive if it happens while you are accessing a container. The banter closes the container interface, so you might trigger an unwanted action if you click the interface in that moment.
  • elminsterelminster Member, Developer Posts: 16,317

    [16056] Aldeth should not betray the protagonist after exposing Sarevok

    Link

    Description

    1. Load Attached Save
    2. Talk to Aldeth (2,2,e,2,e)
    (cutscene)
    3. Talk to Flaming Fist/Angelo (e,1,e)

    Observed

    Aldeth betrays charname to the Flaming Fist. This also leads you to be tried by Angelo, and if you've already had Neb help you escape this leaves you unable to advance any further.


    Expected

    Since Sarevok has been exposed the Flaming Fist should no longer be looking for you. Aldeth should not betray you to the Flaming Fist.

    Notes

    This is happening after the ducal palace battle, meaning that Sarevok has already been exposed and the Flaming Fist are no longer looking for you on the streets of Baldur's Gate.
  • HurricaneHurricane Member, Translator (NDA) Posts: 730
    Troodon80 said:

    [16058] Tooltip text should scale on Retina displays when font size is changed

    Link

    1. Configure Retina MacBook Pro (MBP) to have a resolution between "Best" and "More Space" or use a monitor capable of a resolution equal to or greater than 2560x1440 on Windows.
    2. Start a new game and select Abdel from the list of pre-generated characters.
    3. Options / Graphics, set font size to largest
    4. Mouse over a PC and allow the tool-tip scroll to open

    Observed:
    Font size of tooltip scroll is not scaled up

    Expected:
    Font size of tooltip should scale up with the font size slider

    Note:
    This is not a Mac - only issue, this is a resolution issue.
    Attached is a screenshot from Windows using a UHD monitor.
  • HurricaneHurricane Member, Translator (NDA) Posts: 730

    [16060] Gnomes should not use dwarven or halfling paperdolls

    Link

    1. Start a new game with Abdel
    2. Spawn one of the gnome characters listed below via C:CreateCreature("")
    3. Ctrl+Q on the spawned character
    4. Open the gnome's inventory and look at the paperdoll animation

    Observed
    The gnome uses the paperdoll animation of a dwarf or halfling.
    BENTLY    Bentley Mirrorshade
    BPBELLOW Bellowgulp Bluefingers
    DELSVIR Delsvirftanyon
    DUSHAI Dushai
    GALTOK Galtok
    GELLAN Gellana Mirrorshade
    HAFIZ Hafiz
    HALACA Halacan
    LANDRI Landrin
    MADARC Mad Arcand
    MUTAMI Mutamin
    NEB Neb
    QUAYLE
    QUAYLE4 Quayle
    QUAYLE6
    TELLAN Tellan
    TIAX
    TIAX4 Tiax
    TIAX6
    Expected
    Gnomes should look like gnomes. They should use a gnome paperdoll.

    Notes
    This is mostly a legacy data bug from vanilla BG1. In vanilla BG1, gnome paperdolls did not exist. All gnomes simply used a dwarven or halfling paperdoll. In BG:EE, gnome paperdolls are available, so they should be used.
  • elminsterelminster Member, Developer Posts: 16,317
    edited August 2015

    [16088] Magically created weapons should not disappear after reload.

    Link

    Description

    1) Create a new game using a druid character that has Shillelagh memorized
    2) Cast Shillelagh
    3) Save the game after the visual effects of Shillelagh's casting have disappeared
    4) Reload

    Observed

    The Shillelagh has been dispelled.

    Expected

    It should remain active for the remainder of the spells duration. This should apply to all magically created weapons.
  • elminsterelminster Member, Developer Posts: 16,317
    edited August 2015

    [16098] Aec'Letec should have proper immunities

    Link

    Description

    1) Create a new game with Abdel pregen.
    2) Console in C:CreateItem("potn38")
    3) Console in C:CreateItem("potn45")
    4) Console in C:SetCurrentXP("161000")
    5) Level up
    6) Drink the Potion of Freedom and Potion of Mirror Eyes
    7) Save the game
    8) C:CreateCreature("Tanar")
    9) Attack Aec'Letec until he is hit

    Observed

    You can hit Aec'Letec with a normal weapon.

    Expected

    You should not be able to hit Aec'Letec with a normal weapon.

    Notes:

    In the Tanar.cre file item 1 has a duration of 1 when it should be set to 0. The result of it being set to 1 is that Aec'Letec is susceptible to poison, normal weapons, confusion, charm, polymorph and feeblemind when he should be immune to these.
    Post edited by elminster on
  • elminsterelminster Member, Developer Posts: 16,317

    [16099] Aec'Letec's physical attack should not cause unconsciousness

    Link

    Description

    1) Create a new game with Abdel pregen.
    2) Console in C:CreateItem("potn38")
    3) Console in C:CreateItem("potn45")
    4) Console in C:SetCurrentXP("161000")
    5) Level up
    6) Drink the Potion of Freedom and Potion of Mirror Eyes
    7) Save your game
    8) C:CreateCreature("Tanar")
    9) Let Aec'Letec hit you until you are reduce to 1hp and knocked unconscious.

    Observed

    Aec'Letec's physical attack can't actually kill you. It can only knock you unconscious and reduce you to 1hp.

    Expected

    Aec'Letec's physical attack should be able to kill you.

    Notes

    In the Tanar.cre file item 0 has a duration of 1 when it should be set to 0. The result of it being set to 1 is that Aec'Letec's weapon quickly disappears and is replaced with fists (which can't kill you themselves).

    Aec'Letec's Vampiric Touch may kill you before you are able to see the bug.
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    edited August 2015

    [16133] [Linux] - Wild Mage should have correct class strings.

    Link

    Description
    1. Launch the game.
    2. Press Baldur's Gate ⇒ Single Player ⇒ New Game ⇒ Create
    3. Male ⇒ Human ⇒ Mage.
    4. Note that Wild Mage, the button at the bottom, is listed as 'Mage'.
    5. Select the bottom button, labelled 'Mage'.
    Observed
    The Wild Mage button displays 'Mage' (incorrect) and there is no class description to the right (incorrect).

    Expected
    Instances of Wild Mage should have correct class strings.

    Notes
    • Filling out the rest of the character attributes and starting the game, then going to the character record, and pressing Kit Description results in the generic Mage description being displayed (also incorrect).
    • This only appears to be on Linux.
  • HurricaneHurricane Member, Translator (NDA) Posts: 730

    [16408] Faldorn's Summon Dread Wolf ability and description should match

    Link

    1. Start a new game with Abdel
    2. C:CreateCreature("faldor")
    3. Ctrl+Q on Faldorn
    4. Select Faldorn, open her Special Abilities menu (F12), right-click her Summon Dread Wolf ability, read the description, click Done
    5. Let Faldorn cast Summon Dread Wolf, then wait 10 turns

    Observed
    The description of the ability says "The wolf will follow Faldorn's commands until slain or after 1 turn", but the dread wolf actually stays for 10 turns (2 in-game hours).

    Expected
    The ability and the description should match. Either the ability should only last 1 turn or the description should say "2 hours".
  • HurricaneHurricane Member, Translator (NDA) Posts: 730

    [16409] Tiax' Summon Ghast ability and description should match

    Link

    1. Start a new game with Abdel
    2. C:CreateCreature("tiax")
    3. Ctrl+Q on Tiax
    4. Select Tiax, open his Special Abilities menu (F12), right-click his Summon Ghast ability, read the description, click Done
    5. Let Tiax cast Summon Ghast, then wait 10 turns

    Observed
    The description of the ability says "The spell summons a feral ghast, which remains for 1 turn", but the ghast actually stays for 10 turns (2 in-game hours).

    Expected
    The ability and the description should match. Either the ability should only last 1 turn or the description should say "2 hours".
  • CerevantCerevant Member Posts: 2,314
    edited October 2015

    [17103] [Mac] Crash to desktop after upgrading to OSX El Capitan 10.11.1

    Link

    1) Start BG:EE on OSX El Capitan (10.11.1)
    2) Start a new game with Abdel
    3) C:MoveToArea("AR0900")
    4) Move north and exit the area
    5) On the world map, click on the blue area to the north (AR0400)

    Observed:
    Crash to Desktop

    Expected:
    Game continues as normal
  • Gate70Gate70 Member, Developer Posts: 3,883
    edited November 2015

    [17263] Characters with inactive thief levels should not be able to steal

    Link

    1. Load the attached save.
    2. Enter the inn.
    3. Dual class to fighter (R -> Dual-Class -> Class -> Fighter -> Done -> Skills -> * Bastard Sword * Long Sword -> Done -> Done).
    4. From the Game Screen (G), speak to Winthrop to enter his store (2, 2).
    5. Click on the bottom right icon, Steal.
    6. Click on the throwing axe and click Steal.

    Observed
    The stealing action takes place.

    Expected
    It should not be possible to select an item to steal.

    Note
    Khalid is in the party and can be used to see the expected state.
  • JalilyJalily Member Posts: 4,681

    [18184] Commoners should not mention guards' inability to find Brage after the PC has turned him in

    Link

    1. Load the attached save.
    2. Speak to the commoner in green repeatedly.

    Observed:
    The commoner eventually says this random line: "The guard is pathetic! Why, if I had my way, that Brage would have been quartered by now! He's just a man, like any other. A blade delivered in the proper fashion will drop him as simply as his victims!" (325)

    Expected:
    The commoner never says that line.

    Note:
    MTOWNA.DLG state 5: Move the GlobalLT("OublekBounty1","GLOBAL",1) response condition to the state trigger.
  • Gate70Gate70 Member, Developer Posts: 3,883

    [18268] Simmeon should not respawn after he is killed

    Link

    1. Load the attached save.
    2. Move northeast, and click through the dialogue with Simmeon.
    3. Once the two Thralls of Azothet have spawned, kill Dorn (Ctrl/y).
    4. Once Dorn is dead, kill Simmeon and his allies (Ctrl/y).
    5. Exit to the north, and travel to Ulgoths Beard.
    6. Raise Dorn via Ctrl/R.
    7. Travel back to Wyrm's Crossing.
    8. Respond to Dorn (all 1's).
    9. Locate the Simmeon encounter point north of the bridge and move the party there (Ctrl/j).

    Observed
    Simmeon, Sheila and the Priest are present and hostile.

    Expected
    Simmoen should remain dead, as should his party members.
  • elminsterelminster Member, Developer Posts: 16,317
    edited January 2016

    [18338] Equipping a cursed item should not prevent a character from detecting hidden doors

    Link

    1) Create a new game with Abdel pregen
    2) Console in C:CreateItem("Sw2h03") and equip the cursed two-handed sword
    3) Console in C:MoveToArea("AR4004")
    4) Console in C:AddGold("500")
    5) Move Abdel to 165.300
    6) Wait for 5 minutes
    7) Have Abdel go up the stairs
    8) Talk to Alvenhandar and have him cast Remove Curse on Abdel
    9) Move just Abdel to down the stairs to AR4004 (the stairs are found at 450.415)
    10) Move Abdel to 165.300
    11) Wait for 5 minutes

    Observed
    While he had a cursed item equipped Abdel couldn't see the hidden door


    Expected
    Wielding a cursed item shouldn't affect whether or not you can see a hidden door.

    Post edited by elminster on
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