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.
1. Start a new game with Abdel 2. C:CreateCreature("yeslic") 3. Ctrl+Q on Yeslick 4. Enter the Candlekeep Inn, talk to Winthrop (2 > 2), rest 5. Make Abdel attack Firebead Elvenhair once so that Firebead becomes hostile 6. Firebead Elvenhair (level 11) casts Horror on Abdel 7. If Abdel fails his saving throw, he is panicked 8. Make Yeslick (level 3) cast his innate Dispel Magic on Abdel (2 > F12 > F1)
Observed Yeslick always dispels the panic on Abdel successfully.
Expected Yeslick should not be able to dispel the panic cast on Abdel by a much higher level character like Firebead.
Notes The Enhanced Editions use BG2-style dispelling. That means the success of a Dispel Magic spell depends on the level of the caster. From the spell description: "The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled." However, Yeslick's Dispel Magic ability (SPIN112.spl) still uses the old BG1 behavior. That means Yeslick's dispel is always successful, regardless of his level. This is because the dispel effect in SPIN112.spl is set to type 0 ("always dispel"). His ability should instead work like a BG2-style Dispel Magic spell, i.e. the success should depend on the caster level.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Press Baldur's Gate ⇒ Single Player ⇒ New Game ⇒ Create
Male ⇒ Human ⇒ Mage.
Note that Wild Mage, the button at the bottom, is listed as 'Mage'.
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).
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".
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".
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)
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.
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.
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.
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.
Comments
[16034] Yeslick's Dispel Magic ability should have the intended casting time
Link1. 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.
[16035] Yeslick's Dispel Magic ability should dispel based on caster level
Link1. Start a new game with Abdel
2. C:CreateCreature("yeslic")
3. Ctrl+Q on Yeslick
4. Enter the Candlekeep Inn, talk to Winthrop (2 > 2), rest
5. Make Abdel attack Firebead Elvenhair once so that Firebead becomes hostile
6. Firebead Elvenhair (level 11) casts Horror on Abdel
7. If Abdel fails his saving throw, he is panicked
8. Make Yeslick (level 3) cast his innate Dispel Magic on Abdel (2 > F12 > F1)
Observed
Yeslick always dispels the panic on Abdel successfully.
Expected
Yeslick should not be able to dispel the panic cast on Abdel by a much higher level character like Firebead.
Notes
The Enhanced Editions use BG2-style dispelling. That means the success of a Dispel Magic spell depends on the level of the caster. From the spell description: "The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled."
However, Yeslick's Dispel Magic ability (SPIN112.spl) still uses the old BG1 behavior. That means Yeslick's dispel is always successful, regardless of his level. This is because the dispel effect in SPIN112.spl is set to type 0 ("always dispel"). His ability should instead work like a BG2-style Dispel Magic spell, i.e. the success should depend on the caster level.
[16048] Text describing entering tomb (AR5001) should use DisplayStringNoName
LinkDescription
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.
[16050] [All] journal entry regarding Oublek should not be added to the journal inappropriately
LinkDescription
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)
[16051] [All] The Title of the dual class weapon proficiency window shouldn't appear out of alignment
LinkDescription
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.
[16052] Party members should not make random selection sounds upon failed banters
Link1. Use NearInfinity to modify BANTTIME.2da so that party banters occur with 100% probability every 10 seconds: 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.
[16056] Aldeth should not betray the protagonist after exposing Sarevok
LinkDescription
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.
[16060] Gnomes should not use dwarven or halfling paperdolls
Link1. 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. 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.
[16088] Magically created weapons should not disappear after reload.
LinkDescription
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.
[16098] Aec'Letec should have proper immunities
LinkDescription
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.
[16099] Aec'Letec's physical attack should not cause unconsciousness
LinkDescription
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.
[16133] [Linux] - Wild Mage should have correct class strings.
LinkDescription
- Launch the game.
- Press Baldur's Gate ⇒ Single Player ⇒ New Game ⇒ Create
- Male ⇒ Human ⇒ Mage.
- Note that Wild Mage, the button at the bottom, is listed as 'Mage'.
- Select the bottom button, labelled 'Mage'.
ObservedThe 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
[16408] Faldorn's Summon Dread Wolf ability and description should match
Link1. 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".
[16409] Tiax' Summon Ghast ability and description should match
Link1. 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".
[17103] [Mac] Crash to desktop after upgrading to OSX El Capitan 10.11.1
Link1) 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
[17263] Characters with inactive thief levels should not be able to steal
Link1. 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.
[18184] Commoners should not mention guards' inability to find Brage after the PC has turned him in
Link1. 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.
[18268] Simmeon should not respawn after he is killed
Link1. 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.
[18338] Equipping a cursed item should not prevent a character from detecting hidden doors
Link1) 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.