Skip to content

The Road to v1.3 (BG:EE), Phase IV

1121315171844

Comments

  • maneromanero Member Posts: 392
    Still on road? Now that's embarassing...
  • ocramboocrambo Member Posts: 2
    edited July 2014
    Will this patch have a fix for the baldurs gate 1 android multiplayer? The host crashes when the game loads up (different hosts ,same story)

    Edit: @‌ Dee
    Saw in a post that you managed to reproduce this bug. Any luck fixing?
    Post edited by ocrambo on
  • cmk24cmk24 Member Posts: 605

    What's going on??? Haven't got through tutorial yet. For this money on a tablet device, its more than most games in the store, yet it doesn't work stable at all. First I accidently minimised the screen and it doesn't go back to the game if this happens, which is a terrible problem since it can often happen. When I got to the thief in tutorial, it told me to search for traps, and pressing this button made the game close down saying, "sorry unfortunately stopped". Well unfortunately I just spent £7 on an ancient game I wanted try on my Xperia z2, that's clearly not been tested yet. When will this be fixed please? I've started the tutorial 3 times now, and want to finish it.

    I believe the tutorial crashing on tablets is a known issue (the full game works just fine) and the minimizing issue has been fixed in the latest beta build. I would suggest skipping the tutorial and going right to the main game and seeing if the game is more stable.
  • kaguanakaguana Member Posts: 1,328
    What about adding custom sound set ingame is that problem solved?
  • magaritymagarity Member Posts: 52
    Someone else mentioned not being able to get downstairs to the maze in the thief's guild hq. I am having the same problem. The stairs are there and supposedly open and selectable. But upon selecting the characters just jostle each other around and can't get in. It doesn't even time out with the "must gather party" message. They just keep bumping around.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    magarity said:

    Someone else mentioned not being able to get downstairs to the maze in the thief's guild hq. I am having the same problem. The stairs are there and supposedly open and selectable. But upon selecting the characters just jostle each other around and can't get in. It doesn't even time out with the "must gather party" message. They just keep bumping around.

    Might because you're not in Chapter 7 yet? Or that you haven't went to the Coronation of Sarevok yet?
  • Daralon87Daralon87 Member Posts: 236
    103 to 127
  • AnduinAnduin Member Posts: 5,745
    Ouch...

    Only one set of whispering boots available now. I presume intentional and not a bug.
  • AnduinAnduin Member Posts: 5,745
    Ouch again!

    How have I missed that you can drink the potion tainting the ore... This is new me thinks.
  • AnduinAnduin Member Posts: 5,745
    Pokota said:

    Anduin said:

    Ouch again!

    How have I missed that you can drink the potion tainting the ore... This is new me thinks.
    I want to say you could always do that (why you would WANT to, though...)
    BECAUSE OF THE POSSIBILITY IT COULD GRANT POWERS BEYOND YOUR KEN! Mwhahahehah! *cough*

    Found this. Intentional or not? I am unsure...

    image

    The description for the rugged leathers does not say they are magical, just squeaky brand new (thus the 15% hide in shadows penalty)
  • elminsterelminster Member, Developer Posts: 16,317
    Anduin said:

    Ouch...

    Only one set of whispering boots available now. I presume intentional and not a bug.
    You can get two sets but one is found in baldur's gate iirc. You can now only get one set of the boots from either ulcaster or south of beregost (they appear in both places but you can only get one).
  • CrevsDaakCrevsDaak Member Posts: 7,155
    @Anduin‌ seems to me like intentional, but I'm not enough confirmation I assume.
  • TJ_HookerTJ_Hooker Member Posts: 2,438
    I've noticed that there are multiple pieces of magical armor added in the EEs that can be worn with items of protection. Seems like bug to me.
  • DeeDee Member Posts: 10,447
    This is good information, but if these are not new issues I would rather see them reported on the Bugs forums. Please only use this thread to point out new issues caused by the beta.
  • Daralon87Daralon87 Member Posts: 236
    127 to 130
  • magaritymagarity Member Posts: 52
    CrevsDaak said:

    magarity said:

    Someone else mentioned not being able to get downstairs to the maze in the thief's guild hq. I am having the same problem. The stairs are there and supposedly open and selectable. But upon selecting the characters just jostle each other around and can't get in. It doesn't even time out with the "must gather party" message. They just keep bumping around.

    Might because you're not in Chapter 7 yet? Or that you haven't went to the Coronation of Sarevok yet?
    I beat Saverok's woman until she said he'd be waiting for me in the under city.
  • AnduinAnduin Member Posts: 5,745
    edited July 2014
    @Dee All of these as far as I am aware are new issues. All these issues have arisen in the Beta 1.3

    To summarise...

    a) Strange electric bolt behaviour. This also effects the Gorion cut scene when he casts it and causes the death of enemy mages when they cast it close range against a person in melee. http://forum.baldursgate.com/discussion/comment/518768/#Comment_518768

    b) Jaheria and Khalid bug - when they fight Montaron and Xzar, when the player has low rep, Khalid will not rejoin the group and walk away, Jaheria however will stay. The script is not igniting the "Khalid we will not be parted" script. Jaheria also becomes impossible to talk too to get her to rejoin.
    http://forum.baldursgate.com/discussion/comment/517558/#Comment_517558

    c) A typo in the book of Ulcaster http://forum.baldursgate.com/discussion/comment/523759/#Comment_523759

    d) The cleric control script does not work as intended. When undead appear the script should start the cleric turning undead. It doesn't. Against any undead. http://forum.baldursgate.com/discussion/comment/523755/#Comment_523755

    e) I have been experiencing some random crashes. Can't seem to pinpoint an exact reason... But the current 1.2 version has yet to crash on me...

    Hope this helps.
  • DeeDee Member Posts: 10,447
    @Anduin‌ To clarify, I don't mean new as in "never reported before"; I mean new as in "can only be reproduced in the beta". At this point I'm more concerned about regressions that we may have introduced, rather than issues that were already there. The matter of armors stacking with rings of protection is something that would have occurred at launch, so it's not helpful to post it here. Typos, as well, are likely to have been introduced prior to the beta (and I can confirm that the one mentioned above is from release), unless it's new text.

    If it's something new that you know wasn't broken before, please report it here. If it's something that's been broken since before the beta, then it's more helpful to post it in the Bugs forum.
  • ChowChow Member Posts: 1,192
    Oh, neat. Now I won't need to decide between a yet another fighter/thief, a yet another kensai/mage, and a yet another sorcerer.
  • AnduinAnduin Member Posts: 5,745
    @Dee All of these as far as I am aware are new issues. All these issues are new with Beta 1.3

    1) Strange electric bolt behaviour. This also effects the Gorion cut scene when he casts it and causes the death of enemy mages when they cast it close range against a person in melee. http://forum.baldursgate.com/discussion/comment/518768/#Comment_518768

    Step 1: Leave Candlekeep. Talk to Gorion and say "I'm ready to leave".
    Step 2: Observe cutscene with Gorion fighting Saverock, on cast of lightening bolt, the bolt bounces off Saverock and back at Gorion.
    Expected behaviour: Lightening bolt goes through Saverock.

    Or

    Step 1: Create wizard.
    Step 2: Equip wand of lightening or memorise lightening bolt or equip lightening bolt scroll.
    Step 3: Cast at monster / npc
    Step 4: Observe lightneing bolt bounce off creature.
    Expected behaviour: Lightening bolt goes through creature and only bounces off walls.

    Note: This occurs roughly 75% of the time. Lightening bolt works properly the other 25%

    ...


    2) The cleric control script does not work as intended. When undead appear the script should start the cleric turning undead. It doesn't. Against any undead. http://forum.baldursgate.com/discussion/comment/523755/#Comment_523755

    Step 1: Create Cleric.
    Step 2: Add xp. CLUAConsole:SetCurrentXP("500000") Up level cleric.
    Step 3: From cleric character page, selecet customisation, select script, select cleric controled.
    Step 4: Press D to toggle cleric to turn undead when undead are visible.
    Step 5: Ensure AI is on.
    Step 6: Head to high hedge CLUAConsole:MoveToArea("AR3200")
    Step 7: Move around area to find skeleton spawns. Observe script not working.
    Expected behaviour: Cleric should turn undead automatically when skeletons are observed.

    This more like it @Dee :)

    I have reported the other bugs in the proper places.
  • elminsterelminster Member, Developer Posts: 16,317
    edited July 2014
    I'm not able to confirm the cleric control script issue (in either 1.2 or 1.3).

    From what testing I have done I have only been able to repeat the lightning bolt issue in 1.3. However, I was only able to get it to happen once out of probably 25 attempts. I was testing the spell though, so I suppose the wand might be working differently.
  • DeeDee Member Posts: 10,447
    @Anduin‌
    The first issue occurs in 1.2 as well.

    The second issue with the cleric, I can't reproduce in either 1.2 or 1.3. Note that it takes a moment for the Turn Undead ability to be activated, but it does activate. (Also, pressing D with that script causes the cleric to always turn undead, even when they're not present.)
  • AnduinAnduin Member Posts: 5,745
    edited July 2014
    I was so appalled that I could have missed something like that, I went and checked.

    ...and Neera went on a rampage in Nashkell.

    You are right, you can produce it in 1.2, but it is a lot worse in 1.3 :( The only person the electricity bolt bounced off out of the crowd in 1.2 was Rassad (Shiny bald spot?) In 1.3 you can get the bolt to bounce around the crowd.

    The control cleric script is definitely an issue. For me it works in 1.2, not in 1.3. Yes, press D again to toggle between undead turning at idle and undead turning when fighting undead opponents.

    I am going to download the Beta again on the off chance I could have a corrupt file.

    Just being a good little gnome reporting my experiences @Dee . Thank you for following them up. Further evidence that the serene swan on the pond is paddling like crazy under the surface.

    EDIT: Also a completionist run through the game may not be the best for reporting. Because you get re-reminded of every single bug that has already been reported... Maybe corrected for patch 1.4...
  • AnduinAnduin Member Posts: 5,745
    edited July 2014
    Double post I know. But I have released the form saying the patch is ready.

    Bugs remain but they are so insignificant. They do not break the game, they do not hurt the game, in some cases they make the game more interesting. Some exploits are still remebered and allow gamers to fondly say remember the days you could kill Drizzt by turning up invisible or some such... (and you really can't do that now!)

    But patches make the game better or fix bugs and end exploits to keep the game fun and challengin, and especially in BG, there will be always something to make better, to fix or an exploit to end.

    The game has been made a lot better with this patch. I can search some more, but I know already, I'm not going to find a massive game breaking bug (because I raced to the end already). I will continue my completionist run through, and continue to look and I will continue to report those insignificant bugs.

    But not here.

    It's breaking the positivity vibe!

    (And a typo really is not the end of the world)

    So lets get this patch out.

    : )
Sign In or Register to comment.