After X number of months a little wariness is expected, I think. But I can say that we're very close; all of the issues we set out to fix have been fixed, we're just testing everything again to make sure we haven't taken any steps backward in the process.
So this week I hope a gift for the weekend maybe? or next week, either way it will be really fun to get the new patch with it cool little addition stuff
A thief has never been able to both hide and detect traps, though now that you mention it, them just looking around and trying to find something shouldn't really make it all that much harder for them to stay hidden. Perhaps this is something to make a note of for the next patch?
Even in the original you could never Hide in Shadows with Detect Traps and remain hidden.
You can Hide in Shadows, select the Detect Traps and remain hidden during the time elapse of coming out of shadows, but you will always step out of the shadows eventually.
True, Stealth and Detect modes have always been mutually exclusive.
On the other hand, current (1.2) functionality is that although starting combat cancels Detect mode, the other way around isn't true: if we're already in combat, then we can start Detect mode without cancelling the attack on the current target. This is especially handy if the Thief has a good Detect Illusion skill and some of the enemies are trying to hide! But is it intended to work like this? I don't remember it being that way before 1.2, but it could be that I just never noticed before.
A thief has never been able to both hide and detect traps, though now that you mention it, them just looking around and trying to find something shouldn't really make it all that much harder for them to stay hidden. Perhaps this is something to make a note of for the next patch?
I like how it is, it's a fun niche for Cleric/Ranger to be able to stealth and detect traps simultaneously via the Find Traps spell . You also have the option to use invis spells and potions and such on a regular thief to accomplish that if you cast it after they activated find traps I believe.
I think stealthing and finding traps is pretty powerful combination, not having to invest any extra resources such as spells and potions might make it a bit OP.
A thief has never been able to both hide and detect traps, though now that you mention it, them just looking around and trying to find something shouldn't really make it all that much harder for them to stay hidden. Perhaps this is something to make a note of for the next patch?
A thief skulking in the shadows and finding a trip wire across the hall? Sure.
That same thief detecting a pressure plate disguised a cobblestone in the middle of well-lit hall, while he/she keeps to the shadows? Not likely, he/she probably needs to investigate it up close.
The thief finding a poison needle in trapped chest lock while staying hidden? No way. Definitely needs careful hands-on examination.
Of course, the game just has a 'one-size fits all' method of handling detect traps. That allows the chest trap to be detected without the thief being right next to it. A limitation of the engine.
If this were implemented, I would suggest a threshold above which the trap is undetectable if the thief is trying to hide and detect traps at the same time. Kind of like how some inventory slots can't be pick-pocketed. This would reflect that thief could detect simple traps (e.g., trip wires) while remaining hidden, but not complex ones.
Two of them are already fixed, incidentally, they just need to be tested. The last one is underway.
Regressions are a part of testing, though; as sad as it was to discover the build wasn't pristine, I'm glad we found them, and that - in terms of scope - they're relatively minor issues.
Nobody seems to be answering my question on the subject I put up, so I hope nobody minds me going a bit off topic for asking this. I want to create a custom voice set for my CN Dragon Disciple, but I don't know how to do it. Please help
I am guessing this could be easier to do the manual way after this patch, but I am wondering why you skipped adding in the voices from BG2 into the BG:EE game. Is this because the BG2 character voices have more to say(more soundfiles) than the original ones? It would just make more sence to have them all in both games no?
A lot of my BG characters go through puberty or something after being captured by Irenicus
I am guessing this could be easier to do the manual way after this patch, but I am wondering why you skipped adding in the voices from BG2 into the BG:EE game. Is this because the BG2 character voices have more to say(more soundfiles) than the original ones? It would just make more sence to have them all in both games no?
A lot of my BG characters go through puberty or something after being captured by Irenicus
Perhaps voice actor royalties? If they shipped with the BG2 character sound files included, they may owe the voice actors royalties on their performances. So, it may have been a cost-containment decision.
If you have both games and Near Infinity, you can extract the sounds from BG2 and add them to BGEE.
EDIT: Actually, it doesn't look like you even need Near Infinity to do this in BGEE/BG2EE. The character sounds are files in the lang/LANGUAGE/Sounds folder in your BGEE/BG2EE install.
@Chow you can download the IWD soundsets already formatted for BG2. A quick Google search brings you to the work other people have already done. I can edit and provide links later.
If you have both games and Near Infinity, you can extract the sounds from BG2 and add them to BGEE.
And the opposite? And all the Icewind Dale 2 sounds?
Teach me this sorcery.
Actually, it doesn't look like you even need Near Infinity to do this in BGEE/BG2EE. The character sounds are files in the lang/LANGUAGE/Sounds folder in your BGEE/BG2EE install.
If you copy BG1 sounds to BG2, keep in mind that BG1 had a much smaller list of sounds. So, the soundset will be incomplete by BG2 soundset standards.
Icewind Dale 2 sounds are a bit trickier, since they don't use the same file list as BGEE/BG2EE. So, there's more work involved.
Yup it late over here too, hopefully we will have a surprise in the morning if everything will go well over there..... @Dee "Blink blink" I know you guys doing everything to release this patch yesterday
Comments
In this patch, at least with Imoen, if Imoen Hides in Shadows then begins to Detect Traps, the Hide in Shadows is stopped, and vice versa.
This is very hampering to effective use of the Thief.
(Possibly I'm wrong about previous functionality; maybe thief had to be Invisible to Detect at the same time.)
You can Hide in Shadows, select the Detect Traps and remain hidden during the time elapse of coming out of shadows, but you will always step out of the shadows eventually.
On the other hand, current (1.2) functionality is that although starting combat cancels Detect mode, the other way around isn't true: if we're already in combat, then we can start Detect mode without cancelling the attack on the current target. This is especially handy if the Thief has a good Detect Illusion skill and some of the enemies are trying to hide! But is it intended to work like this? I don't remember it being that way before 1.2, but it could be that I just never noticed before.
I think stealthing and finding traps is pretty powerful combination, not having to invest any extra resources such as spells and potions might make it a bit OP.
That same thief detecting a pressure plate disguised a cobblestone in the middle of well-lit hall, while he/she keeps to the shadows? Not likely, he/she probably needs to investigate it up close.
The thief finding a poison needle in trapped chest lock while staying hidden? No way. Definitely needs careful hands-on examination.
Of course, the game just has a 'one-size fits all' method of handling detect traps. That allows the chest trap to be detected without the thief being right next to it. A limitation of the engine.
If this were implemented, I would suggest a threshold above which the trap is undetectable if the thief is trying to hide and detect traps at the same time. Kind of like how some inventory slots can't be pick-pocketed. This would reflect that thief could detect simple traps (e.g., trip wires) while remaining hidden, but not complex ones.
Regressions are a part of testing, though; as sad as it was to discover the build wasn't pristine, I'm glad we found them, and that - in terms of scope - they're relatively minor issues.
I want to create a custom voice set for my CN Dragon Disciple, but I don't know how to do it.
Please help
A lot of my BG characters go through puberty or something after being captured by Irenicus
If you have both games and Near Infinity, you can extract the sounds from BG2 and add them to BGEE.
EDIT: Actually, it doesn't look like you even need Near Infinity to do this in BGEE/BG2EE. The character sounds are files in the lang/LANGUAGE/Sounds folder in your BGEE/BG2EE install.
Teach me this sorcery.
If you copy BG1 sounds to BG2, keep in mind that BG1 had a much smaller list of sounds. So, the soundset will be incomplete by BG2 soundset standards.
Icewind Dale 2 sounds are a bit trickier, since they don't use the same file list as BGEE/BG2EE. So, there's more work involved.
I'll send you a PM.
E: But... Since they also need to test that last fix, I wouldn't count on a release just before their weekend begins.