Good to hear that the BG2EE 1.3 patch might arrive sooner than expected. It still utterly BAFFLES me that BG1EE 1.3 was prioritised in the first place though...
Trent's mixed his versions a bit. That should read "Today's bug report on *BG* is 282 bugs closed 3 bugs open. 1.3 BG is in testing, BGII 1.3 is in active fixing".
I'd mention numbers for the BGII 1.3 patch, but I'll leave that to @Dee.
BGII:EE is at 361 closed and 26 open, at last count. But it's still early to say how close we are to being done there; most of our testing efforts have been focused on BG:EE so far.
BG:EE is in pretty good shape; 283 closed bugs and only one open bug, which is currently being tested.
BGII:EE is at 361 closed and 26 open, at last count. But it's still early to say how close we are to being done there; most of our testing efforts have been focused on BG:EE so far.
BG:EE is in pretty good shape; 283 closed bugs and only one open bug, which is currently being tested.
Good to know, it sounds like both Patches are coming in sooner than we may think, but I'm not going to hold too much optimism for the BG2 Patch.
Just make sure to fix the Leaving the Underdark bug, it's very annoying
optimisim drain is cast after timestop and "blur". They have charmed you all just like they did to Korax and we all know what happened to him. They specialize in illusion magic- we dont know what is real, and if reality even exists. I know dis is true i swear! Galileus told when i visited the temple for answers, yet all i recieved is more questions... like is the patch ready yet??..
Can I get some clarification on the intended behavior of this particular "fix"...
"Non-party characters now receive proper bonuses and penalties for their weapon proficiencies (or lack thereof)"
When I tried to fight the party of six mercenaries that you encounter in the Undercity, I couldn't help but notice some devastating damage coming from the two archers (Carston and Rahvin). When I Ctrl-Q them into my party, I noticed they both had ridiculous weapon proficiencies for level 9 fighters, like 3 points in Spears and 5 points in Bows and 3 points in something else. They didn't have those proficiencies before. Actually, they didn't have any, so their damage was mediocre.
Are there more NPCs with such restored proficiencies? Are we going to get hit harder overall throughout the game? Is the difficulty increase associated with those proficiencies intended? Those two archers I mentioned above hit for 10-15 damage at 3 and a half attacks per round due to their newfound proficiencies. A massive increase in power compared to previous versions of the game. Not to mention the number of pips they have do not even make sense for their class and level.
@Jace I'm not a huge fan of that "fix" either, all it really does is messes with the difficulty balance of the game, when that really didn't need to be tampered with. @Dee Have proper precautions been taken not to overpower or nerf certain mobs too much with that new feature?
Nevermind, I misunderstood what that feature actually did.
I would welcome such a "fix" even if it increased the damage a little, as NPCs should be entitled to their proficiencies, but there seem to be quite a few outliers that leaves me scratching my head.
Delgod and Alexander, the two archers that accompany Sendai in an area east of Nashkel are level 6 fighters but somehow grabbed 5 pips in bows? I hope you like getting peppered for potentially 8+ damage per second at low levels.
Zal, the fastest dart thrower in the realms is so awesome that he can achieve 5 pips in missile weapons while still a level 6 fighter? I guess he has to live to his hype.
Bassilus bends the rules by boasting 3 pips in blunt weapons as a pure cleric? You'll learn to like it!
I agree with Jace for the most part, it seems like it really only makes fights a little more challenging. Us Veteran Players need that challenge and relish that challenge.
It sounds like some clarification is needed, so...
No proficiencies were changed on any creatures in either game; what happened was, when we put the game into the BGII engine, at some point the proficiency types of "Large Swords", "Small Swords", "Blunt Weapons", etc. stopped being recognized--so for instance, the fellow who was grand mastered in darts wasn't getting the benefits of his five pips the way he was supposed to. This patch restores the engine's recognition of those proficiencies so that they function the way they did in the original game.
So, yes, it makes things more difficult in BG:EE than when it was first released; it doesn't change the difficulty from vanilla, though (and in fact, with the addition of kits and added weapon styles, BG:EE is still a bit easier than vanilla in that regard).
Plus, it doesn't sound like these are minor changes, npcs suddenly having grand mastery that they can't actually legally have sounds like a fairly major spike in difficulty. People new to the game often find it difficult enough already without the enemy having huge bonuses.
There are already plenty of mods around that can increase the challenge for those that want it.
Edit: Fair enough then, if those proficiencies were actually in the original game that's totally fine
Yeah, it's definitely a bug fix, but because the fix has a dramatic effect on gameplay it needs to be called out separately so that people are aware of it. You'll notice enemies being generally more powerful, if they're supposed to be--but on the other hand, enemies that might have been equipped with weapons they weren't proficient in will now be taking penalties for not being proficient, so those enemies will be less formidable. Definitely equip yourself for the challenge, but if you didn't have trouble in vanilla you won't have any trouble now either.
Comments
(joking, kinda)
I'd mention numbers for the BGII 1.3 patch, but I'll leave that to @Dee.
BG:EE is in pretty good shape; 283 closed bugs and only one open bug, which is currently being tested.
Just make sure to fix the Leaving the Underdark bug, it's very annoying
Go back to your grave. Go on, git. Shoo.
Muahahaha
They specialize in illusion magic- we dont know what is real, and if reality even exists.
I know dis is true i swear! Galileus told when i visited the temple for answers, yet all i recieved is more questions... like is the patch ready yet??..
So back to topic bgee patch on Monday or Tuesday maybe ??? hammm that will be nice
"Non-party characters now receive proper bonuses and penalties for their weapon proficiencies (or lack thereof)"
When I tried to fight the party of six mercenaries that you encounter in the Undercity, I couldn't help but notice some devastating damage coming from the two archers (Carston and Rahvin). When I Ctrl-Q them into my party, I noticed they both had ridiculous weapon proficiencies for level 9 fighters, like 3 points in Spears and 5 points in Bows and 3 points in something else. They didn't have those proficiencies before. Actually, they didn't have any, so their damage was mediocre.
Are there more NPCs with such restored proficiencies? Are we going to get hit harder overall throughout the game? Is the difficulty increase associated with those proficiencies intended? Those two archers I mentioned above hit for 10-15 damage at 3 and a half attacks per round due to their newfound proficiencies. A massive increase in power compared to previous versions of the game. Not to mention the number of pips they have do not even make sense for their class and level.
Nevermind, I misunderstood what that feature actually did.
Delgod and Alexander, the two archers that accompany Sendai in an area east of Nashkel are level 6 fighters but somehow grabbed 5 pips in bows? I hope you like getting peppered for potentially 8+ damage per second at low levels.
Zal, the fastest dart thrower in the realms is so awesome that he can achieve 5 pips in missile weapons while still a level 6 fighter? I guess he has to live to his hype.
Bassilus bends the rules by boasting 3 pips in blunt weapons as a pure cleric? You'll learn to like it!
No proficiencies were changed on any creatures in either game; what happened was, when we put the game into the BGII engine, at some point the proficiency types of "Large Swords", "Small Swords", "Blunt Weapons", etc. stopped being recognized--so for instance, the fellow who was grand mastered in darts wasn't getting the benefits of his five pips the way he was supposed to. This patch restores the engine's recognition of those proficiencies so that they function the way they did in the original game.
So, yes, it makes things more difficult in BG:EE than when it was first released; it doesn't change the difficulty from vanilla, though (and in fact, with the addition of kits and added weapon styles, BG:EE is still a bit easier than vanilla in that regard).
There are already plenty of mods around that can increase the challenge for those that want it.
Edit: Fair enough then, if those proficiencies were actually in the original game that's totally fine