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

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  • DeeDee Member Posts: 10,447

    Is there perhaps a fix for shapeshifters, that is the werewolf druids, to actually be able to shift their forms? I seem to have a listing for a necromancer's abilities rather than werewolf forms under special abilities.

    That doesn't sound right. Are you playing with the beta?
  • elminsterelminster Member, Developer Posts: 16,317
    edited August 2014

    Is there perhaps a fix for shapeshifters, that is the werewolf druids, to actually be able to shift their forms? I seem to have a listing for a necromancer's abilities rather than werewolf forms under special abilities.

    Do you acquire these abilities as a result of advancing in the plot (specifically your chapter)? If you have a low enough reputation you can gain Larloch's Minor Drain, Horror, and Vampiric touch as the main plot progresses.
  • stormcrow_wolfstormcrow_wolf Member Posts: 4
    elminster said:

    Is there perhaps a fix for shapeshifters, that is the werewolf druids, to actually be able to shift their forms? I seem to have a listing for a necromancer's abilities rather than werewolf forms under special abilities.

    Do you acquire these abilities as a result of advancing in the plot (specifically your chapter)? If you have a low enough reputation you can gain Larloch's Minor Drain, Horror, and Vampiric touch as the main plot progresses.
    No, I start out with these abilities you mention, but... urg i just checked. The shapeshift icon is the "barkskin" icon and it links to the description for the barkskin ability. When it's clicked upon you change into a werewolf, at which point you have the human icon to change back. WHen you change back you get the barkskin icon again.

    Very very odd.
  • elminsterelminster Member, Developer Posts: 16,317
    edited August 2014

    elminster said:

    Is there perhaps a fix for shapeshifters, that is the werewolf druids, to actually be able to shift their forms? I seem to have a listing for a necromancer's abilities rather than werewolf forms under special abilities.

    Do you acquire these abilities as a result of advancing in the plot (specifically your chapter)? If you have a low enough reputation you can gain Larloch's Minor Drain, Horror, and Vampiric touch as the main plot progresses.
    No, I start out with these abilities you mention, but... urg i just checked. The shapeshift icon is the "barkskin" icon and it links to the description for the barkskin ability. When it's clicked upon you change into a werewolf, at which point you have the human icon to change back. WHen you change back you get the barkskin icon again.

    Very very odd.
    As Dee asked are you sure you are playing the beta? The most recent beta is 1.3.2051, which it should say on the starting/main menu and the load game screen.

    Version 1.2 (which is not the beta version) still has that issue however.
  • ZaramMaldovarZaramMaldovar Member Posts: 2,309
    Interesting, very interesting
  • stormcrow_wolfstormcrow_wolf Member Posts: 4
    It's the non beta 1.2.
    elminster said:

    elminster said:

    Is there perhaps a fix for shapeshifters, that is the werewolf druids, to actually be able to shift their forms? I seem to have a listing for a necromancer's abilities rather than werewolf forms under special abilities.

    Do you acquire these abilities as a result of advancing in the plot (specifically your chapter)? If you have a low enough reputation you can gain Larloch's Minor Drain, Horror, and Vampiric touch as the main plot progresses.
    No, I start out with these abilities you mention, but... urg i just checked. The shapeshift icon is the "barkskin" icon and it links to the description for the barkskin ability. When it's clicked upon you change into a werewolf, at which point you have the human icon to change back. WHen you change back you get the barkskin icon again.

    Very very odd.
    As Dee asked are you sure you are playing the beta? The most recent beta is 1.3.2051, which it should say on the starting/main menu and the load game screen.

    Version 1.2 (which is not the beta version) still has that issue however.
  • elminsterelminster Member, Developer Posts: 16,317

    It's the non beta 1.2.


    elminster said:

    elminster said:

    Is there perhaps a fix for shapeshifters, that is the werewolf druids, to actually be able to shift their forms? I seem to have a listing for a necromancer's abilities rather than werewolf forms under special abilities.

    Do you acquire these abilities as a result of advancing in the plot (specifically your chapter)? If you have a low enough reputation you can gain Larloch's Minor Drain, Horror, and Vampiric touch as the main plot progresses.
    No, I start out with these abilities you mention, but... urg i just checked. The shapeshift icon is the "barkskin" icon and it links to the description for the barkskin ability. When it's clicked upon you change into a werewolf, at which point you have the human icon to change back. WHen you change back you get the barkskin icon again.

    Very very odd.
    As Dee asked are you sure you are playing the beta? The most recent beta is 1.3.2051, which it should say on the starting/main menu and the load game screen.

    Version 1.2 (which is not the beta version) still has that issue however.
    In that case any bugs you do find in the game can be reported here

    http://forum.baldursgate.com/categories/bgee-bugs
  • FranpaFranpa Member Posts: 637
    The grouping of characters at the threshold of an area transition is I believe, a problem present in the original game. My memory isn't that great as it has been eons since I played the original but I sort of remember there being SOMETHING awkward about area transitions.
  • M7700BM7700B Member Posts: 7
    bengoshi said:

    Come on, what about now? No? C'mon, c'mon! I'm getting itchy, let's GO!

    Let's GO!! Please release before this weekends!! Don't leave to next year!! :p
  • HooHoo Member Posts: 128
    still 193... lol. It seems not be released in this year.
  • dreamriderdreamrider Member Posts: 417
    @M7700B
    Have you found an reported all remaining bugs? Has it been confirmed that they are all corrected, or listed for deeper fix in the next patch? If not, then this weekend is not yet the correct time to release this patch.

    If you want to play it now, sign up for the beta, and report stuff. Its an open beta. It does paly pretty OK ...But there is still plenty of stuff being reported, even though they are patching the beta about twice a week.

    Now, back to bug hunting.
  • AssarCZEAssarCZE Member Posts: 26
    edited August 2014
    Not sure if it is still relevant but:
    As I recall you were going to change a mechanics of Wizard Slayer kit - spell failure on succesfull melee hit. If I am remembering it right you were going to change it to succesfull ranged hit as well. The problem is, if this mechanic was really changed, it should be reflected in kit description. Right now it says only "succesfull melee hit causes...".
  • dreamriderdreamrider Member Posts: 417
    edited August 2014
    I've said it before, but it is annoying enough that it bears repeating.

    Sometimes the combat music just doesn't seem to fade out/cut off after a fight is resolved. It is possible that this is actually a design "feature" to raise the "tension" in a particular area, but if so it was a bad decision.

    That pounding theme just goes on WA-a-ay too long; I've even been known to leave a screen/ enter a building/ exit & re-enter a cave, etc, JUST to make the fight music stop so I could enjoy figuring out the clever next move.

    ( [10 minutes later - 3 minutes past the end of a long fight with the Mustard Jellies on the Tombs map] :
    I just had to kill the sound on my laptop, to keep myself from throwing it across the room due to the annoying and persistant combat theme that won't quit!)
    Post edited by dreamrider on
  • kaguanakaguana Member Posts: 1,328
    @dreamrider That is a bug that has being report already and I'm sure they work it out by now
  • DeeDee Member Posts: 10,447
    kaguana said:

    @dreamrider That is a bug that has being report already and I'm sure they work it out by now

    We're actually having trouble reproducing it consistently. If someone can get a reliable repro case we'll have a much better shot at fixing it.
  • kaguanakaguana Member Posts: 1,328
    That my save before it happen to me in the FAI

    How you guys like to do it :P
    1. Open the save
    2. Go up till you meet the hobgoblins
    3. kill the 2 hobgoblins
    Then it should happen if not
    4. Keep going till you find the next hobgoblins
    There it should happen as well

    But it not happening only in the FAI, it randomly happen in another maps as well
  • DeeDee Member Posts: 10,447
    I'll check it out when I get in to work this morning.
  • kaguanakaguana Member Posts: 1,328
    @Dee well then good morning to you :)
  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    Do a quicksave/reload if you want to kill the combat music.
  • M7700BM7700B Member Posts: 7

    @M7700B
    Have you found an reported all remaining bugs? Has it been confirmed that they are all corrected, or listed for deeper fix in the next patch? If not, then this weekend is not yet the correct time to release this patch.

    If you want to play it now, sign up for the beta, and report stuff. Its an open beta. It does paly pretty OK ...But there is still plenty of stuff being reported, even though they are patching the beta about twice a week.

    Now, back to bug hunting.

    Don't take it serious, friend... I'm a big fan of Beamdog and dee :)

    I wish I could sign up for the beta, but I'm an iPad user. Hope Beamdog find a way for iPad users to join beta test next time.

    By the way, thanks for your great contribution to the patch, dreamrider.
  • dreamriderdreamrider Member Posts: 417
    Minor glitch:

    I selected the pensive young man portrait as the face of my CHARNAME, the same portrait that is usually used for Garrick. When I encountered Garrick, therefore, the engine defaulted to the "Abdel" portrait for Garrick - but only on his inventory & stats pages. The small portrait in the right side party roster is still the standard Garrick portrait, duplicating my CHARNAMEs portrait.

    (originally erroneously posted in Feature Requests - had wrong forum open while playing.)
  • dreamriderdreamrider Member Posts: 417
    Ok. Really odd thing happened.

    The graphics "flicker" got so bad that it slowed the game to a crawl...no, a creep. Luckily, party was in a safe place, Nashkel.

    All the edges of the screen had gone dark/not recovered from a "flicker" so I could not button a Quick-Save. Again lucky, the Q-key worked (confirmed in the text window.)

    Exited in presumption that either a game restart or a reboot would reset the graphics issue. It has before.

    When game reverted to the options interface, it appeared to be an earlier version options screen, 1.2 or before.

    Game did function normally when restarted completely. Did not need reboot.

    (originally erroneously posted in Feature Requests - had wrong forum open while playing.)
  • dreamriderdreamrider Member Posts: 417

    Do a quicksave/reload if you want to kill the combat music.

    Thanks! That will help.

    Hope you only mean it to be a stopgap, though, until you can track the gremlin. ;-)

  • DeeDee Member Posts: 10,447

    Minor glitch:

    I selected the pensive young man portrait as the face of my CHARNAME, the same portrait that is usually used for Garrick. When I encountered Garrick, therefore, the engine defaulted to the "Abdel" portrait for Garrick - but only on his inventory & stats pages. The small portrait in the right side party roster is still the standard Garrick portrait, duplicating my CHARNAMEs portrait.

    (originally erroneously posted in Feature Requests - had wrong forum open while playing.)

    Is this new to 1.3, or can you also reproduce the problem in 1.2?

    Ok. Really odd thing happened.

    The graphics "flicker" got so bad that it slowed the game to a crawl...no, a creep. Luckily, party was in a safe place, Nashkel.

    All the edges of the screen had gone dark/not recovered from a "flicker" so I could not button a Quick-Save. Again lucky, the Q-key worked (confirmed in the text window.)

    Exited in presumption that either a game restart or a reboot would reset the graphics issue. It has before.

    When game reverted to the options interface, it appeared to be an earlier version options screen, 1.2 or before.

    Game did function normally when restarted completely. Did not need reboot.

    (originally erroneously posted in Feature Requests - had wrong forum open while playing.)

    This will be fixed in the next update; it had to do with the memory leak mentioned earlier.
  • dreamriderdreamrider Member Posts: 417
    edited August 2014
    Is the lightning from the Wand of Lightning SUPPOSED to always bounce directly back to its wielder?? Even when outside in the open, and it hits its target (a Jelly!) dead-on at max visual range??

    So far this game, I have gotten a near-direct reflect, from the target, every time (9) I used the wand (although a couple of them narrowly missed the wielder), regardless of the openness of terrain, nature of target, etc.

    It could just be me, my skills, and my expectations, but I think it needs to be checked out.
  • elminsterelminster Member, Developer Posts: 16,317
    edited August 2014
    I think the problem is that its not something that is reliably repeatable (as in if you attach a save I may not be able to repeat your findings). I tried it myself (using both the wand and the spell) and after 30 attempts I got 1 or 2 reflections. My method didn't change either so I didn't find anything to basically point to a suggest a cause behind it.

    What area are you testing it in? Maybe its a weird area glitch.
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