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[Known 10733] Quayle able to cast Horror?

AstafasAstafas Member Posts: 448
edited January 2016 in BG:EE Bugs (v1.3)
Quayle just joined my party, and imagine my surprise when finding the necromantic spell Horror in his spellbook?!

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Post edited by elminster on

Comments

  • elminsterelminster Member, Developer Posts: 16,317
    edited January 2016
    Moved to bugs section. I think this one only affects Quayle4.
  • AstafasAstafas Member Posts: 448
    edited January 2016
    elminster said:

    Moved to bugs section. I think this one only affects Quayle4.

    Thanks @elminster! But what is a Quayle4? :-D
  • elminsterelminster Member, Developer Posts: 16,317
    edited January 2016
    Quayle4 is just one of the various creature files you can end up getting for Quayle. Anyways, the issue is known and reported so I've updated the title of the thread. The original report can be found here. https://forums.beamdog.com/discussion/34494/known-quayle-should-not-have-necromancy-spells-in-his-spellbook
  • GallowglassGallowglass Member Posts: 3,356
    Indeed this has come up before, but I continue to see no reason why it should be regarded as a bug.

    Sure, an Illusionist can't normally learn Necromancy spells, but neither can they normally have innate Invisibility (which Quayle also does), and neither can various of the other NPCs have the various "special abilities" which they have. Does anyone actually want to delete every special ability of every character?

    (Hey, wow, when Sarevok is reduced to being an ordinary unkitted Fighter, Gorion is probably going to win the ambush outside Candlekeep ... so the game as we know it won't happen at all!)

    The original Bioware devs put two Necromancy spells (Larloch's Minor Drain and Horror) in Quayle's files, they didn't get there by magic (ha ha). We should respect their decision to add these spells as "special abilities" for this particular Illusionist, unless there is evidence that this was somehow unintentional.
  • AstafasAstafas Member Posts: 448

    The original Bioware devs put two Necromancy spells (Larloch's Minor Drain and Horror) in Quayle's files...

    Are you sure? I don't recall ever seeing them before.
  • elminsterelminster Member, Developer Posts: 16,317

    Indeed this has come up before, but I continue to see no reason why it should be regarded as a bug.

    Sure, an Illusionist can't normally learn Necromancy spells, but neither can they normally have innate Invisibility (which Quayle also does), and neither can various of the other NPCs have the various "special abilities" which they have. Does anyone actually want to delete every special ability of every character?

    (Hey, wow, when Sarevok is reduced to being an ordinary unkitted Fighter, Gorion is probably going to win the ambush outside Candlekeep ... so the game as we know it won't happen at all!)

    The original Bioware devs put two Necromancy spells (Larloch's Minor Drain and Horror) in Quayle's files, they didn't get there by magic (ha ha). We should respect their decision to add these spells as "special abilities" for this particular Illusionist, unless there is evidence that this was somehow unintentional.

    Baldur's Gate was a huge undertaking and mistakes were made (just look at the random creature files in the original game that gave the "kobold" race to ordinary humans). In this case the original developers had this minor oversight that only applies to some of his creature files, but not all of them.
  • GallowglassGallowglass Member Posts: 3,356
    elminster said:

    In this case the original developers had this minor oversight that only applies to some of his creature files, but not all of them.

    Not so. Quayle's creature files are fully consistent on this.

    The three files are Quayle.cre (level 2/2), Quayle4.cre (level 4/3) and Quayle6.cre (level 6/5).

    In Quayle.cre, he knows 2 Mage spells at level 1. These are Magic Missile and Spook, not relevant to this issue.

    In Quayle4.cre, he knows the same spells as in Quayle.cre, plus he has now learnt 2 Mage spells at level 2. These are Horror (a Necromancy spell) and Mirror Image.

    In Quayle6.cre, he knows the same spells as in Quayle4.cre, plus he has now learnt 1 Mage spell at level 1, 1 Mage spell at level 2 and 2 Mage spells at level 3. These are Larloch's Minor Drain (another Necromancy spell), Melf's Acid Arrow, Monster Summoning I and Wraithform.

    Since the files are consistent with one another, and since a Necromancy spell has been first added in Quayle4.cre, and then retained and another one added in Quayle6.cre, the internal evidence is that this was a deliberate choice to let Quayle learn some Necromancy in spite of being an Illusionist, not an error.
  • elminsterelminster Member, Developer Posts: 16,317
    edited January 2016
    If they are consistent then why does he not know minor drain at level 2/2 or level 4/3? There isn't anything stopping him from learning that spell at those levels. If Bioware really intended to give him access to these spells then he should at a minimum have had minor drain learned regardless of his character level.
    Post edited by elminster on
  • AstafasAstafas Member Posts: 448

    These are Larloch's Minor Drain (another Necromancy spell), Melf's Acid Arrow, Monster Summoning I and Wraithform.

    I though Wraithform was only added with EE. It was actually there all along?

  • SertoriusSertorius Member Posts: 172
    Yes, it is not listed anywhere in the manuals, but it was there. I had it one or two times as a random drop.
  • GallowglassGallowglass Member Posts: 3,356
    elminster said:

    If they are consistent then why does he not know minor drain at level 2/2 or level 4/3? There isn't anything stopping him from learning that spell at those levels. If Bioware really intended to give him access to these spells then he should at a minimum have had minor drain learned regardless of his character level.

    Again, not so. There is no inconsistency at all.

    Mages are not born knowing every Mage spell in the Realms, they learn them gradually as they find (and succeed in scribing) the various spell scrolls, as time passes and levels increase. The lower-level versions of Quayle know only Magic Missile and Spook, but for his highest-level version, Bioware decided that he should by that stage have learnt one more level 1 spell than he knew in his two lower-level versions. The new one they chose to give him was Larloch's Minor Drain.

    Other BG1 Mages also learn new level 1 spells (in addition to higher-level spells) as they progress to higher-level .cre files. Take Xan, for example - he doesn't yet know Protection from Evil in Xan.cre and Xan4.cre, but he has learnt it in Xan6.cre. Or Xzar - he doesn't yet know Burning Hands in Xzar.cre or Xzar2.cre, but he has learnt it in Xzar4.cre and Xzar6.cre. Or Edwin - he doesn't yet know Larloch's Minor Drain in Edwin.cre or Edwin2.cre, but he has learnt it in Edwin4.cre and Edwin6.cre. The only original Mage who doesn't learn new level 1 spells in higher-level .cre files is Dynaheir. (Nor does Neera, but she starts with a much longer list of known level 1 spells than any Bioware NPC, even in her lowest-level version, so learning even more for her higher-level versions was probably judged to be too OP.)

    Thus Quayle's .cre files are not only consistent with one another, but are also consistent with the normal pattern of development for other Mages.

    It's the fact that they chose to grant a new Necromancy spell to Quayle in two separate .cre files, not just in one instance, which tells me that this must have been a deliberate policy choice. It is therefore genuine original content, not some sort of error.

    Even those find find this an implausible choice by the original devs ought to give them the benefit of the doubt on this one, and leave it alone that Quayle has the non-standard ability of having somehow been able to learn a couple of Necromancy spells, in spite of being an Illusionist who "normally" couldn't do that.
  • elminsterelminster Member, Developer Posts: 16,317
    edited January 2016

    The lower-level versions of Quayle know only Magic Missile and Spook

    Spook was actually added to Quayles spellbook by BGEE. The level 2/2 and 4/3 versions of Quayle in the original only knew Magic Missile as far as his first level spells went. This is actually inconsistent with how other mages in the game are treated.

    Xan (level 2 and level 4): Has Charm Person and Color Spray

    Xzar (level 2): Has Chill Touch and Larloch's Minor Drain

    Xzar (level 4): Has Burning Hands, Chill Touch, and Larloch's Minor Drain

    Dynaheir (level 2 and level 4): Has Burning Hands and Magic Missile

    Edwin (level 2 and level 4): Has Armor and Color Spray

    Edwin (level 4): Has Armor, Color Spray, and Larloch's Minor Drain

    Based on how other mages in the game are treated at (approximately) these levels the 2/2 and 4/3 versions of Quayle really should have had Larloch's Minor Drain if it was intended for him to have it (and yes I realize the 4/3 version of Quayle is level 3 as a mage but these are the closest comparisons available). There really isn't any consistency reason why he couldn't have known two mage spells at these levels. Larloch's Minor Drain isn't exactly an overpowered spell, so I just don't see a reason why Bioware wouldn't have added it if it was their intention that Quayle have access to Necromancy spells.
  • GallowglassGallowglass Member Posts: 3,356
    elminster said:

    Spook was actually added to Quayles spellbook by BGEE. The level 2/2 and 4/3 versions of Quayle in the original only knew Magic Missile as far as his first level spells went.

    Okay, I hadn't remembered that, but I don't think it affects the principle.
    elminster said:

    ... Based on how other mages in the game are treated at (approximately) these levels the 2/2 and 4/3 versions of Quayle really should have had Larloch's Minor Drain if it was intended for him to have it (and yes I realize the 4/3 version of Quayle is level 3 as a mage but these are the closest comparisons available). There really isn't any consistency reason why he couldn't have known two mage spells at these levels. Larloch's Minor Drain isn't exactly an overpowered spell, so I just don't see a reason why Bioware wouldn't have added it if it was their intention that Quayle have access to Necromancy spells.

    It was quite likely a marginal decision, but since Quayle is a level lower as a Mage in both the 4/3 version and the 6/5 version (and since the 2/2 version is not reachable in normal play anyway), they may have felt that he should have learnt one spell fewer than the other Mages. Now Beamdog have disagreed with that call, and given Quayle the extra spell (in this case Spook) which he arguably ought to have had all along. But how Bioware came to their original decision to be a little meaner with Quayle's initial allocation is speculation.

    What isn't speculation is that Bioware gave him a Necromancy spell not once but twice - Horror in Quayle4.cre, and then also Larloch's Minor Drain in Quayle6.cre. If it were only once, and/or especially if there were an inconsistency between files (such as knowing Horror in Quayle4.cre but not in Quayle6.cre), then I'd agree that there'd be reason to suppose that it might have been a blunder, but twice and in separate files makes it much more likely that this was a deliberate decision. At the very least, likely enough that the original choice should be given the benefit of the doubt, and therefore left alone.

    Obviously it was never the idea that Quayle have general access to Necromancy, since he can't scribe any further Necromancy spells after being recruited, so he's mainly following the Illusionist rule even though he does have a limited exception (a.k.a. "special ability") for these two Necromancy spells.
  • elminsterelminster Member, Developer Posts: 16,317
    edited January 2016
    Quayle's files were very likely just rushed. Not only did they include these spells that he can't actually know, but unlike the other non-imprisoned mages he doesn't actually have the max amount of spells he can know memorized.

    (I'm working off the original game off GoG.com here, the EE has probably corrected this)

    At level 2/2 he is able to cast three level 1 spells. But he only has two memorized.

    At level 4/3 he is able to cast three level 1 spells and two level 2 spells. But he only has two level 1 spells and one level 2 spells memorized.

    At levels 6/5 he can cast five level 1 spells, three level 2 spells, and two level 3 spells. But he's missing one memorized spell from each level.

    Contrast this with Edwin or Xzar (Dynaheir and Xan are imprisoned when you find them so they have no spells memorized) and they have the appropriate number of spells memorized for their levels (Edwin gets +1 because of his amulet).

    The most likely explanation for all of this is that whoever programmed Quayle in forgot that he was a specialist mage (forgetting in the process that he couldn't learn minor drain or horror) and instead programmed him in as though he were a normal cleric/mage (which would explain why he is missing a memorized spell at each level). Admittedly, that wouldn't explain why he knows Invisibility as an innate ability (including at levels 2/2 when he couldn't otherwise cast it if it were a spell in his spellbook). But I'd say its also supported by the fact that outside of that innate ability he doesn't know any illusion spells (which is not normal compared to the other mages in the game). Ultimately, someone at bioware forgetting that he was an illusionist (at least when it came to remembering what his restricted spells were and how many spells each day he could memorize) is the most plausible explanation I can think of.
    Post edited by elminster on
  • GallowglassGallowglass Member Posts: 3,356
    elminster said:

    Quayle's files were very likely just rushed. Not only did they include these spells that he can't actually know, but unlike the other non-imprisoned mages he doesn't actually have the max amount of spells he can know memorized.

    (I'm working off the original game off GoG.com here, the EE has probably corrected this)

    Yes, EE has given him a full allocation of memorisations in all three .cre files. But obviously that's a more minor issue than what spells he has successfully scribed, since the player can fill out his memorisation slots as soon as he's recruited. It really wouldn't matter very much if all Mages (not just Xan and Dynaheir) were delivered with all their slots unallocated, leaving it to the player to make allocations and then rest.
    elminster said:

    The most likely explanation for all of this is that whoever programmed Quayle in forgot that he was a specialist mage (forgetting in the process that he couldn't learn minor drain or horror) and instead programmed him in as though he were a normal cleric/mage (which would explain why he is missing a memorized spell at each level).

    Well, if you're going to follow the theory that Quayle's .cre files were a complete cock-up, then actually there's another hypothesis which might be tidier. This doesn't help my argument, but I'll point it out in a spirit of fairness - both the knowledge of a couple of Necromancy spells and the under-memorisation would be simultaneously explained if he were originally designed to be a normal Cleric/Mage. That might arise either because he wasn't originally a Gnome (but they changed his race to Gnome later), or because he was designed before it was decided to implement the compulsory Illusionist-kit for all Gnome Mages.

    Nevertheless, although it's obviously conceivable that all sorts of things in original content (not just Quayle's spells!) were not actually intentional decisions, respecting the original content ought to mean that Beamdog doesn't change things capriciously whenever there's a speculation that something might have been an error, but instead takes a more minimalist approach of changing only those things which are unequivocally errors.

    Beamdog have already fixed Quayle's (arguable) under-scribing (by adding Spook) and his (unimportant) under-memorisation (by filling his spell slots). (And incidentally, although it's not so relevant to the present debate, Beamdog have also given Quayle an extra point of DEX, which makes a significant difference to his physical utility.) That's enough already! It remains perfectly plausible (and likely IMO) that his non-standard knowledge of a couple of Necromancy spells was a deliberate "special ability", so there's inadequate justification for further tinkering.
    elminster said:

    Admittedly, that wouldn't explain why he knows Invisibility as an innate ability ...

    Nor does it need to explain that. That's undoubtedly a deliberate "special ability", like Yeslick's innate Dispel Magic and Tiax's innate Summon Ghast.
  • elminsterelminster Member, Developer Posts: 16,317
    edited January 2016
    Quayle's 4/3 version in the original game has large sword proficiency. That doesn't mean he was meant to be able to use large swords. It was an oversight. Like him having horror at that same level and like him having larloch's minor drain and horror in his 6/5 version. Its a minor bug, given the sheer 1700 creature files present in the original game, but its a bug nonetheless (along with other oversights in his files like the fact that with only 4001 xp his 2/2 version is a level 2 mage).
  • GallowglassGallowglass Member Posts: 3,356
    elminster said:

    Quayle's 4/3 version in the original game has large sword proficiency.

    That's a new one to me ... but I did play with the Baldurdash and Dudleyfix fixpacks in the original game, so I guess that might have been fixed in my game. But anyway, yes, a sword proficiency for a part-Cleric is obviously an error (just as the spear proficiency for Anomen is obviously wrong in the EEs).
    elminster said:

    Like him having horror at that same level and like him having larloch's minor drain and horror in his 6/5 version.

    Just because one detail is obviously an error doesn't imply that some other non-standard detail must also be an error. Otherwise everything on every character which isn't entirely standard would automatically be counted as "a bug", including all of the special abilities of various characters, which (at least in most cases) are unequivocally deliberate exceptions.
    elminster said:

    Like him having horror at that same level and like him having larloch's minor drain and horror in his 6/5 version ... its a bug nonetheless.

    That's a matter of opinion, and you've explained pretty clearly why you hold your opinion (for which explanation I thank you).

    Nevertheless, it's far from proof. The fact that they allocated Necromancy spells to Quayle twice, and in two different files in a consistent way, and incidentally kept those allocations in original BG2 as well, all makes it seem to me distinctly unlikely that there'd be such a concatenation of mutually-consistent errors on the same point - random errors by careless coding usually stick out as inconsistencies. Thus Occam's Razor says to me that it was probably a deliberate choice to let Quayle have this exception.

    The fact that we can advance contrary opinions on this, for reasons which we can explain to one another at length and in a mutually-intelligible manner, surely demonstrates that there is legitimate room for more than one opinion on this.

    And where there's room for differing opinions about whether the original content is genuinely an error or not, I reckon Beamdog's proper reaction is to err on the side of caution and leave it alone.
  • AstafasAstafas Member Posts: 448

    ... (just as the spear proficiency for Anomen is obviously wrong in the EEs)...

    Anomen started out as a Fighter, for which reason he could have profs in Spear. But I recall he also has more profs than he should, so maybe this is what you're referring to.

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