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3/24/2016: Update Incoming! (details within)

DeeDee Member Posts: 10,447
edited March 2016 in The Road to v2.0
Sometime today you'll be seeing another update to the beta builds. This will bring the version number up to v2.0.61. The full change log is provided below.

General Engine Fixes (Affects all games)
  • [BD1000] Graphical artifacts should not appear on screen edge while zooming or panning (21038)
  • Movies should not be skipped when played a second time (20836)
  • Day/night music should not resume, then fade, then resume again after combat ends (20348)
  • [Multiplayer Mac OSX] New Multiplayer Create Game interface should not prompt for IP address by default (19995)
  • [Multiplayer] Mac Client should not crash upon attempting to re-start connection to Multi-player session. (19231)
  • [UI Options] Options->Graphics->Font Size should work as expected (Dragging Slider should change font sizes) (18794)
  • <GAMEDAYS> count in game duration should not be 1 day ahead (18787)
  • Story Mode and Nightmare mode should not randomly activate and deactivate (21651)
  • Gold should not be deposited to the character's inventory as an item (21478)
  • Gold picked up via the quick loot bar should disappear from the ground (21476)
  • Legacy of Bhaal mode should not turn off when changing or viewing game options (21328)
  • Invisible characters should not flicker (21308)
  • Looting gold with the Quick Loot bar should add to the party total (21293)
  • Items should not disappear from the ground when using quick loot (21227)
  • Birds should not appear outside of the map (19169)
  • Spiders should not be able to kill characters in Story Mode (21670)
  • Camera should not be off-center when starting a new ToB game (21002)
  • PCs should be immune to death resulting from Wisdom loss in Story Mode. (18742)

General UI Fixes (Affects all games)
  • You should only be able to add currently memorized spells to a sequencer/contingency (21654)
  • "Next Level in" bar should reflect level up of second multiclass (21403)
  • 'Next Level in' bar in Character Sheet should display the correct value of xp for multi-class characters (21402)
  • [BG:EE] Clicking "Back" From the Tutorial Character Creation interface should take you one screen back instead of two. (21376)
  • Memorized spells should not be removed from slots before used up spells. (21343)
  • [Record UI] 18 Strength should not display "0" or "100" as exceptional values (21273)
  • [UI] Quick Loot arrow buttons should use correct graphics (21271)
  • [Options UI Interface] Options Interface should have appropriate text descriptions. (21250)
  • Containers should behave as current retail does in shop interface. (21242)
  • Shamanc Dance status effect icon should align to the text description (21213)
  • [Belegarm Shop Interface] Belegarm Shop Interface should work like other shop interfaces in regards to the identification section. (21149)
  • [Windows] Cursor should not get stuck in "Clicked" visual state in the "Create Party" character creation screen (21147)
  • Map marker text should not appear above map marker box or journal (21104)
  • The "Sprite Outlines" graphical option should state that it will only apply after a program restart (21087)
  • Potions of Healing should not show as changing THAC0 in inventory (21084)
  • Cursor should not be displaced from picked up item if changing to windowed mode (21082)
  • Creating a character in the "Create Party" menu for party slot 2 or higher when party slot 1 is empty should not crash the game (21069)
  • Charges and number of items should not be combined when replacing items in inventory (21045)
  • Tooltips shouldn't duplicate after setting Tooltip Delay to minimum value (21039)
  • Dual Class characters should be able to choose suitable weapon proficiencies for their active classes (20995)
  • [UI - Options] Font Size and Display Options should not highlight together (20902)
  • [UI] Map Notes toggle should make noise (20900)
  • [UI] Text cursor should not disappear while edit field still has focus (20899)
  • Map note labels should not obscure the custom map note window (20897)
  • Character biography should have Cancel and Done buttons in their standard locations (20884)
  • Positions of the Done and Cancel buttons should be correct on the item ability screen (20850)
  • [Fonts] Illegal/invisible/broken characters should not be displaying in various game text screens. (19994)
  • BG:EE,SoD and BGII:EE should use different descriptions for their difficulty settings (21504)

BG:EE Fixes
  • Thief skills scrollbar should not scroll text over the UI (21426)
  • The water behind Entar Silvershield's Estate should not be grey (1305)
  • [Items] Some spell scrolls should not have a discolored icon. (20350)
  • Shaman's Hound Spirit should have the correct weapon equipped (21528)
  • Advanced party AI - Imoen should use spells if dual-classed to a mage (21508)
  • Candlekeep Tutors should not be occupying the same spot (21442)
  • [French] Autosave and Quicksaves should not overwrite each other (21389)
  • Writhing fog should do its damage to all valid targets in its AoE every round (21349)
  • Basilisk attacks should petrify or injure party members (21228)
  • Zone of Sweet Air should remove Writhing Fog (18276)
  • [German] Neera's line 32213 should not have English voice-over (18663)
  • [German] Player response to Xithiss should not have a voice-over (18662)
  • [German] There should be no mistranslated voice-over for Neera's interjection to Baeloth (18364)
  • [German] Tutorial voice-overs from BG2 should be adjusted for BG1 (18363)
  • Advanced Player AI description text should be clarified (21620)
  • Shaman spell scroll should not have a section labeled "Spell_Slots_Label" (21638)
  • Dialog choices should not be cut off during dialog (21429)
  • (UI) Store - Identify should be refined (18686)
  • [Windows] Ithtyl Calantryn should not be invisible (21332)
  • There should not be invalid items in containers in the Priests Quarters (21206)
  • Quality of German audio files should not be halved in v2.0.59.1 (21072)
  • Arcane casting NPC's should have an appropriate number of learned spells for their level (20276)
  • Paint in the Sunken ship in AR3100 (21498)
  • Character record screen is using the journal screen art. (21416)
  • Advanced Party AI should not cast anti-magic spells in dead magic zones (21610)
  • A named autosave should be created at the start of each BG:EE chapter (18898)

BGII:EE Fixes
  • Golden Pantaloons description image should not have have a graphical glitch (21219)
  • A fighter/thief starting in ToB should not have the Golden Lion Figurine (21576)
  • A thief starting in ToB should not have the Golden Lion Figurine (21573)
  • A bard starting in ToB should not have the Golden Lion Figurine (21572)
  • A ranger starting a new game in ToB should have the Moon Dog Figurine (21571)
  • Imoen should not have an empty spellbook when the game is imported from SoD (21541)
  • The achievement Heavy Is the Head should unlock (21531)
  • The achievement Sieze the Throne should unlock (21530)
  • The achievement Heart of the Abyss should unlock (21446)
  • The achievement Welcome, Brother should unlock after recruiting Sarevok (21443)
  • Advanced Party AI should not cast arcane spells in Atkhatla's outdoor areas unless the player has acquired the magic license (21440)
  • Shaman should not have no valid links/replies - druid grove (21364)
  • A shaman starting in ToB should not have the Golden Lion Figurine (21363)
  • The achievement Triple Cross should unlock after Phaere is killed by the Demon (21362)
  • The achievement Double Cross should unlock after the Matron Mother is killed by the Demon (21361)
  • The achievement A Battle for the Ages should unlock after killing Kangaxx (21358)
  • Writhing fog should do its damage to all valid targets in its AoE every round (21351)
  • Vittorio should be in sight when the Gong quest dialogue occurs (21077)
  • Using Cloak of Mirroring and Shield of Fyrus Khal should not produce'Spell Ineffective' (21076)
  • Pocket Plane and Slayer Change should have descriptions and description icons (18725)
  • Mazzy's Lay On Hands ability should not use the icon of Cure Light Wounds (18479)
  • [BP2] Imprisoned enemies should not prevent a battle from completing (12307)
  • Shaman spell scroll should not have a section labeled "Spell_Slots_Label" (21639)
  • Sorcerer's mage book should have correct spells available text (21616)
  • "That would be foolish" appears as default text in Mage Book when using a Mage character (21510)
  • The highlighter button should be present in BGII:EE (21415)
  • The journal in SoA should not have a Tutorial chapter (20122)
  • Staff of the Magi should not display "protected from evil" every time an item is picked up. (20917)
  • SoD-specific Ranger racial enemy entries should appear in BGII:EE (21656)
  • Specific SoD items should be copied over to BG2 (21264)
  • SoD Shaman items should be present in BG2 (21262)
  • Dragon breath attack issues (20828)
  • A named autosave should be created at the start of each BGII:EE chapter (18774)
  • Weapon Enchantment vs. creature type should work as per SoD (17905)
  • Specific SoD items should be imported into BG2 (10707)
  • Brus should have have text written for classes without a stronghold (21283)
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Comments

  • modemheadmodemhead Member Posts: 13
    edited March 2016
    Thanks!! Already downloading BGEE Beta update , but BG2EE update hasnt showed up yet.
    The beta launch found me on the middle of my first ever BG2 playthrough (with an imported char from BGEE), so im enyoing double of it!! First for the great game it is and second for all the new great features and UI changes that keep coming! :D

    EDIT: Already downloaded BG2EE v2.0.61 !!
  • kaguanakaguana Member Posts: 1,328
    Thank you @Dee for letting us know.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,758
    Is the problem with the baldur.lua file in folders with non-Ascii characters in their path fixed with this update (I don't see it among the listed fixes)?
  • AdulAdul Member Posts: 2,002
    Since BG2:EE updated itself to v2.0.61, I can't load my previously made (from v2.0.60) Legacy of Bhaal saves without the game resetting their difficulty to Insane.

    @Dee Halp!
  • IthualIthual Member Posts: 136
    I can't even download the patch. Beamdog client seems to be jammin'
  • SilverstarSilverstar Member Posts: 2,207
    Ithual wrote: »
    I can't even download the patch. Beamdog client seems to be jammin'
    I got stuck at basically complete, download rate plummeted and I guess it struggled with one final file. Exiting and restarting the application fixed it.
  • IthualIthual Member Posts: 136
    I deleted the whole game and reinstalled. That fixed it!! Haha
  • DeeDee Member Posts: 10,447
    Adul wrote: »
    Since BG2:EE updated itself to v2.0.61, I can't load my previously made (from v2.0.60) Legacy of Bhaal saves without the game resetting their difficulty to Insane.

    @Dee Halp!

    The difficulty is driven by a global in your saved game. Open your save's .GAM file, find the variable called GAMEDIFFICULTY, and set it to 7.

    (Note: You shouldn't have to do that on new games started in 2.0.61, but that's how you can fix an older beta save.)
  • kaguanakaguana Member Posts: 1,328
    @Silverstar sometimes just to pause the download and restart it again help with completing it ;)
  • AdulAdul Member Posts: 2,002
    Dee wrote: »
    The difficulty is driven by a global in your saved game. Open your save's .GAM file, find the variable called GAMEDIFFICULTY, and set it to 7.

    I'm not familiar with the .GAM format, and I don't know how to change globals manually.

    Here's the relevant part of my .GAM file in a hex editor:

    8foboap0sdf2.png

    Or should I use EEKeeper? Is that safe to use with the beta?
  • DeeDee Member Posts: 10,447
    Don't use a hex editor.

    ... @Troodon80 ? is it safe to use EE Keeper yet?

    Also, I gave you the wrong variable name. The one you want to look for is BD_NIGHTMARE_MODE, and you'll want to set it to 1.
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    edited March 2016
    Should be safe. The GAM file format hasn't really changed.

    Edit: but please do send me a PM if you encounter any issues. :-)
  • CerevantCerevant Member Posts: 2,314
    or in Debug Mode, just load your game, ctrl space and:
    C:SetGlobal("BD_NIGHTMARE_MODE","GLOBAL",1)
    Save and reload
  • chaos286chaos286 Member Posts: 21
    Dee wrote: »
    Don't use a hex editor.

    ... @Troodon80 ? is it safe to use EE Keeper yet?

    Also, I gave you the wrong variable name. The one you want to look for is BD_NIGHTMARE_MODE, and you'll want to set it to 1.

    That works fine for initially setting a game to nightmare mode, but v2.0.61 appears to reset the value of BD_NIGHTMARE_MODE back to zero when it saves the game file. If you save and reload, you'll no longer be in nightmare mode. The game difficulty slider will still be invisible, making it appear as if the game is still in nightmare mode. However, actual combat will show otherwise.
  • AdulAdul Member Posts: 2,002
    edited March 2016
    chaos286 wrote: »
    That works fine for initially setting a game to nightmare mode, but v2.0.61 appears to reset the value of BD_NIGHTMARE_MODE back to zero when it saves the game file. If you save and reload, you'll no longer be in nightmare mode. The game difficulty slider will still be invisible, making it appear as if the game is still in nightmare mode. However, actual combat will show otherwise.

    I got roughly the same results via EE Keeper. On reload of the edited save, the options slider is gone and the game appears to be in nightmare mode, but the enemies are as weak as they are in insane.

    Then, when I save/reload again, nightmare mode is fully gone, BD_NIGHTMARE_MODE is back to 0, and the options slider is back in the gameplay options.
  • ParysParys Member Posts: 205
    @Dee
    Can we expect at least yet another patch release to address most irritating issues (ie: 20531, 20282, 21473, 20671 and many many other) ?

    Thanks in advance
  • DeeDee Member Posts: 10,447
    We have a big batch of fixes that we're hoping to get done before the update goes live, but it likely won't make its way to beta before then.
  • 00zim0000zim00 Member Posts: 267
    edited March 2016
    Dee wrote: »
    We have a big batch of fixes that we're hoping to get done before the update goes live, but it likely won't make its way to beta before then.

    So are you saying your hoping to get a new beta patch out before the 31st with the extra fixes but its not guaranteed to make it in?

    If its not in by the 31st will there still be beta patches after the main release for these fixes or will they always push to live?

    Also on the topic of bug reports some reports I have noticed have been changed to feature request from new with comments such as "Moving this to a feature request for now.". I assume this is because your trying to focus on only the critical bugs and the minor ones your putting aside for now to avoid creating other potential bigger bugs before release?

    Lastly I have also noticed some submitted bugs are being changed to "Confirmed Fixed". Would it be helpful for some of us to go though and confirm our own submitted bugs with a comment if its fixed to help speed up your work. Or do all bugs still have to be tested by you internally before it can be 100% confirmed fixed. Im assuming you have to do it anyway to avoid mistakes or other problems caused by us testing it wrong but thought I would ask. :smile:


    Edit: Hype! 100 Comments badge :)
  • FranpaFranpa Member Posts: 637
    edited March 2016
    As Dee has explained already (probably in another thread), Feature Request is meant for requests that request a change to existing working functionality. Don't confuse it with things their glossing over. Bugs that are actually bugs will remain listed as a bug even if their not being fixed in the next patch.
  • 00zim0000zim00 Member Posts: 267
    edited March 2016
    Edit: Opps.. you seem to have edited your post and clarified some things.. now my reply dosnt make as much sense LOL....

    Hmm curious, I see some feature requests that are defiantly bugs but I guess they can be perceived as changing existing working functionality.

    However for AI or balance bugs for example, where there is an unintended or unexpected behaviour. That could both be considered a bug and a change to existing functionality. As it both works in a manor that dosnt break the game in a major way if at all but at the same time still isn't achieving the expected or desired result, say compared to the original.

    Although im sure its more a case by case basis and priority in function that help determine it to. Likewise maybe they never considered something to be an issue until brought up and so further thought or discussion was required.
  • CerevantCerevant Member Posts: 2,314
    @00zim00 PM me a list of tickets that you think should be bugs, and I'll give them a second look.
  • 00zim0000zim00 Member Posts: 267
    Thank you so much for the offer. I sent you a PM but I think I understand now and I trust the current judgement for the ones I was looking at :)
  • BelfaldurnikBelfaldurnik Member Posts: 212
    Dee wrote: »
    [*] Legacy of Bhaal mode should not turn off when changing or viewing game options (21328)
    Not fixed in 2.0.62.2. It's a rather fresh game I had started. A quicksave "with Imoen" still loads fine. All later ones are reset to "Insane". I've not viewed or changed the game options, but I may have reloaded a savegame on the long way to rescueing Branwen early.

    What are the details of this bug? How can it be avoided while testing the beta? Is it really related to viewing/changing game options? There has been another bug where Story Mode turns on automatically upon reloading saves. Maybe it's related?
  • DeeDee Member Posts: 10,447
    edited March 2016
    Previously, there was a setting in baldur.lua for each of Nightmare Mode (Legacy of Bhaal) and Story Mode. Those settings are no longer necessary, but in order for the fix to work, you'll need to remove those settings from baldur.lua, or delete baldur.lua entirely to let the game re-populate the defaults.

    (In other words, it won't affect players who didn't participate in the beta, because those players won't have a baldur.lua with the settings already in place.)
  • BelfaldurnikBelfaldurnik Member Posts: 212
    Here's how to reproduce the bug even after deleting baldur.lua and restarting the game:

    1. find a savegame file where LOB mode is still active (= hidden difficulty slider)
    2. open game options, reassign a key: I reassigned '0' (select all) to Backspace
    3. quicksave
    4. reload that quicksave
    5. it is reset to "Insane"
  • BelfaldurnikBelfaldurnik Member Posts: 212
    Though, even loading the TOB savegame, quicksaving it and loading the new quicksave resets to "Insane".
  • DeeDee Member Posts: 10,447
    Did you delete baldur.lua while the game was running? If so, the game will have recreated the file from the settings it already had.

    Try closing the game, deleting baldur.lua, and then launching the game.
  • BelfaldurnikBelfaldurnik Member Posts: 212
    You are stabbing in the dark. Of course I had quit BGEE, then deleted the file, then restarted BGEE and noticed it created a fresh 7KB Baldur.lua file.

    Do I also need to start a new game? Why does the single early savegame "with Imoen" reloads fine and is at LOB difficulty? What exactly happens that when I save/quicksave it and load the new save, it is reset?
  • BelfaldurnikBelfaldurnik Member Posts: 212
    So, I also deleted baldur.ini, which was from last year. That changed something! Now there appears a broken and inactive difficulty slider, which cannot be used:

    7k7mzzf66phx.jpg
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