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Small Things That Should NOT Be Overlooked

RomulanPaladinRomulanPaladin Member Posts: 188
edited September 2012 in Archive (Feature Requests)
I was really worked up for this game so, when the release got pushed back, I couldn't wait, I had to have me some Baldur's Gate. So, I started playing BGII again (as not to spoil my BGI experience in November). While playing, I started compiling a list of things I'd like to see changed. Here is a list of the minor changes from my list (things that I don't expect to generate much discussion individually).

If any of these are reposts of requests, I'm sorry. There's about 900 discussions right now so I'm not scanning all of them. Just drop a link to where they are discussed.

1.) Please remove the destruction of treasure from frozen death. This severely limits the utility of cold spells and effects; I find myself avoiding using these spells because I don't want to accidentally freeze someone enough to destroy all the treasure.

2.) I would LOVE a way of telling if my mage does not have a spell in his spellbook just by looking at the scroll, say a yellow highlight like the blue or red tinge on unidentified or unusable items respectfully. I hate shopping for new spells and having to keep going between the store and my spellbook to see if it's a spell I have or not. Please highlight the spell scrolls for spells I don't have. But not for sorcerers!

3.) Check lore stat to identify items upon entering the inventory. Right-clicking on everything is fun at first but gets old real quick. Mayhaps an option to identify based on largest party lore stat in party rather then just the character holding it?

4.) A "Loot All" button for dropped piles. Pick up everything with one click.

5.) Anti-alasting? Love the old graphics but can we get anti-alasting? Is that already a planned / included feature?

6.) How about the ability to "Wait" an hour or until evening / dawn. This is likely not all that useful in BGI but would be incredibly useful in BGII where no small number of quests or events happen at certain times of day. Consider including this in BGI for consistency between the two games.

7.) We can set path waypoints by shift-clicking. However, the party formation is angled / oriented based on current position on every waypoint, not just the first one. I find my party formation angled broadways when going through narrow passages instead of oriented to fit within. Can we have party formation orientation for a waypoint based on the position of the last waypoint set? This will make navigation MUCH smoother.

8.) When purchasing items, we are limited to a buying a stack no greater then 16 (the size of a character's inventory). Many of those items can fit multiples in a single stack (15 potions of the same type only takes 3 inventory spaces). Can we get smarter purchase stack limits or even allow overloaded characters to automatically hand off items to other characters or drop them on the ground?

[EDIT] 9.) Almost forgot: There's some AI script functions that I would like to add. I'd like a "HasOpcode" trigger function and an "Equip" function that equips items from the inventory (that actually works, not like the one already in BGII that doesn't work like that).

[EDIT] Topic title change: was "[Request] List of minor fixes / features / changes"

[EDIT] 10.) Spell protection spells (spell deflection, spell trap etc.) produce a white webby globe that's difficult to see through or around. It's like a giant walking blind spot. Can we get this otherwise neat effect toned down? Maybe just ramp up the alpha channel or something?

[EDIT] 11.) Don't know about anyone else but the sound accompanied with "failing to scribe a spell" has acquired a very negative connotation in my brain. Don't change that. What I'd remove is this very same sound from failing to write a spell because you already have it. Scares me every time I hear it.
Post edited by RomulanPaladin on
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Comments

  • GriegGrieg Member Posts: 507
    edited September 2012
    I would agree with everything except 1. and 7.
    2., 3., 4., 6., 8., 9. would appear handy and 5. if it can be easily done,
    Post edited by Grieg on
  • JalilyJalily Member Posts: 4,681
    edited September 2012
    These are some excellent ideas. Unfortunately, I think your topic is getting overlooked because of the title. It gives the impression you're requesting a list of changes, which has been done many times before. Maybe rename it to something more descriptive and eye-catching? Like "List of small changes that would improve the game a lot". You don't need to put [Request] since it's obvious from the forum name.

    Finally, I see you are a new user. Welcome to the forums! There actually is a search function on the bottom left, but it's not very good and almost no one uses it. And in case you didn't know, to edit your post, rename your thread, or move your topic in case you accidentally post it in the wrong place, hold your cursor over the top right of your post and click the gear.
  • RomulanPaladinRomulanPaladin Member Posts: 188
    Jalily said:

    These are some excellent ideas. Unfortunately, I think your topic is getting overlooked because of the title. It gives the impression you're requesting a list of changes, which has been done many times before. Maybe rename it to something more descriptive and eye-catching? Like "List of small changes that would improve the game a lot". You don't need to put [Request] since it's obvious from the forum name.

    Finally, I see you are a new user. Welcome to the forums! There actually is a search function on the bottom left, but it's not very good and almost no one uses it. And in case you didn't know, to edit your post, rename your thread, or move your topic in case you accidentally post it in the wrong place, hold your cursor over the top right of your post and click the gear.

    You're very likely correct. Although, the intended audience was actually the game designers rather then the community though the community is no doubt invaluable. With any luck, they'll see this regardless of the thread's popularity.
  • BrudeBrude Member Posts: 560
    edited September 2012
    Some good ideas, although I'm adamantly opposed to #1. The game would become bland if we started removing the downsides of certain abilities.

    The lore thing is interesting, as is the scroll idea. My suspicion is the engine isn't sophisticated enough for such things; that's why inventory and abilities are handled on a singular basis and so rigid. The game lacks the concept of a real group beyond the fundamental level.
  • krikkertkrikkert Member Posts: 26
    Many good points you have made there. Hope some of your ideas are followed up on
  • SenashSenash Member Posts: 405
    Unlike @Grieg, I completely agree with change no. 1. (item destroyed due to freezing the enemy)
    I wanted to mention it once too, but forgot, although I wanted to ask if item destruction due to petrification could be removed. I know, it makes a lot of sense RP-wise, that if you freeze someone or turn them to stone, their items would be shattered as well, but game mechanic-wise... I also try not to use such spells, so I don't accidentaly destroy some valuable treasure.

    Other ides are not bad either (if I should take a guess, I would say that some of these may have already been implemented...). I'm not sure I like the auto-identify (it's not much of a problem, but I agree that it's a bit frustrating when picking up lots of arrow+1-s :) )
    I would really love to have a "Wait" function too! :)
  • RomulanPaladinRomulanPaladin Member Posts: 188
    I suppose I should make a case for #1 as to why I included that. Three reasons:

    1.) Baldur's Gate is supposed to be based on 2nd Ed AD&D rules. Nowhere in AD&D does it say that death from massive cold should have any more effect on carried items then death by any other damage. This is something the game designers added to BG. I think that normal AD&D challenging to a very satisfactory degree and that, often, being truer to those rules likely won't detract from the game.

    2.) One has to wonder why the game designers added this. My guess is that they wanted a cold extreme death effect like the fire extreme death effect (both very cool) and they had already make petrification work. So, instead of making something completely new, they just stole the petrify effect. Not a complaint but, since we're reworking the game, why copy petrify so exactly?

    3.) If you choose NOT to use the cold spells because of fear of treasure destruction, your mage has a large gap of direct damaging spells between Fireball and Chain Lightning (that's 6 - 7 character levels between, WOW!).

    Don't get me wrong. I'm not a fan of nerfing challenging games, especially something I love as much as BG. I'm totally for keeping Flesh to Stone and Disintegrate just as they are, that's part of the fun. But, due to the previous points, mayhaps this particular "feature" should be reconsidered.
  • HexHammerHexHammer Member Posts: 288
    Hear hear! The angry mob demands these suggestions to be implemented! ../waves pitcfork and torch!
  • BerconBercon Member Posts: 485
    IMO there should be option in the menus "Allow spells to destroy loot" and it would affect all spells like ice, disintegration etc. Personally I never used any of them because they I don't want stuff get destroyed and I'm pretty sure I'm not alone. Its a shame that nice spells go to waste because the penalty of using them is incredibly high.
  • LadyRhianLadyRhian Member Posts: 14,694
    edited September 2012
    @Bercon @RomulanPaladin It was that way in Pen and Paper, too. If you took damage from a spell, you had to roll a save on your items to see if they made it. The saves were for: Acid, Crushing Blow, Disintegration, Falls, Magical Fire, Normal Fire, Cold, Lightning, Electricity.

    Item Categories were: Bone or Ivory, Cloth, Glass, Leather, Metal, Oils, Paper (parchment included), Potions, Pottery, Rock Crystal, Rope, Wood, thich and Wood, thin.
    Post edited by LadyRhian on
  • RomulanPaladinRomulanPaladin Member Posts: 188
    edited September 2012
    LadyRhian said:

    @Bercon @RomulanPaladin It was that way in Pen and Paper, too. If you took damage from a spell, you had to roll a save on your items to see if they made it. The saves were for: Acid, Crushing Blow, Disintegration, Falls, Magical Fire, Normal Fire, Cold, Lightning, Electricity.

    Totally. Not the whole story though. Those saving throws were generally for unattended items. Also, the saving throws against cold were generally a great deal better then those against other types of damage.

    You're definitely on top of your AD&D rules though.
  • SharGuidesMyHandSharGuidesMyHand Member Posts: 2,582



    6.) How about the ability to "Wait" an hour or until evening / dawn. This is likely not all that useful in BGI but would be incredibly useful in BGII where no small number of quests or events happen at certain times of day. Consider including this in BGI for consistency between the two games.

    Very interesting suggestion, especially for BG2.


    8.) When purchasing items, we are limited to a buying a stack no greater then 16 (the size of a character's inventory). Many of those items can fit multiples in a single stack (15 potions of the same type only takes 3 inventory spaces). Can we get smarter purchase stack limits or even allow overloaded characters to automatically hand off items to other characters or drop them on the ground?

    I would LOVE to see this done. This has always been one of my biggest pet peeves in the game. The same also applies to when unloading items from a bag of holding, gem bag, etc.
  • LadyRhianLadyRhian Member Posts: 14,694
    @RomulanPaladin Also if you failed your save while you carried those items. :) That's direct from the 2e Dungeon Master's Guide. Yes, I still have all my old stuff. You can see the pictures here: http://ladyrhianwriter.deviantart.com/gallery/38919912

    That is my AD&D/D&D collection.
  • MoomintrollMoomintroll Member Posts: 1,498
    edited September 2012
    7. Waypoints - All you need to do is set your waypoint with the right mouse button, click-but before releasing, move the mouse until the party is oriented correctly.

  • RomulanPaladinRomulanPaladin Member Posts: 188
    LadyRhian said:

    @RomulanPaladin Also if you failed your save while you carried those items. :) That's direct from the 2e Dungeon Master's Guide.

    This is starting to bring back memories of old table debates!

    The DMG also says that you needn't make a save for all items. Just a few of the more obvious things like your scrolls and potions when hit by a fireball. There's no need to make saves for most of the items you carry, specifically weapons and armor.

    The second point is that, in BG, the only elemental damage that destroys items is cold damage. If you take a look at the saving throw table in Chapter 6 in the DMG you'll find that the item save against cold is very often the best of all it's saves. The original point was that 2nd Ed AD&D has no rules that makes items specifically vulnerable to cold damage; this is a mechanic unique to the BG series and a technical deviation from the original concept. If BG only had lightning and disintegration damaging items, elements that items ARE generally vulnerable to, then I would make no such claim.

    Personally, I enjoy debates like this. It's very nostalgic. Some people don't. Please allow no opposition of mine to spoil your humors.
  • bigdogchrisbigdogchris Member Posts: 1,336


    1.) Please remove the destruction of treasure from frozen death. This severely limits the utility of cold spells and effects; I find myself avoiding using these spells because I don't want to accidentally freeze someone enough to destroy all the treasure.

    I have to disagree as BG is more traditional RPG rather than "ease-of-use" type RPG.


    2.) I would LOVE a way of telling if my mage does not have a spell in his spellbook just by looking at the scroll, say a yellow highlight like the blue or red tinge on unidentified or unusable items respectfully. I hate shopping for new spells and having to keep going between the store and my spellbook to see if it's a spell I have or not. Please highlight the spell scrolls for spells I don't have. But not for sorcerers!
    Good idea!

    3.) Check lore stat to identify items upon entering the inventory. Right-clicking on everything is fun at first but gets old real quick. Mayhaps an option to identify based on largest party lore stat in party rather then just the character holding it?
    More of an ease-of-use than necessity.

    4.) A "Loot All" button for dropped piles. Pick up everything with one click.
    Another good idea!

    5.) Anti-alasting? Love the old graphics but can we get anti-alasting? Is that already a planned / included feature?
    All of the game is sprite based which means there is no aliasing to be "anti'd". The new content is generated in 3D but is not rendered in 3D, so again no aliasing to have. Characters are sprite based, which have already been unscaled, so nothing there either.

    6.) How about the ability to "Wait" an hour or until evening / dawn. This is likely not all that useful in BGI but would be incredibly useful in BGII where no small number of quests or events happen at certain times of day. Consider including this in BGI for consistency between the two games.
    Add the ability to set a 'wait for x hours' or 'rest for x hours ... good idea, but definitely a post-ship addition.

    7.) We can set path waypoints by shift-clicking. However, the party formation is angled / oriented based on current position on every waypoint, not just the first one. I find my party formation angled broadways when going through narrow passages instead of oriented to fit within. Can we have party formation orientation for a waypoint based on the position of the last waypoint set? This will make navigation MUCH smoother.
    Waypoints in this type of game is almost a must.

    8.) When purchasing items, we are limited to a buying a stack no greater then 16 (the size of a character's inventory). Many of those items can fit multiples in a single stack (15 potions of the same type only takes 3 inventory spaces). Can we get smarter purchase stack limits or even allow overloaded characters to automatically hand off items to other characters or drop them on the ground?
    Good idea!

    [EDIT] 9.) Almost forgot: There's some AI script functions that I would like to add. I'd like a "HasOpcode" trigger function and an "Equip" function that equips items from the inventory (that actually works, not like the one already in BGII that doesn't work like that).
    Good idea!

  • HaHaCharadeHaHaCharade Member Posts: 1,644
    This thread title is the same thing I tell my girlfriend on Wednesday night.

    Zing!
  • ginger_hammerginger_hammer Member Posts: 160
    Comments 1-4 I agree with totally. #1 I never liked the spells that destroyed items hence never used them which is a waste really. #2, 3, 4 and 8 are all good UI upgrades.
  • LadyRhianLadyRhian Member Posts: 14,694
    @RomulanPaladin I had a GM that said, "Oh, your metal armor survived the fireball. The leather straps on the inside that hold it onto you didn't." :P
  • RomulanPaladinRomulanPaladin Member Posts: 188
    Adding new points 10 and 11 to the list!

    Welp, looks like point 1 (cold destroys items) is a sufficiently divided issue that it warrants a toggle much as @Bercon and others have suggested. Personally, I would like a toggle for cold item destruction to be separate from item destruction due to disintegration and petrification. These spells need drawbacks for being death spells available at lower levels and are part of the intended flavor I believe. It wouldn't even need a GUI; just being able to type something like "colddeath=0" in the INI file would make me stupid happy.

    Failing that, we need at least ONE non-cold direct damage spell at either level 4 or 5 to fill in that 7 level gap. The only one I can think of is shout though, comically, the original intent of that spell IS to break things! I suppose they could just make it fling and deafen people, do a bit more damage then listed, and have a chance of deafening yourself. Doing "magic" damage would also make a few other things that protect from magic damage more useful. That would sate my personal spell lust.

    Hey, @LadyRhian, by any chance, is there an Unforgotten Realms supplement somewhere that might have a decent 4th or 5th level direct damage spell for wizards?

    7. Waypoints - All you need to do is set your waypoint with the right mouse button, click-but before releasing, move the mouse until the party is oriented correctly.

    Totally awesome @Moomintroll. Totally forgot.
  • LadyRhianLadyRhian Member Posts: 14,694
    @RomulanPaladin I have the complete book of Wizard Spells. What kind of spell? Fire. Electricity?
  • RomulanPaladinRomulanPaladin Member Posts: 188
    LadyRhian said:

    @RomulanPaladin I have the complete book of Wizard Spells. What kind of spell? Fire. Electricity?

    4th or 5th level wizard, not cold, not item destruction, direct damage, something that the devs might actually be able to include so I have some other damage option then ice storm, or cone of cold, or the you can't do direct damage without killing items with your 4th and 5th level spell slots spell.

    Book of wizard spells? Do you mean the Tome of Magic? I checked that. Well, whatever you have that they can use. That's why I suggested Forgotten Realms.
  • LadyRhianLadyRhian Member Posts: 14,694
    Offhand: 4th Level: Delayed Magic Missile, Thunderstaff (cone of Force), Thunderlance (4d6 direct Damage), Turn Pebble to Boulder (In mid-air as thrown), Archveult's Skybolt, Beltyn's Burning Blood, Beltyn's Battering Gauntlet, Caligarde's Claw...
  • RomulanPaladinRomulanPaladin Member Posts: 188
    LadyRhian said:

    Offhand: 4th Level: Delayed Magic Missile, Thunderstaff (cone of Force), Thunderlance (4d6 direct Damage), Turn Pebble to Boulder (In mid-air as thrown), Archveult's Skybolt, Beltyn's Burning Blood, Beltyn's Battering Gauntlet, Caligarde's Claw...

    I acquiesce. You were right to ask to narrow it down. How about something suitably iconic (as opposed to too obscure or complicated) that should be easy to program with the existing BG resources (animations, effects, etc.), and would rival the existing spell of that level (ice storm 4th or cone of cold 5th) without eclipsing it entirely?

    Suitably narrow yet or do I need to think of more conditions?
  • LadyRhianLadyRhian Member Posts: 14,694
    @RomulanPaladin Delayed Magic Missile would be easy to code (it's just a more powerful MM). Thunderlance is also possible. Archveult's Skybolt could use Lightning Bolt coding... but Beltyn's Burning Blood would be fun... it burns people from the inside out, so no item destruction.
  • RomulanPaladinRomulanPaladin Member Posts: 188
    Good, good...

    Unfortunate thing about Beltyn's Burning Blood: I think they used it in one of the IWD games and I believe there is some kind of legal embargo on IWD or PS content for BG:EE. Too bad; that was one of the more likely candidates, I think.
  • JalilyJalily Member Posts: 4,681
    Wouldn't that kind of legal embargo only cover IWD-specific content, not spells originating from D&D books?
  • LadyRhianLadyRhian Member Posts: 14,694
    Okay, what about Vampire Mist? It conjures a mist that sucks out the blood of anything trapped within it. 1d8 damage per round, lasts 1 round per level of the Wizard. Also level 4.
  • RomulanPaladinRomulanPaladin Member Posts: 188
    Jalily said:

    Wouldn't that kind of legal embargo only cover IWD-specific content, not spells originating from D&D books?

    Don't know. Certainly hope so!
    LadyRhian said:

    Okay, what about Vampire Mist? It conjures a mist that sucks out the blood of anything trapped within it. 1d8 damage per round, lasts 1 round per level of the Wizard. Also level 4.

    Hrmm... not to be picky, but I don't think that works. That's not to say that it wouldn't make a good addition, it's just that we already have damage-over-time / damage-over-area spells at those levels: ice storm and cloudkill.

    What about those other spells you mentioned like thunderlance? Let me guess, lots of damage to one target? That would be good because then you have direct damage but it's only to one target which still allows ice storm and cone of cold (area spells) to not be usurped as useful 4th / 5th level spells.

    I know for sure that, without a cold item destruction on / off setting, if we don't get a decent direct damage in that level range, I'm definitely modding some in! Probally Beltyn's Burning Blood since I wouldn't have to do much messing with graphics.
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