I'm having umm...computer issues with my desktop at the moment so I've been reduced to using a laptop with a broken keyboard (ya, ya, ya I could just use my functioning desktop keyboard with my laptop but that would be too easy of a solution :P). Well, anyways I'll hopefully update the list at some point in the next few days.
I'm looking for a couple volunteers to help me finish a fan project. You will be given credit if you finish your portion. Depending on how many people it may be 5-10 hours of work.
Required skills are the ability to read and compare text, so attention to detail is important. Also willing to install a couple pieces of free software to be able to edit files, and have a purchased copy of BG:EE.
Just clarify, this is a read and write project not game testing.
Please private message me if you are interested. Thanks.
My 'fan project' is about 50% complete. Unfortunately BG:EE is taking up my time. I should be able to resume work on it later this week when I complete the game. Elminster has already had a sneak peak
Bump lol (we got kind of lost in here and were in page 7)
Indeed. BTW the manual (no I think the in-game text) does not say anything about the progression in strength of Thief traps not the Assassin's poison (also does the Blackguard poison also improve?), just the increase in the number of times it can be used per day. I suspect there are other class-based progression effects not mentioned too...
We don't really know a lot of things about special abilities. Especially which are not clas related. There is no description about Minsc's rage, or Eldoth's poison arrows not even in the game... I already requested it. No effect.
We don't really know a lot of things about special abilities. Especially which are not clas related. There is no description about Minsc's rage, or Eldoth's poison arrows not even in the game... I already requested it. No effect.
True, though descriptions for specific NPCs abilities are less needed than detailed descriptions for whole *classes* abilities
I'm working with Elminster on putting finishing touches on getting the errors cleared up and need as many eyes on the possible errors as I can get. Could some of you guys look over the list of manual errors in the first post to double check that they are wrong compared to in game. We wouldn't want mistakes being added to the manual.
The rule of thumb is that the manual has the errors, not the game. The manual reports what the game conditions are, not the other way around.
Charm Person supposed to have a saving throw with +3. Is it buffed or is it a mistake? Also I can't really get it from the description, does the remove fear effect of the spell Emotion: Hopelessness work only on caster or on allies as well? It used to be an aoe remove fear, right?
I've looked in near infinity. Though there are a number of different charm persons listed it looks like the ones pertaining to mages and (charm person and animal in the case of druids) have a +3 save according to Near Infinity. If someone else could confirm this that would be great. I have noted that the line "No charmed creatures may leave the area or attack non-hostile targets." is incorrect. Charmed creatures should be able to attack non-hostile targets if prompted to do so.
Concerning "Emotion: Hopelessness" I guess we now know it works on opponents only. There is no remove fear part to the spell.
(23) States that Strength is used to determine both the chance to hit and the damage caused by thrown daggers and axes. (This needs to be confirmed) ( @Oxford_Guy)
Well this is weird, in earlier patches *only* slings were getting the strength damage bonus (I know, because I tested this out), but now (with 14th Dec patch), not only do slings get the strength bonus, but throwing axes and daggers too (but not darts, thankfully) - at least that's what the character record says. Whether this is implemented in-game like this, I'm not 100% sure, but this is what the character sheet is telling me. I think it's only the damage modifier from Strength that is used, though, not the chance to hit, so the manual is still probably wrong.
What page in the original manuals does it list this or what page are you referring to as being wrong?
On page 23 of the "Melee and Magic" manual under the heading "Strength Modifiers" it currently says:
"A character's Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a dagger or an axe)."
In the current (Dec 14th) build the above description is incorrect on two counts:
1) The Strength modifier is *never* used to alter the chance to hit with a hurled weapon, only Dexterity - I've tested this.
2) The Strength modifier is curently used to modify the damage caused by the following hurled missile weapons: dagger, axe *and* sling (the manual doesn't mention sling). This information is shown on both the character sheet in-game and NearInfinity does indeed show that the Strength bonus damage is added to all these "hurled" weapons. A Throwing Dagger thrown by a character with 19 Str does 8-11 damage with 2 APR, ouch!
OK I verified this with you. I created a fighter with 19 STR with Axe, Dart, and Dagger proficiencies. With the melee version, his THAC0 was 17, with the Throwing version, THAC0 was 18, so that tells me the bonus was not applying. STR Damage bonus was applying to throwing axe and dagger damage, but not darts.
I don't know if anybody mentioned this before but maybe you should include boots in the wizardslayer kit description as part of the usable magical items. I mean they aren't any more armor than cloaks or belts. And that only meele attacks do the spell failure effect.
Comments
Required skills are the ability to read and compare text, so attention to detail is important. Also willing to install a couple pieces of free software to be able to edit files, and have a purchased copy of BG:EE.
Just clarify, this is a read and write project not game testing.
Please private message me if you are interested. Thanks.
It's a grear idea! How are the results?
Thank you!
I am all set on volunteers for now.
The rule of thumb is that the manual has the errors, not the game. The manual reports what the game conditions are, not the other way around.
Thanks.
Concerning "Emotion: Hopelessness" I guess we now know it works on opponents only. There is no remove fear part to the spell.
What page in the original manuals does it list this or what page are you referring to as being wrong?
"A character's Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a dagger or an axe)."
In the current (Dec 14th) build the above description is incorrect on two counts:
1) The Strength modifier is *never* used to alter the chance to hit with a hurled weapon, only Dexterity - I've tested this.
2) The Strength modifier is curently used to modify the damage caused by the following hurled missile weapons: dagger, axe *and* sling (the manual doesn't mention sling). This information is shown on both the character sheet in-game and NearInfinity does indeed show that the Strength bonus damage is added to all these "hurled" weapons. A Throwing Dagger thrown by a character with 19 Str does 8-11 damage with 2 APR, ouch!
What I'm not 100% sure about is whether it is *intended* that the strength bonus damage modifier is applied to all of throwing dagger, axe and sling and whether this will remain the same for future builds (though I think this was the situation on the original BG1, but not BG2, which limited this to throwing axes). I have asked for clarification here: http://forum.baldursgate.com/discussion/13993/clarification-are-throwing-daggers-axes-and-slings-all-meant-to-add-strength-damage#latest
OK I verified this with you. I created a fighter with 19 STR with Axe, Dart, and Dagger proficiencies. With the melee version, his THAC0 was 17, with the Throwing version, THAC0 was 18, so that tells me the bonus was not applying. STR Damage bonus was applying to throwing axe and dagger damage, but not darts.
As I said, it's been noted.
<--manual guy
And that only meele attacks do the spell failure effect.
Link removed.
But I'm interested in an updated game maual...
Edit: Posts removed by Cuv
Manual says duration = 24 turns.
BG:EE (latest patch) in-game duration = 1 turn.
Either way, this should be fixed.