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Manual Discrepancies

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  • JalilyJalily Member Posts: 4,681
    Oh boy. Both gold effects use the same spell, removing 80% from the party each time. BUG REPORT FILED.
  • DeeDee Member Posts: 10,447
    Oof! That's not good at all! >.<
  • ankhegankheg Member Posts: 546
    I love the smell of bug report in the morning. :)
  • elminsterelminster Member, Developer Posts: 16,317
    edited December 2012
    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.
  • bigdogchrisbigdogchris Member Posts: 1,336
    edited December 2012
    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.
    Post edited by bigdogchris on
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,758
    @bigdogchris
    It's a grear idea! How are the results?
  • bigdogchrisbigdogchris Member Posts: 1,336
    edited December 2012
    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 ;)
    Post edited by bigdogchris on
  • bigdogchrisbigdogchris Member Posts: 1,336
    edited December 2012
    Shout out to @Jalily who has signed up to help.

    Thank you!
    Post edited by bigdogchris on
  • JalilyJalily Member Posts: 4,681
    No problem. ;)
  • bigdogchrisbigdogchris Member Posts: 1,336
    Thanks to @tilly and @PinkRose for joining up.

    I am all set on volunteers for now.
  • elminsterelminster Member, Developer Posts: 16,317
    edited December 2012
    Bump lol (we got kind of lost in here and were in page 7) :D
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    elminster said:

    Bump lol (we got kind of lost in here and were in page 7) :D

    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...
  • ankhegankheg Member Posts: 546
    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. :)
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    ankheg said:

    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
  • bigdogchrisbigdogchris Member Posts: 1,336
    edited December 2012
    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.

    Thanks.
  • elminsterelminster Member, Developer Posts: 16,317
    edited December 2012
    Ok so now that I've gotten off my butt and started fixing this up again.
    Senash said:

    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.
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    (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.
  • bigdogchrisbigdogchris Member Posts: 1,336
    @Oxford_Guy

    What page in the original manuals does it list this or what page are you referring to as being wrong?
  • Oxford_GuyOxford_Guy Member Posts: 3,729

    @Oxford_Guy

    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!

    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
  • bigdogchrisbigdogchris Member Posts: 1,336
    @Oxford_Guy

    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.
  • DeeDee Member Posts: 10,447
    The Strength-to-attack discrepancy has already been noted. It doesn't apply to attack rolls; only damage rolls with axes, daggers, and slings.
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    Aosaw said:

    The Strength-to-attack discrepancy has already been noted. It doesn't apply to attack rolls; only damage rolls with axes, daggers, and slings.

    Agreed, so the manual should reflect this.
  • DeeDee Member Posts: 10,447
    Right.

    As I said, it's been noted. :)

    <--manual guy
  • ankhegankheg Member Posts: 546
    edited January 2013
    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.
    Post edited by ankheg on
  • bigdogchrisbigdogchris Member Posts: 1,336
    edited January 2013
    For anyone who is interested in an updated game maual, I have released an 'unofficial' one.

    Link removed.
    Post edited by Dee on
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,758
    Emm... Link removed
    But I'm interested in an updated game maual...
  • DeeDee Member Posts: 10,447
    edited January 2013
    I'm closing this thread until this is all sorted out.

    Edit: Posts removed by Cuv
  • IgnatiusIgnatius Member Posts: 624
    Priest spell lvl.3: Rigid Thinking.

    Manual says duration = 24 turns.

    BG:EE (latest patch) in-game duration = 1 turn.

    Either way, this should be fixed.
  • DeeDee Member Posts: 10,447
    I should be able to start actually working on these changes soon. Keep the feedback coming!
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