1. What bugs does EE have that classic didn't? 2. Full changelog?
Markus_Ramikin
Member Posts: 25
1. At the moment I still play the classic edition, with Qwinn's mods, of course. But I thought I was about to switch over to EE now that Unfinished Business got updated - I thought at this point EE is getting close to equal or superior to the classic version along all dimensions that matter.
However, I read that there's a bug in EE where the game's areas, containers etc will reset if you reset the Modron Maze. Is this still true? That's a pretty damning bug in what's supposed to be the ultimate edition of the game. Apparently something called generalised biffing lets you work around this, but that mod is on a site that doesn't work currently, so...
I'm glad I found this out before I started playing EE and wasted too many hours. But I'm going to pay close attention to future changelogs to see if it's fixed.
So this is where I'd like to ask the help of those of you who have played EE but are also well familiar with the classic version. Could you please tell me what other issues I should be aware of? I don't mean trivial stuff, I mean stuff that someone like me, who is perfectly comfortable with the classic version, and would only switch if nothing important was messed up, would want to know about.
(Before you ask, I did try browsing the forum, but even the Modron Maze thing, which is huge in my eyes, didn't even seem to have its own thread, so I wonder what else I'm missing.)
2. Is there anywhere I can read the full changelog for EE versions? I don't mean compared to classic, I mean patch history, i.e. what bugs were fixed in EE since EE was first released. I own the game on GoG and atm I can only seem to find the last patch version's changelog.
Thanks!
However, I read that there's a bug in EE where the game's areas, containers etc will reset if you reset the Modron Maze. Is this still true? That's a pretty damning bug in what's supposed to be the ultimate edition of the game. Apparently something called generalised biffing lets you work around this, but that mod is on a site that doesn't work currently, so...
I'm glad I found this out before I started playing EE and wasted too many hours. But I'm going to pay close attention to future changelogs to see if it's fixed.
So this is where I'd like to ask the help of those of you who have played EE but are also well familiar with the classic version. Could you please tell me what other issues I should be aware of? I don't mean trivial stuff, I mean stuff that someone like me, who is perfectly comfortable with the classic version, and would only switch if nothing important was messed up, would want to know about.
(Before you ask, I did try browsing the forum, but even the Modron Maze thing, which is huge in my eyes, didn't even seem to have its own thread, so I wonder what else I'm missing.)
2. Is there anywhere I can read the full changelog for EE versions? I don't mean compared to classic, I mean patch history, i.e. what bugs were fixed in EE since EE was first released. I own the game on GoG and atm I can only seem to find the last patch version's changelog.
Thanks!
Post edited by Markus_Ramikin on
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I recommend checking out https://www.beamdog.com/planescape_faq
About the Modron Maze area issue - see https://support.baldursgate.com/issues/38061 - this bug has never been confirmed or repro-ed. However, the container issue is indeed there - https://support.baldursgate.com/issues/30688
The Modron Maze bug - well, it took me no time at all to reproduce it, on the theory that Argent77 wrote that it's the presence of resources in Override that triggers this. It was surprisingly easy, once I bothered. Here's what I did.
1. Installed the game afresh, no mods. Created the Override folder.
2. Enabled debug mode by adding the SetPrivateProfileString('Program Options','Debug Mode','1') line to baldur.lua .
3. Extracted AR0207.ARE with NearInfinity and put it in Override. (This happens to be the candlestick quest crypt, but another area would do just as well.). The file remains UNMODIFIED, it's just going to be read from override instead of data.
4. Started a new game, gave myself the cheat axe, debug-travelled to AR0207, killed guards, looted the container
5. travelled to AR13EN, which is the Engineering Room, talked to the modron and reset the Modron Maze to another difficulty
6. Travelled to AR0207 again. The area was reset - both containers (tomb and corpse) AND the guards.
So Argent77's theory is obviously right. You'll never reproduce it in a completely clean game, but ANY mod that changes an area is going to be vulnerable. So even though a clean game won't have problems, this is still not the fault of any particular mods, but an error in the base game.
@Markus_Ramikin Yes, 3.0.3 was the release build. The game didn't start as a 1.0.
I registered and added my reproduction method to that issue. Felt weird doing that, since it already seems well known on these forums how this bug works, and I'm gonna be very surprised if my 3 minutes of testing is what it takes to get things moving. But hey, I'd rather err on the side of doing something rather than not doing.
Everything starts already set to hostile, so you can't pickpocket shit, or talk to the chaosman behind the corner. Disappointing.
The "get full Hit Dice in secondary classes when going up multiple levels at once" bug was not fixed either.
I'm not even out of the Hive yet... I fear there's more. At least none of this seems as gamebreaking as the Modron Maze thing, but still.
I blush remembering that I argued with Qwinn about that fix (he was right, of course). If I had a more self centered view of the universe, I'd see this as karma.
Already looking forward to test this when i get home