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Road to 2.6 | Is the Siege of Dragonspear 2.6.2.0 Patch Ready to Release?

JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 21,734
edited February 8 in The Road to 2.6
Patch 2.6 is almost ready!

A new Steam Beta for Baldur's Gate: Siege of Dragonspear is available now, and we need your feedback. Are we ready for the big release? Go on an adventure and share your thoughts!

TEST OBJECTIVE: Start questing! Is the patch good enough to release?
See Details on the 2.6.2.0 Beta Test:
Important:
- This is NOT the last update for BG:SoD
- 2.6 will not fix every issue— but we hope to improve the game in future updates
- Here's what we've focused on for this patch: 2.6 Patch Items
- System Requirements have changed:
Minimum: Windows 7, 8.1, 10 64-bit, OS X 10.9, Ubuntu 18.04 or equivalent
- Please check your device meets the updated System Requirements before testing
- Make sure your device supports 64-bit games.

How to Participate
- Playthrough some quests & VOTE on the release
- Tell us about *new bugs (the beta shouldn't add any issues) - comment below!
- Tell us about major issues affecting saves, visuals, sound & quality - comment below!

How to opt-in & verify you're using the correct version
  • Please make sure you're using a clean (unmodded) install. Clear your override folder before testing the beta build
  • In your Steam Library, Right-Click Baldur's Gate: Enhanced Edition and choose “Properties”
  • Click on the Beta Tab
  • Choose the road_to_2.6 in the drop down menu
  • If you don't see the road_to_2.6 in the drop down menu, please restart Steam
  • In-game, on the main menu, you will see that the build is 2.6.2.0
  • Pick the Siege of Dragonspear campaign on the main menu

The 2.6 Patch will also add new Text Localizations to Baldur's Gate: Siege of Dragonspear.
Check out the list of languages below:
New Text Localizations
  • French
  • Italian
  • German
  • Ukrainian
  • Polish

We won't move forward with a 2.6 Patch release until we hear feedback from enough Windows, Linux & macOS players for each Infinity Engine Title:

- Baldur's Gate: Enhanced Edition (New Beta Available!)
- Baldur's Gate: Siege of Dragonspear
- Baldur's Gate II: Enhanced Edition (New Beta Available!)
- Icewind Dale: Enhanced Edition (New Beta Available!)

*Note: We're focusing on Windows macOS & Linux now, but stay tuned for details on the 2.6 Patch for Android & iOS!

Join the Beta & Vote Below!

Testing Status:
10/10 Windows Players (Done!)
3/3 Linux Players (Done!)
3/3 macOS (Done!)

Road to 2.6 | Is the Siege of Dragonspear 2.6.2.0 Patch Ready to Release? 24 votes

Windows | Yes, release the patch!
54%
mlnevesecherrycoke2lTimbo0o0o0ProontHalimanVerthissanastielAciferBaldursgate90SondaggifintiSurvaldorLogitekscrimson_prophet 13 votes
macOS | Yes, release the patch!
20%
kaosIlTruffatoreImpersonificatorFrociazzuzBastardonis 5 votes
Linux | Yes, release the patch!
12%
Stryder90GarrettThiefAdorofinestre 3 votes
No, it's not ready! (Please explain)
12%
Parys_Luke_jazira 3 votes
Post edited by JuliusBorisov on
cherrycoke2lHafirLeiluAedan

Comments

  • KhyronKhyron Member Posts: 544
    I won't be testing SoD, but the others work just fine after some testing.

  • VerthissVerthiss Member Posts: 19
    edited January 14
    Windows | Yes, release the patch!
    All seems to be working properly.
    Not gonna lie, it feels good to finally have a polish translation, even if I don't really need it. It is very strange though when most of the voiceovers are in english but Jaheira keeps talking polish. It would be very nice to have a language option for voices separately so I could just switch everything to english when in SoD.

    Post edited by Verthiss on
    JuliusBorisovEtamin
  • _Luke__Luke_ Member, Mobile Tester Posts: 1,459
    edited January 17
    No, it's not ready! (Please explain)
    So:
    • [existed in v2.5] SPWI418D.SPL – The 'Range' field (Extended Header at 0xE) should be set to a very high value (32767 ideally) and the 'Projectile' field (Extended Header at 0x26) to a new Projectile that should be coded as suggested here:
      • The same applies to all those spells such as Fireshield, to control the range of the feedback damage without generating the "One of your spells has failed" message.
    • [existed in v2.5] SPWI224.SPL – Glitterdust: certain effects bypass Magic Resistance, whereas other not. Magic Resistance checks must be consistent, so is the spell intended to bypass Magic Resistance or not?
    • [existed in v2.5] SPPR208.SPL – Hold Person: string ~Held~ is displayed twice (one comes from opcode #175, the other one from "CDHELD.EFF"...
      • This issue affects most/all "Hold Person/Monster/Animal" spells/abilities, such as "SPIN988.SPL", "SPWI306.SPL", "SPWI507.SPL", "SPPR305.SPL", "SPPR989.SPL" and the like...
    • [existed in v2.5] Ninjatōs (base item "SW1H48.ITM") are described as short blades. As a result, they should be coded as such: 'Category' (Header at 0x1C) should be '19|Small swords', 'Appearance' (Header at 0x22) should be "SS|Short swords". 'Weapon animations' (Extended header at 0x2C*3) and 'Damage type' (Extended header at 0x1C) should also be adjusted as well (to match normal Short Swords...)
    • [existed in v2.5] In the patch notes you talked about Inconsistent Unconsciousness Administration.
      Unfortunately, there are still issues regarding this whole topic. The main problem here is that there is only one "Sleep" opcode, namely op39, which is used for Sleep, Unconsciousness, Knockdown, Hopelessness, and Nausea(Poison).
      • This means that, for instance, cadaverous/skeletal undead, golems, etc. are immune to the knockdown effect caused by CLERIC_EARTHQUAKE – SPPR720.SPL and similar spells (due to their general immunity to op39). This of course doesn't make any sense and should be fixed. Two possible solutions:
        • Once again, op318 and external EFF files (more details here, section "Accurately granting immunity to just one form of an opcode")
        • Alternatively, you could edit Source Code and add at least another "Sleep" opcode (just like we have two "Charm creature" opcodes). This is probably the best solution...
    • [existed in v2.5] The Poison opcode (#25) automatically display the Poisoned portrait icon ('Special' field), there's no need for a separate op142 effect. This is not an issue, just a reminder/side note...
    • [existed in v2.5] The Improved Invisibility opcode (#20, param#2=1) automatically provides "Normal" invisibility, there's no reason to apply both "Normal" and "Improved" invisibility in the same spell/item, see "SPWI405.SPL" (unless you want them to have different probabilities/hd limits). This is not an issue, just a reminder/side note...
    • [existed in v2.5] Polymorph Self, Shapechange, Druid Polymorph abilities and the like: this spells/abilities are still bugged. In particular:
      • If you keep changing form, you will lose bonus/malues granted by equipped items (for example an amulet). That means you need to return to your original form before changing into another form.
        This issue might be caused by opcode #135 being bugged when used with 'parameter2=0'... As far as I know, there are 2 possible workarounds: either use op135 with 'parameter2=1' or op53 with 'parameter2=0'. In both cases you need to remember to "transfer" Strength, Dexterity, Resistances, Base AC, Specific AC (Crush/Slash/Pierce/Missile), and Base APR from CRE file to the polymorph item.
      • [Suggestion] You might want to attach the "Return to Natural Form" ability to "FIST.ITM" (and Monk Fists too).

        In so doing, it is always available, and modders wishing to add other polymorph abilities can safely forget about adding it...

        Moreover, you really might want to replace all those op112 removing polymorph "weapons" with a simple op111 ('timing = 1', 'resource = SW1H01', or any other existing weapon) followed by op112 ('timing = 1', 'resource = SW1H01', or any other existing weapon). In so doing, you don't need to "remember" to remove all polymorph "weapons" via op112...
      • [Suggestion/Feature request] Opcode #171 should work as intended when applied with 'Timing Mode 2'.

        This is another thing that should make its way into the game as soon as possible. If that were possible, you could attach abilities like SALAMANDER_BREATHE_FIREBALL – SPIN160.SPL to the polymorph weapon. In so doing, they will be removed as soon as the polymorph weapon is no longer equipped (either because of death or because you changed form/returned to natural form) and modders wishing to add other polymorph abilities can safely forget about removing them via op172... Moreover, modders could also add their own abilities without worrying about patching existing polymorph abilities that would otherwise be able to use them...

        As an alternative, the Magical Weapon Slot should allow Item Abilities (`header_type = 3`).
    • [existed in v2.5] BDSUM00.BCS: its attack blocks (line #264–#275 and #277–#284) should contain a "See(LastSeenBy(Myself))" check, otherwise summoned creatures will stutter whenever their target goes invisible.
    • [existed in v2.5] Probability1 and Probability2 fields.
      As you surely know, 0 IS a legitimate roll. There are a LOT of files that need to be patched to take into account of this fact. For instance, let us consider Charm Person – SPWI104.SPL:
      • opcode #324 targeting RACE = ELF should be 90% of hits, not 91% (so either 'prob2=0 and prob1=89' or 'prob2=1 and prob1=90')
      • opcode #324 targeting RACE = HALF_ELF should be 30% of hits, not 31% (so either 'prob2=0 and prob1=29' or 'prob2=1 and prob1=30')
    • BDAX1H04.ITM is a magical throwing axe. As a result, it should NOT be blocked by Protection from Normal Missiles (i.e., its 'Ranged' ability should use a new projectile, different from the one used by ordinary Throwing Axes – "AX1H04.ITM"...)

    Post edited by _Luke_ on
    ATigersClawJuliusBorisov
  • jmerryjmerry Member Posts: 1,731
    _Luke_ wrote: »
    [existed in v2.5] Probability1 and Probability2 fields.
    As you surely know, 0 IS a legitimate roll. There are a LOT of files that need to be patched to take into account of this fact. For instance...

    This is ... I think you're understating the scope of this off-by-one bug. As far as I can tell, every percentage chance roll in the game assumes a 1-100 roll, and in every case the game actually rolls 0-99. It affects everything from the iron crisis in BG1 (twice the chance of breaking weapons that it should be) to spell learning (success is guaranteed with the "99%" chance of an Int 23 non-specialist).

    So there's the choice. Patch all of those items and spells and tables, or get into the game code and add 1 to the rolls.

    Of course, 2.6 isn't the last patch. It doesn't have to fix everything.

  • ParysParys Member Posts: 183
    edited January 17
    No, it's not ready! (Please explain)
    If Nearest Neighbor Scaling is turn on, the game is switching between Nearest Neghbor method and Linear method when game is paused. You can notice that behaviour if you keep looking on the background when you pause the game. If you pause the game the background become blurry.

    gvfmkpst5hkw.gif

    Repro:
    1. Turn on Neigbor Scaling method.
    2. Pause the game
    3. The background become blurry as if neighbor scaling is turn off.

    The Neighbour scaling method should stay active all the time.

    Post edited by Parys on
    ATigersClawJuliusBorisov
  • _Luke__Luke_ Member, Mobile Tester Posts: 1,459
    No, it's not ready! (Please explain)
    jmerry wrote: »
    This is ... I think you're understating the scope of this off-by-one bug. As far as I can tell, every percentage chance roll in the game assumes a 1-100 roll, and in every case the game actually rolls 0-99.

    True, that's why I said there would be LOTS of files to fix... In any case, this "issue" should be taken into account sooner or later...

  • jazirajazira Member Posts: 5
    edited January 21
    No, it's not ready! (Please explain)
    I don't have any steam version game, so I can't really help here. (That's really annoying by the way, there should be some automated process to obtain a steam key alongside a beamdog key.)

    Anyway I'm 100% agreed with @Mera in this thread about BG2EE French translation : https://forums.beamdog.com/discussion/81311/road-to-2-6-is-the-baldurs-gate-ii-2-6-2-0-patch-ready-to-release
    As a French I can tell you that the change of tone - the inconsistencies of NPC adressing others NPC with formal/informal "you" (tutoiement/vouvoiement) between BG1, SoD and BG2 are really disturbing. And Imoen is not the only concerned.
    This issue is also discussed here with @Trouveur, @Mera and @Isaya. https://forums.beamdog.com/discussion/80867/road-to-2-6-planned-patch-items-windows-macos-linux/p6

    Here are some documents providing the information about how formally characters should address to each others provided by the d'oghmatiques  : 
    - BG1 : https://www.baldursgateworld.fr/lacouronne/attachments/la-chambre-des-scribes/12884d1324172277-d-oghms-bible-de-traduction-tutoiement-vouvoiement-bg1.zip
    - BG2 : https://www.baldursgateworld.fr/lacouronne/attachments/la-chambre-des-scribes/12886d1416656871-d-oghms-bible-de-traduction-tutoiement-vouvoiement-bg2ee.zip

    Mera
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,667
    Update of Polish SoD translation:

    We have implemented countless text corrections, based on our internal testing and feedback from Polish players. For completeness’s sake, we also translated all remaining lines, which are not present in the game (but are present in Translation Tool) . Now, we can say, that text translation is 100% completed and proofread. We'd like to ask to export the current .dlg from Translation Tool for release build of patch 2.6, which includes all the changes we have made lately.

    Sornfein
  • anastielanastiel Member, Translator (NDA) Posts: 241
    Windows | Yes, release the patch!
    Patch 2.6 is almost ready!

    The 2.6 Patch will also add new Text Localizations to Baldur's Gate: Siege of Dragonspear.
    Check out the list of languages below)

    Brazilian Portuguese was not quoted, is there an update regarding that language?

  • argent77argent77 Member Posts: 3,038
    edited January 30
    The creature animation for "Neothelid" doesn't appear to be listed in ANIMATE.IDS (and ANISND.IDS). This isn't crucial for gameplay but helpful for modding or working with game files in resource editors.

    Post edited by argent77 on
    Logitekshook71Aedan
  • LogiteksLogiteks Member Posts: 21
    Windows | Yes, release the patch!
    to make the addition easier
    animate.ids: 0x3001 NEOTHELID
    anisnd.ids: 0x3001 MNEO CGAMEANIMATIONTYPE_NEOTHELID

    hook71Galactygon
  • NasherNasher Member, Translator (NDA) Posts: 123
    anastiel wrote: »
    Patch 2.6 is almost ready!

    The 2.6 Patch will also add new Text Localizations to Baldur's Gate: Siege of Dragonspear.
    Check out the list of languages below)

    Brazilian Portuguese was not quoted, is there an update regarding that language?

    @anastiel Hey Anastiel, the PTBR translation was the first translation released for SoD. It's in the game already ;)

    JuliusBorisovanastiel
This discussion has been closed.