I'm pretty sure this is it.
Hopefully, Beamdog finishes strong by wrapping everything up to release 2.6 next week.
Nice try, ahah.
We all understand the need for more testing to keep improving, but isn't it time to release the patch? It was said it wouldn't be the last so no one will blame Beamdog if there are still problems here and there.
An overwhelming majority says it's ready and it's been so long already... please?
Unless I'm missing something, in the current v2.6 beta build "CLABMA01.2da" is missing. Ditto for all the other "CLABMA0[1-9]" tables (those related to specialist mages).
"KITLIST.2DA" still lists them as the specialist mages CLAB tables, so I'm not sure what's going on here... Bug or something has changed...?
Those tables have been missing from the IE games since the beginning of time. Specialist mages do not gain any abilities nor are softcoded bonuses via .spl applied on level up, so this issue is harmless. We can add those tables in 2.7 but they would be empty anyway.
Those tables have been missing from the IE games since the beginning of time. Specialist mages do not gain any abilities nor are softcoded bonuses via .spl applied on level up, so this issue is harmless. We can add those tables in 2.7 but they would be empty anyway.
Right, I didn't know it, I got the same answer here...
The only things I'm not perfectly satisfied with appear to be design choices rather than bugs per se, and since the former are unlikely to change I'm inclined to vote yes.
Mad Arcand - please zip and attach your save before the first interaction with him.
Thanks @JuliusBorisov for the reply. Unfortunately I didn't do any hard save before talking to Mad Arcand, and am now far beyond that point in my game. I'm sorry I can't provide any further information to help you solve that bug.
I am finding in some SOD area transitions, right at entry some unseen enemies are noted as dead and XP is awarded. For example, immediately upon my first entry to the Repository of Undeath I see:
Just finished a playthrough on the 2.6.5.0 beta branch and noticed no issues compared to my 2.5 playthrough, even with using mods designed for the older update.
We shouln't be so pushy about the patch release. After all there is so much amazing content in it that late Summer or even Christmas release sounds quite reasonable. And of course due to all the trouble going on with Covid, the release coming out next year would be perfectly underestandable too.
Patience, it will be done when its done. It hasn't been that long since the previous release anyway.
It certainly won't take as long, not until late Summer, that's our hope for sure. It's just that there are so many different things we have to do - to release a live build on 3 stores. Even creating the final patch notes takes days.
Wouldn't it be interesting to tell us on a regular basis the advancement with a percentage? We understand that it's difficult to pinpoint the remaining time before release but I guess I'm not the only one who's confused about the current state of things.
For a moment I thought the testing phase was done, so I figured it would take days to wrap up everything and I've seen others suggest the same. Then more testing became necessary and suddenly we're talking about this summer? So months?
It's entirely possible that I misunderstood a few things here and there, which is why it might be pedagogical for people like me to just see a %. By no means is it a way to hint that those in charge are slackers or to push it. I've said a few times the team behind it is great, and I'll keep saying it. The mere fact that it exists is an unexpected good surprise. I'm simply fishing for information ever since I (mis?)understood it was close to being ready.
I've seen a few people stating they're waiting for the patch to start a new game. So there's a lot of excitement in the air and this probably explains the increasing number of inquiries. Covid and the approaching summer also mean a few of us will have some extra time they wish they could use on this new patch.
It certainly won't take as long, not until late Summer, that's our hope for sure. It's just that there are so many different things we have to do - to release a live build on 3 stores. Even creating the final patch notes takes days.
As a network/system administrator in a software company with app on every platform, I am also really curious why it will take months for something that from experience and knowledge should take days/few weeks at most (if I include the mobile versions too, btw)? Not to sound like an asshole, I am really curious why we are talking about summer release here and I also was one of those who expected the new version to release in few weeks on all platforms.
[Siege of Dragonspear] There is a small typo in "BD0130.BCS", which prevents Shar-Teel's farewell text from being displayed.
You put "shar-teel" in place of "sharteel"...
Well, it could also be that the intended form is "shar-teel"... If this is the case, then the relevant CRE files (offset 0x280) should be changed accordingly...
That was intended, but I do not recall exactly why. I believe starting SoD directly from BGEE then it would only recognize one of the script names. And similarly, if you started SoD from your final save then it would recognize the other script name. But honestly, I do not really remember why. As you can see in the script the same block exists for both script names. I know there is another script somewhere that does a similar thing with Shar-Teel.
The other is bd0120.bcs, so both of the starting areas, bd0103.bcs (ducal palace), bdintro.bcs, and bdsarc03.bs.
For some reason the starting area scripts incorrectly uses her given name (CRE @ 0x8) as her scriptname when you use the "Import Game" option in SoD. Doesn't really matter what given name a creature has (within the character limit), that is what it will use as the scriptname. It corrects itself after the first save&reload.
I've completed BG1(again) some time ago and been delaying the SoD run since, thinking the official release of the patch is just around the corner.
That was in November haha
Man the time flies Not complaining though, I managed to squeeze in an entire run of Pillars 2 with DLCs (and spent a lot of time in multiplayer games) in the meantime :P
Just hope it's not too late to report a minor bug I've encountered: if you try to use the Dispel Magic innate ability from Yeslick on one/multiple of your character(s), the Protection From Evil animation will trigger and will be triggered again on almost every action: swapping weapon, quicksaving etc...
I've found it to happen on both Linux (Fedora 33) and Windows versions with my save file.
After checking the save file with EE Keeper, I found this effect applied on every character affected:
When removed, the bug is solved. I've tried a few times and each use of Yeslick's Dispel Magic adds that effect (hence, using it two times makes it appear two times like on my screenshot).
Comments
Nice try, ahah.
We all understand the need for more testing to keep improving, but isn't it time to release the patch? It was said it wouldn't be the last so no one will blame Beamdog if there are still problems here and there.
An overwhelming majority says it's ready and it's been so long already... please?
Screenshots - check out https://forums.beamdog.com/discussion/comment/1043766/#Comment_1043766 and the whole thread there
Mad Arcand - please zip and attach your save before the first interaction with him.
"KITLIST.2DA" still lists them as the specialist mages CLAB tables, so I'm not sure what's going on here... Bug or something has changed...?
Right, I didn't know it, I got the same answer here...
How much more testing is required to release?
Patience, it will be done when its done. It hasn't been that long since the previous release anyway.
For a moment I thought the testing phase was done, so I figured it would take days to wrap up everything and I've seen others suggest the same. Then more testing became necessary and suddenly we're talking about this summer? So months?
It's entirely possible that I misunderstood a few things here and there, which is why it might be pedagogical for people like me to just see a %. By no means is it a way to hint that those in charge are slackers or to push it. I've said a few times the team behind it is great, and I'll keep saying it. The mere fact that it exists is an unexpected good surprise. I'm simply fishing for information ever since I (mis?)understood it was close to being ready.
I've seen a few people stating they're waiting for the patch to start a new game. So there's a lot of excitement in the air and this probably explains the increasing number of inquiries. Covid and the approaching summer also mean a few of us will have some extra time they wish they could use on this new patch.
You put "shar-teel" in place of "sharteel"...
Well, it could also be that the intended form is "shar-teel"... If this is the case, then the relevant CRE files (offset 0x280) should be changed accordingly...
For some reason the starting area scripts incorrectly uses her given name (CRE @ 0x8) as her scriptname when you use the "Import Game" option in SoD. Doesn't really matter what given name a creature has (within the character limit), that is what it will use as the scriptname. It corrects itself after the first save&reload.
That was in November haha
Man the time flies Not complaining though, I managed to squeeze in an entire run of Pillars 2 with DLCs (and spent a lot of time in multiplayer games) in the meantime :P
I've found it to happen on both Linux (Fedora 33) and Windows versions with my save file.
After checking the save file with EE Keeper, I found this effect applied on every character affected:
When removed, the bug is solved. I've tried a few times and each use of Yeslick's Dispel Magic adds that effect (hence, using it two times makes it appear two times like on my screenshot).
Only bug encountered so far thus!