Skip to content

BGEE1; Bugs, Opinions...

Hello.

I always played original versions of the game, but now I started playing BGEE1 in LOB mode, and some things are... weird. I want to know if those are known bugs or something...

1. I have 3 archers in my group, 2 elves with bows, and 1 Human with crossbows; something weird happens with this last one... he is level 7, and when I go to the ''special skills'' I see that I have 4 uses of ''Call Shot'' per day, when it should be only 1 at this level (will be 2 uses at level 8)... The other archers only have 1 use per day. Why? I don't use console or EEkeeper, so it just happened in-game...

2. Items disappear here and there; I had to reload cos my Boots of Speed just dissapeared for no reason. Now the same happened with my Golden Pantaloons: don't have them anymore. I don't get it, because I always had space in stash and I'm 100% sure that I don't drop such things for no reason.

3. This is not a bug I guess, just an opinion; Drizzt was too easy to kill even in LOB mode. I mean... I remember this battle being way harder in the original BG1, having to use tons of monsters from wands to keep him distracted while shoting him 10000 arrows from safety. I remember each hit from Drizzt was like 20-30 dmg (Insane mode). Now it was like... 10-15 dmg, or something like this. I just had to use some hasted Spiders (he got poisoned with some critical hit, and died to poison damage), atract him to a field of 7 traps from my thief, and shot some arrows at him and it was done after some crits.

4. Another opinion: EE NPC's and their quests suck. I mean, their quests are all the same... 'I have a problem', then just go there, kill things, and it's done... Very meh... I just had them around to complete their quests and I don't even think that the items from their quests are really worth it the trouble.

At moment I'm in Baldurs Gate city, about to go to Candlekeep and things went pretty well for my group:

1. Mage/Thief male elf, 2. Dragon Disciple male elf, 3. Dragon Disciple female human, 4. Archer female elf, 5. Archer male elf, 6. Archer male human.

I don't know why but I feel that the original game was harder than the EE version. I always played on Insane difficulty and everything seemed more 'dangerous' and threatening than LOB mode in the EE version...

Have fun.

Comments

  • jmerryjmerry Member Posts: 3,881
    Wisterias wrote: »
    3. This is not a bug I guess, just an opinion; Drizzt was too easy to kill even in LOB mode.
    There's at least two things going on here - one's definitely a bug, one's definitely not.

    In the non-bug category, the EE changed how BG1 Drizzt works. In the EE, he dual-wields his actual swords with specialization in scimitars and mastery in two-weapon fighting. He has better AC and attacks more often than a PC ranger could, but he doesn't hit harder; since he doesn't have high strength, he's just doing 1d8+5 damage per hit. In BG2EE and in pre-EE BG1, Drizzt uses a unique undroppable weapon that does 1d8+5 damage per hit, adds +5 to that for grand mastery, and adds another +30 damage if the target fails a death save at +4. Much harder-hitting than the BGEE version.

    In the bug category, the LoB save bonus has problems. Before patch 2.6, it just plain didn't work. In patch 2.6, it causes creatures with especially good saves to suffer an underflow error and have their saves flip to auto-fail levels. Drizzt is one of those; his base death save is 1, which becomes -4 with LoB, which underflows and becomes 20, and he auto-fails saves against things like spider poison that he should always succeed against.

    On general difficulty ... you're playing with a full generated party, and using kits. Original BG1 didn't have any kits other than specialist mages, and it was always meant to be played with a party primarily composed of NPCs you recruit along the way. Which aren't optimized to the level a player-created character would be will be.
  • WisteriasWisterias Member Posts: 106
    edited June 2023
    jmerry wrote: »

    In the non-bug category, the EE changed how BG1 Drizzt works. In the EE, he dual-wields his actual swords with specialization in scimitars and mastery in two-weapon fighting. He has better AC and attacks more often than a PC ranger could, but he doesn't hit harder; since he doesn't have high strength, he's just doing 1d8+5 damage per hit. In BG2EE and in pre-EE BG1, Drizzt uses a unique undroppable weapon that does 1d8+5 damage per hit, adds +5 to that for grand mastery, and adds another +30 damage if the target fails a death save at +4. Much harder-hitting than the BGEE version.

    I see... But he at least should do +200% damage in Insane/LOB modes like any other enemies... Not happening. He just have extra HP and more attacks etc., I guess.
    jmerry wrote: »

    In the bug category, the LoB save bonus has problems. Before patch 2.6, it just plain didn't work. In patch 2.6, it causes creatures with especially good saves to suffer an underflow error and have their saves flip to auto-fail levels. Drizzt is one of those; his base death save is 1, which becomes -4 with LoB, which underflows and becomes 20, and he auto-fails saves against things like spider poison that he should always succeed against.

    Ok that's why he died that easy to poison from Spiders... I mean, he was dead anyway with or without those bugs and things, the ''Summons+Haste+Thief traps+Arrows'' strategy would still work, but would be not THAT easy then...
    jmerry wrote: »

    On general difficulty ... you're playing with a full generated party, and using kits. Original BG1 didn't have any kits other than specialist mages, and it was always meant to be played with a party primarily composed of NPCs you recruit along the way. Which aren't optimized to the level a player-created character would be will be.

    Yes, well I made a custom group for LOB because I don't want any encounter to last 15 minutes, I want damage to make things faster killing enemies or i would be very bored of the game... So I thought... 3 archers for raw damage, 2 Sorcerers for disable, summons and area of damage spells, and a mage/thief to give more spells while being so useful (mandatory in some areas) to disable traps and open chests. Something simple, I know.

    I know there are some NPC'S like Coran or Kivan that could be 'competitive' for LOB with bows, but I played them a lot in originals... Or Baeloth in the EE, but don't really like him. All EE NPC's seem out of place for me in this game, like artificial.
    Post edited by Wisterias on
Sign In or Register to comment.