Road to 2.6 | Is the Baldur's Gate II 2.6.2.0 Patch Ready to Release?
JuliusBorisov
Member, Administrator, Moderator, Developer Posts: 22,754
Patch 2.6 is almost ready!
A new Steam Beta for Baldur's Gate II: Enhanced Edition 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:
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 (New Beta Available!)
- Baldur's Gate II: Enhanced Edition
- 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:
13/25 Windows Players
5/5 Linux Players (Done!)
5/5 macOS (Done!)
A new Steam Beta for Baldur's Gate II: Enhanced Edition 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 BGII:EE
- 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
French Text Localization
The 2.6 Patch will add new French Text Localization to Baldur's Gate II: Enhanced Edition
- This is NOT the last update for BGII:EE
- 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 II: 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
French Text Localization
The 2.6 Patch will add new French Text Localization to Baldur's Gate II: Enhanced Edition
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 (New Beta Available!)
- Baldur's Gate II: Enhanced Edition
- 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:
13/25 Windows Players
5/5 Linux Players (Done!)
5/5 macOS (Done!)
- Road to 2.6 | Is the Baldur's Gate II 2.6.2.0 Patch Ready to Release?32 votes
- Windows | Yes, release the patch!50.00%
- macOS | Yes, release the patch!15.63%
- Linux | Yes, release the patch!18.75%
- No, it's not ready! (Please explain)15.63%
Post edited by JuliusBorisov on
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Comments
Can you please zip and attach your save?
After viewing the offending file in Near Infinity, (GUIPRB.MOS), it looks like the blue lines somehow got in the file itself, and aren't a rendering bug(?). Here's a comparison between the v2.5.16.6 and v2.6.2.0 files, exported to PNG using NI:
v2.6.2.0:
BG1+(disabling SoD dlc): Yes.
v2.6.2.0:
BG1+SoD: Yes, (very subtle on this one, it's a single-pixel strip nearly a third down the page).
v2.6.2.0:
BG2: Yes.
v2.6.2.0:
IWD: Yes.
v2.6.2.0:
So, for a level 16 sorcerer casting from a fully rested state, you should have:
- Clone is level 10. 6/6/6/5/3 spell slots of levels 1-5.
- Clone has the spells known of a 16th level sorcerer. 5/5/4/4/4 spells known of levels 1-5, instead of a level 10 sorcerer's 5/4/3/2/1. The clone also knows some spells of levels 6-8, but doesn't have slots available to cast them so they don't show up in the spellcasting menu.
- In the spellcasting menu, each spell shows up with the total number of slots of that level available, just like a non-clone sorcerer.
There's only a bug if you're seeing something else.
As far as the french translation is concerned...
@JuliusBorisov is there anything that can be done to fix it?
The huge change of tone and switch to formal register between BG1EE and SoD / BG2EE is not a small detail! You transition game and it’s like suddenly you’re not talking to the same NPCs.
Since it would require a rewrite, I have little hope but it’s worth asking!
Can we at least get the most glaring typos fixed? There’s like 2 big ones, right in the middle of the character sheet...
This is a bit unclear as I don't speak French. Please elaborate on the problem more, possibly with screenshots.
https://forums.beamdog.com/discussion/comment/1156209/#Comment_1156209
English doesn't have formal and informal uses of "you" anymore, so perhaps it's a bit unclear what's going on for you...
Most languages have two versions of "you", a formal and an informal one. Where and when to use the formal one or the informal one depends on the language, region, age group and social environment, but it is generally used rather consistently.
For example, people could be using the informal version to address family members and close friends, while using the formal version to address strangers, such as asking a clerk for directions.
If those close friends would suddenly start using the formal version (which as far as I understand Mera happens when you move from BG1 to BG2), it makes them act like you're a complete stranger to them, which can feel very alienating.
It probably wouldn't be nearly as much of an issue if both games were standalone, unrelated to each other, but considering the games are linked, that can be very jarring to suddenly deal with it. It'll be like they're completely different characters.
The only French I know is "Je ne parlez pas francois.", and I probably butchered that as well, so @Mera will have to provide you with those.
Sure I'll try my best. I no longer have the original game and it's getting harder finding footage on Youtube so this is a simple example and most likely not the most relevant.
Anyway, see the last sentence in Imoen's dialog? First screenshot is original BG2 and pretty much reads like the english version (ie "are you going to get moving or do I leave without you")
The second one though is a lot more formal. Something like:
"Are you coming with me or shall I leave you here?"
(Did my best, never really used formal english professionally or otherwise )
Sure, in essence, it's saying the same thing. But it's totally out of character and completely inconsistent with BG1EE, which has kept original BG1 tone.
I was talking about typos, here are two, right in the middle of your character's sheet:
Two = deux in french, one is ok, the other missing the "d"
The other pretty self-explanatory even if you don't speak a word (all caps)
As I said, I would be very surprised if the formality was fixed because it would affect half the cast of NPCs (some of them were formal, some of them were not, now, everyone is) but hey, it's sure not happening if we don't ask
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.
Also, In addition to fuzzy background you can notice a "moving" part of fireplace during pause and unpause action when Nearest Neighbor Scaling is active.
Repro:
1. Turn on Neigbor Scaling method.
2. Pause the game
3. the background become looks blurry as if neighbor scaling is turn off.
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).
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...
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`).
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 Club of Detonation – BLUN26.ITM:
Please check your Antivirus/Firewall. This happens because something is preventing the game from creating/updating files in Documents - Baldur's Gate II Enhanced Edition (Icewind Dale: Enhanced Edition) folder.
Anyway I'm 100% agreed with @Mera, 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
I'm also concerned about an another thing related to the French translation, and it ties about the formal/informal problem, too. The changes made to dialogues between classic BG2 and BG2:EE in general. @Mera also pointed out an example in his/her screenshot of Imoen banter "Je l'entendais." -> "Je pouvais l'entendre."
Those could be annoying for modders/translators, especially to maintain compatibility between various versions of the game.
The French community have provided a BG2 (complete SoA + ToB + a bit of BG2:EE new content) French translation mod for BG2:EE (made of classic BG2 french localization) : https://github.com/Isaya/bg2eetrans/releases
The French community also have provided a proofreaded version of classic BG2 french localization https://www.baldursgateworld.fr/lacouronne/la-zone-de-telechargement/24082-mods-crees-patch-patch-correctif-des-textes-pour-baldur-s-gate-2-et-tob-en-vf.html
It depends. If Beamdog has the statistic about the games customer base, and knows how much french user bought the game and its more than a profitable amount, than yes, translate it. If Beamdog do not know, or do not have the information, just waste of money.
Instead of just the new texts added by EE.
And they did it poorly.
Of course the original translation wasn't perfect, but the new one is far from it either.
The French community has already fixed the old translation, proofread the new version will take years, again.
https://www.baldursgateworld.fr/lacouronne/la-zone-de-telechargement/24082-mods-crees-patch-patch-correctif-des-textes-pour-baldur-s-gate-2-et-tob-en-vf.html
As far as I understand, the issue was legal, Beamdog cannot use the original translation. They had to rewrite everything. Laws...
What I don't get is why the company behind the new translation didn't use/inspire from the work/tone already done, by the original translation and the French community driven project.
I'm pretty sure Beamdog was in close contact with @Isaya, the head of the project. The translation mod is even called "Semi-official Partial Translation".
We have finished proofreading of original (vanilla) BG2 content, fixing countless punctuation errors, grammar errors. 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 since the release of patch 2.5.
The screen is now messed up, see screenshot. The process does not respond to any key stroke. I had to quit the Baldursgate-macos process via context menu.
Please have a look at this internal thread for more details.
On the other hand, SPCL232D.spl (the once-per-round spell) should be named "True Sight" rather than "True Seeing" since SPCL232.spl is named "True Sight". SPCL232.spl should have the correct description. It was likely given the priest description of "True Seeing" because the spell sphere is stated there and gives it a priestly flavor. Nonetheless, "True Sight" is more correct. Thanks for the catch.