Skip to content

Is the Steam 2.6.5.0 Patch Ready to Release for Baldur's Gate I/II & Icewind Dale Enhanced Editions?

2»

Comments

  • VicissitudeVicissitude Member Posts: 47
    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?
    AaemforeverTheChaosKingATigersClawrami
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,714
    @Darigaaz87 The icon issue affects many more icons, this is a problem since 2.0. It's in the long list of things to fix in the future.

    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.
  • _Luke__Luke_ Member, Mobile Tester Posts: 1,535
    edited March 2021
    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...?
    Post edited by _Luke_ on
  • GalactygonGalactygon Member, Developer Posts: 412
    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.
    Timbo0o0o0ATigersClawJuliusBorisovProont
  • _Luke__Luke_ Member, Mobile Tester Posts: 1,535
    Galactygon wrote: »
    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...
  • valamyrvalamyr Member Posts: 130
    edited March 2021
    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.
    Post edited by valamyr on
  • Darigaaz87Darigaaz87 Member Posts: 135
    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.
    JuliusBorisov
  • kaoskaos Member Posts: 3
    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:
    lph60iwyaoic.png


  • fatcatonmarsfatcatonmars Member Posts: 1
    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.
    AaemforeverJuliusBorisovVicissitude
  • VicissitudeVicissitude Member Posts: 47
    Many thanks for those who take the time to test the beta.

    How much more testing is required to release?
    ATigersClaw
  • ATigersClawATigersClaw Member, Translator (NDA) Posts: 161
    Yes, it has been quite some time since the last announcement.
    Vicissitude
  • MothorMothor Member Posts: 244
    edited March 2021
    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.
  • cha0z_cha0z_ Member Posts: 27
    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. :wink:
    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.
    GlaciaruzATigersClawAedan
  • _Luke__Luke_ Member, Mobile Tester Posts: 1,535
    [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...
    JuliusBorisovStummvonBordwehr
  • BalquoBalquo Member, Developer Posts: 2,746
    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.
  • kjeronkjeron Member Posts: 2,367
    edited April 2021
    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.
    StummvonBordwehr
  • VerthissVerthiss Member Posts: 22
    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 :D
    Man the time flies :p 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
    MiraStastny
  • KerhankKerhank Member Posts: 2
    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:

    1yg5dshsqi9u.png


    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!
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,714
    @Kerhank Can you please zip and attach 2 saves: before using that ability by Yeslick and after that?
    anastiel
  • KerhankKerhank Member Posts: 2
    Of course, here they are!
    JuliusBorisov
Sign In or Register to comment.