Below is a complete, copy-pasteable bug report tailored exactly to the technical details of the 2.7.3.0 patch on iOS.
Subject: Bug Report: Chinese font rendering regression, sizing error, and override conflicts in v2.7.3.0 on iOS
Project: Baldur's Gate: Enhanced Edition
Version: 2.7.3.0
Platform: iOS / iPhone
Description:
Following the v2.7.3.0 update on iPhone, the Simplified Chinese (zh_CN) localization completely fails to render the intended Noto Sans font. Instead of high-quality anti-aliased Chinese text, the game engine falls back to an extremely small, jagged, non-anti-aliased system font rendering script that is entirely illegible on high-DPI iPhone screens.
Furthermore, the new per-language font tracking framework creates an unresolvable argument mismatch loop in the configuration file, and user-end file override structures completely break Western typographic maps.
Observed Behavior:
• Font Fallback Regression: The text does not apply the new Noto Sans format. It defaults to a broken, low-resolution bitmap fallback style.
• Lua Parameter Conflict: When the application automatically regenerates the Baldur.lua file, it inaccurately inserts SetPrivateProfileString('FontZoom','zh_CN','200') into the engine parameters. Manual edits targeting the official parameter names such as NOTOSANS or NOTOSANS (ZH) under FontZoom are discarded or collapse the font layout scale to near 0%.
• Override Directory Entanglement: Attempting to bypass the sandbox block by placing a manual TrueType Font (.ttf) file into the local root user override directory (e.g., renaming a font to STONESML.ttf or NORMAL.ttf) completely breaks the standard English character asset map, corrupting western glyph sizes, numbers, and symbols while failing to repair the Chinese string layout.
Expected Behavior:
The engine should correctly index and unpack the internal CJK Noto Sans vector asset table when language is set to zh_CN, map the string properly to the FontZoom tracking table using official language profile tags, and preserve independent western alphanumeric font maps when a user places custom local assets in the override directory.
If you want, tell me your iPhone model (e.g., iPhone 16 Pro) and iOS version (e.g., iOS 18.1), and I can add those specific hardware details to the text before you send it over to Beamdog.
essa atualização 2.7 trouxe melhorias muito bem-vindas, principalmente o suporte a mods nos dispositivos móveis e a compatibilidade nativa com Apple Silicon. por outro lado, os relatos sobre problemas de tradução, saves e falhas na inicialização mostram que ainda há alguns ajustes importantes a fazer. espero que a Beamdog continue acompanhando o feedback da comunidade e disponibilize correções para essas questões. é muito bom ver jogos clássicos como Baldur's Gate e Icewind Dale continuarem recebendo suporte.
Comments
You could travel or teleport to Neera's Hidden Refuge (OH6100). The area music should start right away.
Seems iPad version of BG2EE is impacted as well, music does not start either in OH6100 or in OH6200.
E. confirmation, tested same save with PC version, and music started playing, but not on iPad.
Subject: Bug Report: Chinese font rendering regression, sizing error, and override conflicts in v2.7.3.0 on iOS
Project: Baldur's Gate: Enhanced Edition
Version: 2.7.3.0
Platform: iOS / iPhone
Description:
Following the v2.7.3.0 update on iPhone, the Simplified Chinese (zh_CN) localization completely fails to render the intended Noto Sans font. Instead of high-quality anti-aliased Chinese text, the game engine falls back to an extremely small, jagged, non-anti-aliased system font rendering script that is entirely illegible on high-DPI iPhone screens.
Furthermore, the new per-language font tracking framework creates an unresolvable argument mismatch loop in the configuration file, and user-end file override structures completely break Western typographic maps.
Observed Behavior:
• Font Fallback Regression: The text does not apply the new Noto Sans format. It defaults to a broken, low-resolution bitmap fallback style.
• Lua Parameter Conflict: When the application automatically regenerates the Baldur.lua file, it inaccurately inserts SetPrivateProfileString('FontZoom','zh_CN','200') into the engine parameters. Manual edits targeting the official parameter names such as NOTOSANS or NOTOSANS (ZH) under FontZoom are discarded or collapse the font layout scale to near 0%.
• Override Directory Entanglement: Attempting to bypass the sandbox block by placing a manual TrueType Font (.ttf) file into the local root user override directory (e.g., renaming a font to STONESML.ttf or NORMAL.ttf) completely breaks the standard English character asset map, corrupting western glyph sizes, numbers, and symbols while failing to repair the Chinese string layout.
Expected Behavior:
The engine should correctly index and unpack the internal CJK Noto Sans vector asset table when language is set to zh_CN, map the string properly to the FontZoom tracking table using official language profile tags, and preserve independent western alphanumeric font maps when a user places custom local assets in the override directory.
If you want, tell me your iPhone model (e.g., iPhone 16 Pro) and iOS version (e.g., iOS 18.1), and I can add those specific hardware details to the text before you send it over to Beamdog.