Skip to content

Number of high number of attacks bugs are too high!

I started off v1.3 game on Ipad, and in the starter dungeon, I noticed Minsc was chunking every enemy very frequently. Checked his stats and he has 3 attacks with Sarevok's blade+2, he is lvl 7 so should have 2 attacks. (Half extra attack from specialisation, half again from being a high level fighter)

Then I checked my wild mage and he had 3 attacks with his quarterstaff+1 ?!

My theory is, Minsc used his longbow and when he ran out of arrows, the bow's extra attack got stuck with him and carried over to his melee attacks as well. My guy used darts and when he ran out of them, their base attack of 3/round got carried onto his staff. Are these bonuses really permanent? I hope they go away with a level up. I can edit my saves via shadowkeeper but am not sure if it can easily be fixed.

I knew melf's minute meteors and energy blades were bugged but, this? This is extremely unbalancing. I for the life of me can not see the reason how the game developers missed such a huge bug. And there was never a bug like this in the long history of baldurs gate games. Never.

I have been a huge fan and supporter of the company, buying bg1, bg2, and iwd:ee on both pcs and Ipad, but may I say I am extremely dissapointed with the lack of quality in this patch? And it was the next big thing, I had such high hopes. There are also minor issues like cold damage/fire damage graphics not playing (how did they manage to bug this?) but they were tolerable. This number of attacks bug is very, very serious and alters game balance and ruins the game. I kindly want it to be fixed in a 1.31 patch, and soon. We don't need a next big patch. We don't need to wait for another six months or so for new engine improvements. We need to get this bug fixed soon, and a small patch dealing with this serious issue should not be difficult to make. Especially, in every other bg version, there was never such a bug!

Thanks all in advance.

Comments

  • JLeeJLee Member Posts: 650
    100% agree.

    Turn Undead affecting paladins is pretty ridiculous as well.

    I am a huge supporter of the EEs also, but this latest patch is pretty disappointing. These issues need a fix ASAP.
  • lunarlunar Member Posts: 3,460
    JLee said:

    100% agree.

    Turn Undead affecting paladins is pretty ridiculous as well.

    I am a huge supporter of the EEs also, but this latest patch is pretty disappointing. These issues need a fix ASAP.

    Oh? That's pretty major too. But one can go by not using a paladin or not turning undead when a paladin is around. We could also avoid using minute meteors and energy blade spells. But, to avoid the bug completely, we need to avoid using missile weapons (because they have extra attacks) or keep checking ammos so we never run out of them and switch to melee/trigger this awful bug.

    I am a fan as well, and as they say, I think ees are the next best thing since sliced bread. But these glaring bugs are bad for the image.

  • elminsterelminster Member, Developer Posts: 16,315
    edited February 2015
    I can't confirm that what you say is the cause of the issue. I've tried switching darts back and forth while in and out of the inventory and it hasn't done it. Minsc for me has 3 APR when dual wielding, which works for my particular setup equipment wise. I'm testing this on my mac and PC so it could be just an Ipad issue.

    I did notice that my Beast Master has 1/2 attack more than she should, but she was the only one that seemed to suffer from the issue and Minsc was fine.
  • lunarlunar Member Posts: 3,460
    elminster said:

    I can't confirm that what you say is the cause of the issue. I've tried switching darts back and forth while in and out of the inventory and it hasn't done it. Minsc for me has 3 APR when dual wielding, which works for my particular setup equipment wise. I'm testing this on my mac and PC so it could be just an Ipad issue.

    I did notice that my Beast Master has 1/2 attack more than she should, but she was the only one that seemed to suffer from the issue and Minsc was fine.

    @elminster the trick is running out of the ammo/dart and auto-switching to a melee weapon. Have a single dart and a melee weapon equipped. Throw the dart. Your character will switch to his melee weapon now and will have base attacks of 3.

  • elminsterelminster Member, Developer Posts: 16,315
    edited February 2015
    Yep confirmed. Move this thread to the bugs part of the forum.
  • TressetTresset Member, Moderator Posts: 8,264
    edited February 2015
    lunar said:

    Are these bonuses really permanent? I hope they go away with a level up.

    They appear to go away on their own if you save and then load your game.
    elminster said:

    Yep confirmed. Move this thread to the bugs part of the forum.

    Already a known issue. I think this can stay here.
  • lunarlunar Member Posts: 3,460
    Tresset said:

    lunar said:

    Are these bonuses really permanent? I hope they go away with a level up.

    They appear to go away on their own if you save and then load your game.
    elminster said:

    Yep confirmed. Move this thread to the bugs part of the forum.

    Already a known issue. I think this can stay here.
    You are right, upon a reload it goes away. I am so glad it is not permanent.
    A powergamer may throw a single dart at the start of every game session and will benefit +2 base attacks/round, until next reload, however. :)

  • elminsterelminster Member, Developer Posts: 16,315
    Tresset said:


    Already a known issue. I think this can stay here.

    Yea might as well since its a known issue.
  • LathlaerLathlaer Member Posts: 475
    lunar said:

    Tresset said:

    lunar said:

    Are these bonuses really permanent? I hope they go away with a level up.

    They appear to go away on their own if you save and then load your game.
    elminster said:

    Yep confirmed. Move this thread to the bugs part of the forum.

    Already a known issue. I think this can stay here.
    You are right, upon a reload it goes away. I am so glad it is not permanent.
    A powergamer may throw a single dart at the start of every game session and will benefit +2 base attacks/round, until next reload, however. :)

    If someone needs those extra attacks so badly that they abuse this bug regularly why not just go to the EE Keeper and set the APR to a desired level? Less bother and inconvenience :smile:
  • JoshBGJoshBG Member Posts: 91
    This is a huge issue. Is PC version affected as well?
  • TressetTresset Member, Moderator Posts: 8,264
    @JoshBG Yes, unfortunately.
  • JoshBGJoshBG Member Posts: 91
    Ok, thanks.
  • furyswefuryswe Member Posts: 3
    I noticed this as well when i chaged back from spiderform. My FMT had 5 attacks with her scimitars.
  • lunarlunar Member Posts: 3,460
    furyswe said:

    I noticed this as well when i chaged back from spiderform. My FMT had 5 attacks with her scimitars.

    @furyswe Yeah, the more I play it, the more it seems that any spell/item that modifies base number of attacks is bugged in this patch. Do a quick save and reload for a quick fix, but really, it should not be such a chore to fix something this basic and important.
  • JoshBGJoshBG Member Posts: 91
    Well, this is kind of breaking my Sunday; I was planning to play all day ;)

    Can a dev. just upload an override fix? I was passionately waiting for months without complaining, and some solid patches have finally arrived. Or so I thought...

    I don't want to wait another month.


  • lunarlunar Member Posts: 3,460
    @JoshBG the game is perfectly playable, as long as you are careful with your number of attacks, and you can fix the bug by quick saving/loading. It is such a bummer, though.
  • JoshBGJoshBG Member Posts: 91
    edited February 2015
    Yup, the same thing with never-ending battle music(just reload... from the main menu...), or with character selection sounds "build up"(clicking a character and then ordering to move won't reset the "selection count" and this character will start to use his/her "annoyed by multiple clicking" sounds sooner or later...)

    Not sure if it affects BG2: EE, though.

    Yes, perfectly playable. I'm not sure why it's still there , but perfectly playable, whatever you mean by "perfectly" in this context.
  • TressetTresset Member, Moderator Posts: 8,264
    For those of you who are wondering about if a hotfix will be made available by the devs, I seriously doubt it. Due to the nature of this bug it would be impossible to fix without modifying the core game and thus it is not something they can fix simply by giving us a file to drop into the override folder. I am sure they would give us a hotfix if they could, but I just don't think it is possible.
  • lunarlunar Member Posts: 3,460
    edited February 2015
    @JoshBG I mean it is perfectly playable, not that it plays perfectly. Umm. It does not crash out upon entering an area or refuse to load a save game, that would be unplayable. As it is, one can start and finish the game, thus it is playable. Ehh, I think you get my point. :)
    Tresset said:

    For those of you who are wondering about if a hotfix will be made available by the devs, I seriously doubt it. Due to the nature of this bug it would be impossible to fix without modifying the core game and thus it is not something they can fix simply by giving us a file to drop into the override folder. I am sure they would give us a hotfix if they could, but I just don't think it is possible.

    That's what I thought too. There can be no quick fix. There are quick fixes for melf meteor and energy blades spells, but they are dirty:they give you bonus attacks for a limited duration, and then take away the bonus when the duration runs out. The developers, with all good intentions I am sure, somehow, have managed to break something substantial about how the very game engine handles number of attacks/bonus attacks with weapons in the latest patch.

Sign In or Register to comment.