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BG2EE fixes from BG2FP


CamDawg

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Some fixes from the most recent editions of BG2FP that need to be ported to the EEs:

  • Both copies of Aegis Fang +3 are flagged as magical but the enchantment is set to 0.
  • You automatically fail the ranger stronghold if you're in the Umar Hills when the Delon spawn timer expires
  • The Staves of Air/Earth/Fire +2 can insta-kill their respective elementals, however, the sound that accompanies this plays for all targets or forces a save message. These need to be gated with 318s.
  • In ToB, one of the blocks to spawn reinforcements at the siege camp is checking the wrong variable.
  • The bandit ambush that occurs during Jaheira's romance will still fire if you've ended the romance before the timer expires
  • Some buffs can persist through the dispel from the Protection From Magic scroll
  • The warnings about berserk/enrage (the character will take damage when berserk ends) should not play when it's used by non-party members
  • The header of Know Alignment says the spell has no saving throw, but the body of the description says it does
  • The Boots of Lightning Speed promise speed of a double haste spell (400%) but set a fixed movement rate instead of a percentage-based increase
  • The temple ruins are referred to as west, north, and east of the Umar Hills, depending on the string. BG2FP standardizes the ruins as west of the Umar Hills.
  • Basilisk gaze attacks force a save vs. spell, not petrification

 

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These are in, awaiting a pull into the main project. One issue I missed in the first pass: the Shield spell should not stack.

4 hours ago, CamDawg said:

The header of Know Alignment says the spell has no saving throw, but the body of the description says it does

The description is actually fine for both the arcane and divine versions of the spell, but the saves on the spell itself were wrong. The arcane version didn't have a save at all, and the divine version had an undocumented -2 penalty. Bother have been adjusted to a straight save vs. spell.

4 hours ago, CamDawg said:

The warnings about berserk/enrage (the character will take damage when berserk ends) should not play when it's used by non-party members

While fixing these, I also took the opportunity here to fix an issue brought up ages by, if memory serves, by @skellytz. Since Minsc's berserk is a zero-speed cast, the casting sound--which is a line from Minsc--is no longer played. His berserk will now have his line back: "Despair not! I will inspire you by charging blindly on!"

4 hours ago, CamDawg said:

The Staves of Air/Earth/Fire +2 can insta-kill their respective elementals, however, the sound that accompanies this plays for all targets or forces a save message. These need to be gated with 318s.

I've also added an 'elemental destroyed' message, since the existing feedback is a bit lacking.

The enrage string issue is also fixed in IWD and BG. Shield spell and Know Alignment fixes are also applied to BG (they're fine in IWD).

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@Salk just reported this for BG2FP, reporting here:

11 hours ago, Salk said:

Hello again!

If I am not mistaken, there is a problem with the Soulafein dialogue (UDSOLA01) once the Player confront him with the mission of killing him (there is another, minor narrative issue but it is not as egregious).

One dialogue option given to the Player is to spare his life and just ask for the cloak as proof of the task been done. He accepts and then leaves. Another option is instead to offer Soulafein to join and leave together. Soulafein is thankful for the mercy and the offer but he refuses and leaves. At the end of this dialogue branch, the Player receives his cloak without ever requesting it.

With my proposal for a fix:

4 hours ago, CamDawg said:

If you ask Solaufein to join, you get one of two lines, and then the same tree:

  • Join with you?  Leave?  To where, Ched Nasad?  No... I can see that you do not mean that place.  In fact... in fact, you are not from that place, are you?
  • You are not drow.  I should have suspected it sooner, perhaps...  Who are you, then?  Why are you masqueraded as such?
    OR
    You are not drow.  I should have known sooner, I think...  Who are you, then?  Why have you masqueraded yourself as drow?
    1. You have pierced my disguise?  Then I cannot let you live, drow.  It is too dangerous for me.
    2. My name is <CHARNAME>, and I'm a surface <PRO_RACE>.  But I cannot tell you why I am here.
    3. My name is <CHARNAME>, and I'm a surface <PRO_RACE>.  I have been sent here to retrieve the stolen eggs of the silver dragon.
    4. I am sorry, Solaufein, but I cannot tell you anything of myself.

#1 leads to combat. #3 starts the next sequence from Solaufein at the top, and #2 skips the first two lines and starts the following sequence at "A... surface <PRO_RACE>?":

  • I know a little of this.  The Matron Mothers claim the great silver dragon guarding the entrances to the surface elves' temple would no longer be a hindrance.
  • In fact, it was Mother Ardulace that made that announcement.  I believe she would hold the eggs you seek... but I do not know where such things would be kept.
  • A... surface <PRO_RACE>?  It explains much, including the mercy you show me now.  No drow would do such, I suspect, and I shall not betray you, <CHARNAME>.
  • I cannot return to Ust Natha without endangering you... and myself.  Since you are from the surface, I will tell you something I would tell no other...
  • The Spider Queen holds no sway over my heart.  I worship Lady Silverhair, Eilistraee, and like her I believe that my people have strayed from the path.
    • I need your piwawfi cloak to prove to Phaere that you are dead... but what will you do?
  • I will remain in the shadows, and seek out others like me.  There must be more... I am sure of it.  Perhaps my people can yet be saved from themselves.
  • Thank you, <CHARNAME>... for your mercy.  Perhaps one day I will stand on the surface and see the moon of my Eilistraee... Until then, farewell.

I suggest adding the player reply in bold; this is a recycled reply from earlier in the dialogue. This doesn't break the sequence of Solaufein's outro, explains the cloak at the end, and Solaufein's response to it is natural.

From the original tree, if you select reply #4 the outro sequence is this instead:

  • I see.  You have done me a turn, however, which no other drow would do... I shall not betray you.  I cannot be seen in the city without endangering us both.
  • Nor do I wish a war between my House and the Despana.  My people have... strayed... I think.  Perhaps I can find others who feel as I do.
    • I need your piwawfi cloak to prove to Phaere that you are dead... but what will you do?
  • I will help you in the future, if I can, surfacer.  Until that day, I offer you my thanks.  Until fortune causes us to cross paths once again, farewell.

Again, I think we can insert the bolded player reply to wrap this up without a loss of fidelity.

In addition to the above there's also a journal issue. When the dialogue starts, if you choose the ambivalent option at the first reply ("I have no choice") and then decide to kill him anyway, you don't get the usual journal changes you do under other branches (compare state 121, reply 1 vs. 118/0 or 127/0).

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On 4/14/2022 at 10:17 PM, CamDawg said:

The header of Know Alignment says the spell has no saving throw, but the body of the description says it does

The description is actually fine for both the arcane and divine versions of the spell, but the saves on the spell itself were wrong. The arcane version didn't have a save at all, and the divine version had an undocumented -2 penalty. Bother have been adjusted to a straight save vs. spell.

Really interesting case here. While in SoD  ( and original BG1) both spells have identical descriptions priest version undocumented -2 penalty is in fact documented on pure original SoA:ToB :

Quote

Know Alignment (Divination) 
Level: 2
Sphere: Divination 
Range: 10 yards 
Duration: Instant
Casting time: 1 round 
Area of Effect: 1 creature 
Saving Throw: Neg. 

A know alignment spell enables the priest to exactly read the aura of a creature. The caster must remain stationary and concentrate on the subject for a full round. If the creature rolls a successful saving throw vs. spell at -2, the caster learns nothing about that particular creature from the casting. Certain magical devices negate the power of the know alignment spell. 

while wizard arcane header gives correct info

Quote

Know Alignment (Divination) 
Level: 2
Range: 10 yards 
Duration: instant
Casting Time: 1 round 
Area of Effect: 1 creature 
Saving Throw: None

A know alignment spell enables the mage to exactly read the aura of a creature.  If the creature rolls a successful saving throw vs. spell, the caster learns nothing about that particular creature from the casting.  When a character is hit by this spell, he will glow red if he's evil, green if he's good, and white if he's neutral.
 

 

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