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[BG2EE] Some issues noted and thoughts so far


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Posted (edited)
On 4/14/2024 at 11:57 PM, DavidW said:

Dolorous decay looks okay on my screen; where's the extra line break? (The other empty line issues are fixed; see above.)

Either it was fixed already since Beta 3, or I sleep-deprivedly conjured it myself. Looks fine in Beta 8 as far as I can tell.

On 4/15/2024 at 12:20 AM, DavidW said:

Can't reproduce, it works fine on my install.

It works on my kitless Bard at level 19 in ToB (I leveled up with what ToB gives you). Lingering melody works fine up to that level. Then I leveled it up directly to max level 40. That and selecting the Epic of Charname in the feats are the only things that changed. Lingering melody stops working right then for some reason.

On 4/15/2024 at 12:20 AM, DavidW said:

Can't reproduce, though probably that just means it was fixed en passant by some of the proficiency-description fixes

I still see it in Beta 8. In the list of advantages, it states first "May achieve GM with these weapon classes: Crossbow, Longbow, Shortbow". The third "advantage" is "May achieve GM in longbows, shortbows and crossbows." Paraphrasing.

Also, in case you want to take a look at it before releasing Beta 9, the hotfixes for Beta 8 had a weird side effect where pressing the character record button also makes your character say one of their selection lines, weirdly enough. (Although on second thought, it may be completely unrelated to the hotfixes -- the hotfixes just allowed me to start testing) [Fixed]

Edited by RoyalProtector
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It's Talents of Faerun causing that!? Its not just your character that plays their selection sound, it's every character in the party and they all speak it simultaneously. That's crazy, I only have the feats and HLAs installed

Edited by JediMindTrix
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Posted (edited)

Here we go again:

  •  Silent Avenger description has a leading whitespace
  •  Silent Avenger advantages section in the description have empty lines in between
  • Holy Justice of Tyr description does not follow the convention of the rest of cleric kits. Uppercased kit name followed by empty lines and then description.  Normally it's kit name, colon, and then description. Favored Soul of Tyr description is fine.
  • The description of mage specializations where the extra spell of their school that they can memorize has a trailing double line break. Happens in militant wizards and force mage. Probably not intended? I guess it could be like that to increase readability...
  • Fury of Talos and Shaman of Tempus descriptions have a leading whitespace
  • Favored Soul description still has too many empty lines after the first paragraph.
  • When going to to a submenu within the multiclass submenu (for example, types of Barbarian/Cleric), returning from it goes back to the initial class menu, instead of the previous one. Technical limitation? Doesn't happen in some cases, for example, going into cleric/mage, and then cleric/elementalists doesn't create this problem. You can go back to the cleric/mage submenu.
  • Speaking of which, going into the cleric/elementalist submenu and going back without selecting any option, makes the Favored Soul description appear for some reason
  • Selecting a type of specialist wizard, say the third option, inside the cleric/specialist mage submenu, but going back, makes the menu select the third option as well. Harmless but I thought I should mention it. Happens with cleric/elementalist too
  • Should the submenu of cleric/mage have Cleric/Force Mage option instead of just Force Mage? It's always like that when Force Mage is available. Also happens with Wild Mage
  • There's an issue in the Barbarian/Thief description: "class_weapon_use_strings_dw_barbarian_thief"
  • Hunter of Selune,  Silent sword, and Nightstalker of Malar start description with a whitespace
  • Night Wolf advantages have a trailing double hyphen, like Raging Shifter
  • Mage/Thief still has that text issue "Thief{K=0,C=4}]

 

Edited by RoyalProtector
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Posted (edited)
On 4/5/2024 at 6:30 AM, DavidW said:

I don't think the HLA display ever showed feats; certainly I don't know how to make it do so.

This is what I was referring to:

mfhoIcD.png

This effect is not visible in BG2EE. [Fixed]

Edited by RoyalProtector
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OK, addressing the issues from January 12 (bugs only, mostly I'm leaving the suggestions for later):

  1. Inner Time feat does not give Monks the expected 4 bonus to damage - can't reproduce
  2. Finger of Destruction description seems to suggest strongly that it is for truly evil monks, but it is offered to neutral ones. Might be intended but I'm bringing it to your attention just in case... - fixed in beta 11, now available only to evil monks.
  3. I'm not complaining... but the Soul of Ice feat that improves Frozen Fist and activates it permanently actually makes it deal 5 Cold damage and not 4 as advertised. - corrected the documentation.
  4. I want to also note that creating a Favored Soul in ToB forces you to choose all the spells appropriate for your level in ToB, while creating a Shaman only requires you to pick the ones from level 1. I thought the disparity was strange. - I'm not sure what this means, can you elaborate?
  5. Elemental Immunity Feats descriptions state that they are all mutually exclusive, however you can pick more than one if you wish. - fixed in beta 11, though there is an edge case if you gain multiple levels at once that I can't easily block.
  6. Favored of the Spirits states that picking Spirit Form first is needed, but this is not the case, it's available outright - fixed in beta 11.
  7. [already fixed]
  8. Paladin's version of Protection From Evil lacks the usual spell animation centered on your character that it usually had. - fixed in beta 11.
  9. Inquisitor's description in the Record Screen (after the character is created, not present in chargen) has an empty line before the last disadvantage. - can't reproduce, may have been fixed en passant.
  10. Inquisitors should not get empowered casting feats, as they cannot cast priest spells. - fixed in beta 11.
  11. True Sight by inquisitors have a casting speed of 1 (and no casting divination lights), but the description states the casting speed is 8. Additionally, the spell states twice that it protects against blindness. - the casting time thing is an original-game issue. The duplicate blindness is fixed in beta 11.
  12. Undead Hunter description states that Smite Evil causes double damage to undead, but actually it adds a second tick of damage (tested at max level) of around 11-22 damage. The normal damage of smite evil at this level is around 40-66, so it can't really be considered double. (Although it may be overpowered to change it, in which case, the description should be clearer) - fixed in beta 11.
  13. This is probably a nitpick, but the last line of Smite Undead lists types of creature it doesn't apply to, but wouldn't it be more natural to just say something like, "it only affects undead creatures" or "non undead creatures are unaffected". I'm not an expert in Forgotten Realms lore, so maybe I'm wrong. - fixed in beta 11.
  14. Smite Undead correctly has no effect on non-undead, although it does force them to make saves against the effects. It probably should be better that non undead are bypasses and a message such as "Unaffected by Smite Undead" be displayed, as that is usually the convention in my experience. - fixed in beta 11.
  15. Smite Undead disruption effect seems to be stopped by Magic Resistance, consequently it's very difficult to make it work for things like Skeleton Warriors. Should probably bypass it, undead have often lots of magic resistance. - agreed, changed as of beta 11.
  16. Smite Undead damage effect takes about 1 or 2 second to trigger after making the save. Not necessarily an issue, I imagine, but mentioning it anyway for reference. - inherited from Refinements, but I agree it's odd - changed as of beta 11.
  17. After casting Smite Undead on an immune NPC (in this case tested on a dwarf), the light effect from the spell is seen on that NPC every time the game is loaded and every time this NPC is hit in combat. - fixed in beta 11.
  18. Bloodrager description says the more British "specialisation", but the rest of the game doesn't seem to use this, so it probably should be "specialization". Sorry, nitpick. - that's what happens when you get UK/US dual citizens writing your mods! Fixed in beta 11.
  19. Bloodrager description has an empty line between the first and second disadvantage. - can't reproduce, probably fixed in an earlier update.
  20. Bloodrager has a line about being able to achieve mastery in any melee weapon, and also one for being able to become specialized. In my mod config, the latter should probably be removed (weapon proficiency overhaul). - fixed in beta 11.
  21. Death Field feat is an innate ability and not a normal spell as you would expect. Additionally, it has no icon. - fixed in beta 11.
  22. Dark Pact does not double the HP of undead allies. Works otherwise. - fixed in beta 11.
  23. Adamantite Body, Create Flesh Golem, Create Greater Boneguard, Aegis, Death Field, Dark Pact, Malavon's Fury and Rune of Immunity descriptions don't follow the tradition of leaving the magic school under the name, and leaving an empty line after it. - fixed in beta 11.
  24. Adamantite Body description has an unnecessary line break after "the use of" and before "weapons" - agreed, changed in beta 11.
  25. The magic damage resulting from a successful save against Create Flesh Golem takes 1 or 2 seconds to kick in - intentional cosmetic choice by the developers of Refinements, that for now I'm inclined to leave.
  26. The golem created by Create Flesh Golem is hostile(!) to the party - fixed in beta 11.
  27. Adamantite Body claims that you wield your fists as if you were grandmaster, however that is not the case (no bonuses of any kind) - fixed in beta 11.
  28. Malavon's Fury says that it makes you shoot out acid darts all around you, but I can't see any darts. The spell makes the Wail of the Banshee sound, and then enemies a second or two later are damaged by acid damage (without visual effect, oddly enough). - fixed in beta 11, actually a whole bunch of animations had gone missing.
  29. [already fixed]
  30. Petrifying Gaze by Shapechange: Basilisk is not usable once per round, but only once - fixed in beta 11.
  31. The description of Shapechange: Iron Golem does not mention the poison cloud - cannot reproduce, where is it missing?
  32. Shapeshift: Mindflayer crashes the game(!) - fixed in beta 11 (nasty interaction between two spelltweak components).
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Posted (edited)
4 hours ago, DavidW said:

Inner Time feat does not give Monks the expected 4 bonus to damage - can't reproduce

I think I probably got confused because op 285 doesn't show in the character details UI or inventory. Looks like it works.

4 hours ago, DavidW said:

I want to also note that creating a Favored Soul in ToB forces you to choose all the spells appropriate for your level in ToB, while creating a Shaman only requires you to pick the ones from level 1. I thought the disparity was strange. - I'm not sure what this means, can you elaborate?

I think I got a little confused, and I sleep-deprivedly conjured a problem again, mages can select spells up to the base ToB level, which includes up to level 4 spells, while shamans and sorcerers only select level 1 spells, but I think I understand why, because they learn spells differently? Anyway I also need to emphasize that while I was re-testing this, pure sorcerers (with bloodlines installed) cannot select proficiencies -- i.e. they are unselectable and thus you can't finish the creation process. I thought this was fixed in a previous update, but maybe it re-broke.

4 hours ago, DavidW said:

Inquisitor's description in the Record Screen (after the character is created, not present in chargen) has an empty line before the last disadvantage. - can't reproduce, may have been fixed en passant.

It's present in my game, but to be fair, I am checking in Beta 9. I'll update this if I get around to reinstalling with Beta 10. There's an empty line between "May not use Lay On Hands ability" and "May not cast priest spells".

4 hours ago, DavidW said:

Bloodrager description has an empty line between the first and second disadvantage. - can't reproduce, probably fixed in an earlier update.

Yes, it's not present anymore.

4 hours ago, DavidW said:

The description of Shapechange: Iron Golem does not mention the poison cloud - cannot reproduce, where is it missing?

In the description of the innate ability that is added on casting Shapechange. But again, Beta 9.

 

I'll cross out things that are already fixed in posterior reports (which I forgot). No need to give you more work than necessary. Cheers.

Edited by RoyalProtector
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Posted (edited)

A few issues that I spotted while re-testing some stuff. All I have time for at the moment:

  • Minsc immediately complains about low health several times when force-recruiting him in SoA. Not a problem per se if you play legitimately... thought I should mention it regardless. [Fixed in Beta 11 -- possibly]
  • I was checking something with an Assassin on ToB, and after leveling her up with the XP I was granted, the Favored Enemy screen appeared, stuck in the screen, but without interfering with the rest of the game or UI (I think). Pretty weird, not sure how to replicate, but possibly happened because I was leveling up a ranger before. [Workaround implemented]
  • - The Character Record screen sometimes hides the sidebars and the bottom bar for some reason, need to use Esc to exit (tested in SoA). SOMETIMES. Upon exiting the save and loading it back up, it was fine. Maybe it's the ranger Favored Enemy UI again doing something weird, because it happened while I was fiddling with Minsc. [Workaround implemented]
  • Valygar becomes unable to use his gear (katana and armor), due to incorrect stats. (Honestly I don't see the point of restricting stats to determine usability in this case, but it's what it is) [Possibly fixed]
  • XP calculations after a member of the group gets a lot of XP seem to trigger when going to the character record of the character, not otherwise. Intended/limitation?
  • EDIT: Looks like joinable NPCs lose their personal innate abilities! Minsc doesn't have his enrage ability, and Mazzy doesn't have her self buffs!
Edited by RoyalProtector
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11 hours ago, RoyalProtector said:

I think I got a little confused, and I sleep-deprivedly conjured a problem again, mages can select spells up to the base ToB level, which includes up to level 4 spells, while shamans and sorcerers only select level 1 spells, but I think I understand why, because they learn spells differently?

That's right - sorcerers get to choose new spells when they level, but mages only get to choose spells at chargen.

11 hours ago, RoyalProtector said:

Anyway I also need to emphasize that while I was re-testing this, pure sorcerers (with bloodlines installed) cannot select proficiencies -- i.e. they are unselectable and thus you can't finish the creation process. I thought this was fixed in a previous update, but maybe it re-broke.

I tried to reproduce this on a complete clean install of ToF beta 11 on BG2EE but couldn't. Can you give me an exact reproduction scenario?

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8 minutes ago, DavidW said:

I tried to reproduce this on a complete clean install of ToF beta 11 on BG2EE but couldn't. Can you give me an exact reproduction scenario?

Nothing to it. I created a female human, then went to class, selected sorcerer, then sorcerer again, then sorcerer again (Arcane bloodline, maybe it should be called that in this last submenu). I selected any alignment and skills, and in the proficiencies screen I only see a blank proficiencies screen, i.e. no listed proficiencies. Can't go further. If you go back and select a class that allows you to see the proficiencies, then go back and repeat the process, you do see the list, but it cannot be interacted with.

It's the only mod I have installed, so... Do you want a Weidu log? But if you're not seeing this issue in your version, I guess it's fixed?

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aha. It doesn't happen with a bloodline but it does happen with baseline sorcerer. Thanks, will check out further.

Let me know if you find a way to reliably reproduce the favored-enemy weirdness. I had a quick go and couldn't manage it myself.

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Posted (edited)
27 minutes ago, DavidW said:

I had a quick go and couldn't manage it myself

Oh, I know now. If when you get to the new favored enemy screen, you get out of it by pressing Esc, a veritable amazing amount of UI glitches ensue.  I tried this with Minsc in SoA.

Things like...

  • The favored enemy screen stays forever visible under any other screen you pull up.
  • It sometimes manages to make the inventory screen show no items or data of any sort (everything is empty) except the paperdoll.
  • The screen persists across saves and campaigns (load a ToB save, it will stay there) -- and it is functional, you can select things, but accepting does nothing.
  • Loading the game while that screen is on will make the game load that, including any other windows. For example, I was able to load a save where Favored enemy screen and the Record screen were already up, half-functional.
  • It broke my level up process with my Charname -- could not complete, despite selecting all the skill points needed to continue.
  • Pressing Return SOMETIMES makes all the sidebars one by one disappear, including the glitchy favored enemy one. If you reenable the UI, it also disappears, so it's a "fix" of sorts.
  • You can also interact with the stuck screen when it happens for the first time, and the favored enemy of Minsc will change if you click on a favored enemy and press Return, but it does not remove the screen.

Pretty funny in a way. Hopefully it's not difficult to pinpoint the problem.

Quote

but it does happen with baseline sorcerer

Yes, sorry, that's what I meant by "pure" sorcerer. I could have been clearer.

Edited by RoyalProtector
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17 hours ago, RoyalProtector said:

Oh, I know now. If when you get to the new favored enemy screen, you get out of it by pressing Esc, a veritable amazing amount of UI glitches ensue.

OK, yes - I can see how that could create catastrophe! Will try to block.

As for sorcerers, turns out the problem (a perennial issue actually) is that pureclass sorcerers don't have their own weapon proficiency entry in the game, they just mooch off mages. (Whereas kitted sorcerers do have their own.) Fixed in beta 11 in any case.

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