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Baldur's Gate: Reloaded bug reporting thread


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#51
Eguintir Eligard

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Jeez louise Islander was only hard because you didn't take the time (against my avatar-in-the-lobby's advice) to change tactics. At least there were some! I had my main PC running around with 50 str and he could barely keep the other party members alive in this BGR campaign.

So where should my tlk file be?

Im going to take a quick look at the game and if the monster blueprints are all campaign (hopeful wishing) I am going to modify them all myself as they seem to be all trigger based. Easy mode should be enough since it's all half damage. It aint.
I realize game balance is a struggle at the best of times but holy eff.  And this from a guy who kept bugging M Reider to make wizards apprentice 2 harder because the combat was boring.

Modifié par Eguintir Eligard, 27 juin 2013 - 01:23 .


#52
Eguintir Eligard

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Update:
[list][*]Brun keeps saying "There's nothing I can do" even though I found his kid's carcass. Quest broken for me.[*]Halfling village sound sphere is too large and extremely harsh sounds like a million people inside a 10 foot room, should likely be the sound set called "sparse town, outdoor" considering there's like 4 halflings around[*]The "surgeon" doesn't heal anyone after saying he's about to[*]After Tazok told me I had the run of the bandit camp, it said journal update but there was no ping and nothing changed that I can see.[*]Gauntlets of weapon expertise/skill don't work with a weapon... they are overwritten (monk use only more or less)[*]Thalantyrs magic shop charges WAY too little for elemental arrows (check them all, 7gp for 99 acid, infinite supply)[*]The ankheg armor quest is just really buggy can't narrow it more than that for you. I still have the shell even though hes supposedly making the armor. also the original game only charged 2k if I recall but who knows[*]Area 5201 has the display name AR5201... its the dungeon underneath halfling town[*]same for ar4003, 4004[*]Gullykin/firewine quest broken - if I kill the ogre boss in firewine first by going in the evil halflings house and then talk to the guy outside who gives the firewine quest, he wont let me tell him that ive already done it I just have a blank journal entry now and he says I trust your stay is amiable, with no response possible from me.[*]So far two unidentified rings can't even be looted, the one I recall just now is the spider hag in her den of spiders in cloakwood. Maybe because its cursed? Not sure if it is though but I cant loot it it says may not be dropped[*]Ettercaps you have created using Small umber hulk models: they still cause confusion stare at you as if they ARE umber hulks[*]Ulbards ruins or whatever the ruined school is called, missing doorway tile on one side, about two doors from the vampiric wolf near the end
[*]On level 2 of the cloakwood mines, there is a book case behind a wooden gate. Some kind of object is making the bookcase completed blocked, perhaps a ceiling placeable.
[*]Agnasia, in the temple of the temple district, has a mans voice
[*]Cant enter ursas cave in xart village
[*]Basilisks sound like chipmunks when they make sounds... a wyvern may be more appropriate soundset

Modifié par Eguintir Eligard, 13 juillet 2013 - 01:49 .


#53
Arkalezth

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Eguintir Eligard wrote...

So where should my tlk file be?

"Documents\\Neverwinter Nights 2".

I don't think there's a way to fix the gauntlets, unless you just change the AB bonus for Weapon Focus or something like that.

Arrow prices are borked all around.

Modifié par Arkalezth, 27 juin 2013 - 10:24 .


#54
Eguintir Eligard

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when I had the tlk file in just nwn2, the toolset put out an error.

I now have it everywhere, nwn2, override, and tlk, and the game seems to be functioning better but i still get the occasional command shouts showing tlk lines after a few rests.

#55
BelgarathMTH

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@Eguitntir Eligard, I agree with you somewhat about the game balance for levels 1-3. I think part of the problem is that the NWN2 OC actually starts you at the beginning at level 3, and so the monsters in the engine that are supposed to be for level one are actually balanced for level 3.

I learned to go around all the hobgoblins on the way south to Nashkel, starting out with a level one party. They all have power attack and cleave attack activated, and they have no problem hitting AC 20 and above, doing 10-15 damage on each hit, and they seem to get their cleaves on hit, even when the first strike doesn't kill. I got past them once on easy mode by using up about two dozen potions, then backtracking to Beregost to get a few party members raised, but I've since learned to just avoid them.

Tarnesh and the Nashkel Carnival mage, as well as Nimbul, are survivable by using the Endure Elements spell against their Combust, Lightning Bolts, and Fireballs. They will usually target one party member for all of their Magic Missiles, so you can have that one "victim" just start drinking potions every round in anticipation of the next volley, while everybody else fights.

I wouldn't try Silke until about level four. She becomes quite easy to beat at that point. Most mages have enough defenses to become nearly invulnerable until they run out of spells, so they are pretty much *going* to get to unload their whole spell books on you. You just need enough hit points to take the damage, plus as much help as possible from your own defensive magic, like Endure Elements, Shield, Ghostly Visage, Protection from Energy, and the like, plus lots and lots of healing potions.

When you get to the Nashkel Mines, the whole dungeon is doable by a 1-3 level party, but you need plenty of healing potions, because the kobold commandos can hit pretty hard, and Mulahey will be quite a challenge, but he always has been. I always sneak Imoen in behind him before he sees anybody else, and then rush my party into his chamber, to get everybody into position to concentrate attacks on him before any party members get cut off by skellies and kobolds.

Bottom line, the hard balance is doable for levels 1-3, with just the right tactics, and some experience handling the way the party AI works in NWN2. Turning the difficulty slider to "easy" helped me a little, but not as much as you'd think. I also didn't think it was cutting the damage to half like it's supposed to.

Once you finally arrive at levels 4-6, the whole game gets very easy until the final battle. I turned my difficulty slider back to "normal" at that point, because it started getting *too* easy.

Modifié par BelgarathMTH, 27 juin 2013 - 02:47 .


#56
Eguintir Eligard

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I agree with this assessment, now being level 4. Although I would consider the balance more "average" than easy. That entire five area path from Friendly arm to nashkel needs a serious detune, and then life would be good in that regard. And I have to strongly strongly recommend making companions bumpable their corpses are ALWAYS in the way. Im going to try to do it now but doubt it will take efffect on a saved game in progress.

#57
drechner

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I'm not sure how I missed this thread before, but thanks for posting here and taking the time to report these issues! I'm sorry you guys are running into these issues, but hopefully we can fix them in Patch 1 (some of them are already fixed).

As a side note, the official Bug Tracker (https://www.assembla...racker/messages) is where I am mostly collecting issues, so please try to post issues there if you can, though I can now check this forum thread as well for issues now that I'm aware of it.

Also, thank you for providing feedback! While bug reporting is incredibly important, your opinion on balance, etc. is also VERY important :)

I hope you guys are enjoying BGR as much as we enjoyed making it!

Modifié par drechner, 27 juin 2013 - 04:24 .


#58
drechner

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I'm not sure how I missed this thread before, but thanks for posting here and taking the time to report these issues! I'm sorry you guys are running into these issues, but hopefully we can fix them in Patch 1 (some of them are already fixed).

As a side note, the official Bug Tracker (https://www.assembla...racker/messages) is where I am mostly collecting issues, so please try to post issues there if you can, though I can now check this forum thread as well for issues now that I'm aware of it.

Also, thank you for providing feedback! While bug reporting is incredibly important, your opinion on balance, etc. is also VERY important :)

I hope you guys are enjoying BGR as much as we enjoyed making it!

#59
Arkalezth

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drechner wrote...

As a side note, the official Bug Tracker (https://www.assembla...racker/messages) is where I am mostly collecting issues, so please try to post issues there if you can, though I can now check this forum thread as well for issues now that I'm aware of it.

I've been posting in this thread because I can't post replies there (actually, I wrote a post there explaining this issue), and I didn't feel like starting a new topic every time I want to add another bug/comment.

Belgarath has a point, mainly because combat at very low levels is a lottery, but that's a game problem, not module-specific. Everything can be killed in one hit, both you and your enemies. However...

BelgarathMTH wrote...

They all have power attack and cleave attack activated, and they have no problem hitting AC 20 and above, doing 10-15 damage on each hit, and they seem to get their cleaves on hit, even when the first strike doesn't kill.


It's been a couple of weeks since I went killing gibberlings, but those numbers seem a bit too high (criticals aside), and Cleave without a kill simply can't happen. Maybe they were getting attacks of opportunity.

Modifié par Arkalezth, 27 juin 2013 - 04:42 .


#60
drechner

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BTW, there's definitely some re-balancing of early encounters (especially Gibberlings) that will be included in Patch 1.

#61
BelgarathMTH

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@Drew, one of the reasons that fans are reluctant to embrace the official bug-tracking site is that it does not permit any further commenting or editing, or conversation, beyond the initial post made. That is very, very discouraging to community involvement with your magnum opus.

Also, some reassurance from you that you intend to keep supporting your mod would be quite helpful. I've just made "I'm fed up with this!" posts on both the "posts" function under the mod download in the Nexus, and on the BG:EE forums.

In my case, my latest "end of my rope" stance comes from a bug that makes the town crier who opens up Ulgoth's Beard and Durlag's Tower content disappear permanently from the Gate District of BGCity, despite my being able to hear his cries of "hear ye, hear ye." He is simply not there.

And, also, I have seen your Easter Egg in BGCity placing yourself and Shallina in the tavern. And, I assure you, I care very much, and I also care and am divinely sympathetic to your fatigue, and other mixed emotions. So, whatever else you may read heretofore under my posting name, I love you, and I am so on your side, even though some of my posts might make you think otherwise.

(Those posts, are made in my own frustration for love of this game.)

#62
BelgarathMTH

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@Arkalezth, I was talking about hobgoblins, not "gibberlings."

And, the hobgoblins that have Joia's ring, near the FAI, are perfectly handled by a first level party.

The hobgoblins south of Beregost are most definitely not. I believe that they're all bugged to "elite hobgoblins", even though their label doesn't say it. If they are not elite hobgoblins, then there is a bug that makes them so.

Permanently, in fact, as, in my first playthrough, I don't remember having a huge problem with them, but they have been unlabeled "elite hobgoblins" in every subsequent playthrough I've done.

BTW, it was all the floatys that said "cleave hit", "cleave hit", "cleave hit" over and over that led me to think that the superhobgoblins were getting, well, "cleave hits", on every strike.

Modifié par BelgarathMTH, 27 juin 2013 - 11:48 .


#63
Arkalezth

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Oh, my bad. I agree then; those are hard early on.

#64
Eguintir Eligard

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Let me be more specific on these earlier encounters then.

Gnolls - fine, took down many
Ogres - suprisingly also fine
HobGoblins - bad
Gibberlings - bad
Winter wolves - lethal even to level 3s
Party of four outside nashkel mines - ridiculous
Silke - between lethal and ridiculous

Other than that, going forward seems good.

I would like to lend a little clarity on the level 1(ish) monsters though. They are all treated as souped up level 1 monsters, when really many of these were intended to be 1/2 or even 1/3 hit dice monsters. That means at the very least you should go to each blue print and click "SET HALF HIT POINTS"  instead of max. And then they should not have the full complement of level 1 fighter feats after that. Really their Attack Bonus should be +1 or even +0 before modifiers such as strength.

Modifié par Eguintir Eligard, 28 juin 2013 - 01:25 .


#65
BelgarathMTH

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Agreed strongly with @Eguintir Elilgard.

As for the "Amazon" party of four outside Nashkel Mines, their Flame Strikes are the big game-ender for a level three player party. Even with Endure Elements on everyone in a level three party, the FIFTH LEVEL spell, Flame Strike, pretty much ends the game.

I learned, in my own playthrough, to avoid the Amazons until I could come back with a party of at least level four or five. With Imoen having access to Protection from Energy, a formerly unwinnable battle becomes easy, as long as the Amazon Flame Strikers don't get one of the party members with no Protection from Energy or Endure Elements.

The worst thing the Amazon clerics could do to you in the original game was a Rigid Thinking or Hold Person, combined with one of their ranged rogues firing death at your mind-controlled or Held party member. And, they were easily beatable with Web spells, which just don't do much that's useful in NWN2.

Also, in fairness, I always used to avoid them upon exit from the Nashkel Mines in the original game until I was better prepared to meet them, so, that really hasn't changed here. Just like in the original game, you need some metagaming foreknowledge to be able to do a no-reload (after late-game bugs get corrected), in BGR.

I beat Silke on my first playthrough, trying to get Garrick in my party, which I did, with no reloading needed. The key was that I had plenty, and I mean puh-lenty, of healing potions available at the time. That, combined with her predictability of trying to unload her whole spellbook on one "victim", who can just spend every round drinking a healing potion in anticipation of her next volley (same as with Tarnesh). I dunno, maybe I had lucky saves, as well.

I still avoid her in my subsequent playthroughs, until level four, though, as I always play with a "no-reload" mindset.

Modifié par BelgarathMTH, 28 juin 2013 - 02:06 .


#66
luna_hawke

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I had that issue where NPC emotes went off into the weeds.
It happened to me in Gullykin.
Fortunately it cleared itself up after I left that area.


Also in Gullykin, Gandolar doesn't give xp after you defeat the ogre mage and go back and talk to him.
I'm not sure if he is supposed to or not?
It looked like in the baldurs gate walkthrough he gave 250xp if you kill the ogre mage and go back and talk to him.


In regards to Silke, I thought she was hard.
I died once or twice before I beat her.
But I enjoyed it.  That one was one of those teetering on the edge type fights.   :wizard:
Without some of those fights, it gets a bit dull. 

Modifié par luna_hawke, 28 juin 2013 - 06:39 .


#67
Arkalezth

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Just noticed that some of my spells either don't have a name or have a strange one (for example, one is called "Tasheron the lich found only his ramshackle"). Feats and Kaedrin's classes are shown correctly, and the dialog.tlk file is where it should be.

I don't know if it was like this since the beginning, but I think I would have noticed earlier. I haven't touched the module files so I don't know what's wrong.

Edit: OK, it looks like this is somehow related to the TOTSC areas, cause I only get that bug in those.

There are also some visual bugs in Durlag's Tower, and a walkmesh in one of the rooms (2nd floor, Northeast room, the one with a barrel), but you probably know about these already. I think I have a couple of screenshots if you need them. Also, the load screens are just generic pics.

Kirinhal says she has no wings, but her model actually has them. It'd be nice if that could be fixed. Also, I didn't get any evil points for helping her, even though she said that "my karma would reflect it".

Modifié par Arkalezth, 28 juin 2013 - 08:50 .


#68
Arkalezth

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Unlike Eguintir, I can bump my companions. Could it depend on which ones you have? I have Kagain, Edwin and Viconia at the moment. I used others in the beta playthroughs, but I don't remember them being unbumpable either.

Edit: Except in fights, apparently. Just noticed that I cannot bump Kagain in a fight.

Many of the recipients in the area "Ar0511" cannot be used. I still can solve the riddles, but in short, Durlag's Tower is a bit of a mess.

In Durlag's Tower, in the area "Ar512", the northern door sometimes doesn't open.

Modifié par Arkalezth, 29 juin 2013 - 06:35 .


#69
Arkalezth

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I think Islane is bugged in the bridge fight (same area as above). No matter how hard I hit her or how many times I dispel her, I never do any damage to her. Am I missing anything?

Edit: Shallina confirmed that this is a bug and will be fixed in the next patch.

Modifié par Arkalezth, 30 juin 2013 - 07:13 .


#70
luna_hawke

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This is a little bit of feedback from he cloakwood exteriors and cloakwood mines.

1) The spiders and wyverns were good difficulty.  The CON poison from the wyvern causes some hard ships. 
2) Now when I went into the mines, you could sneeze and kill a guard.  It was a stark contrast to the creatures in cloakwood.   Those guard should be a lot harder.
3) I was not able to kill Davaeorn.   Once he starts porting and using Isaacs Missile Storm, after a few Missile storms, my party was dead.  I reloaded many times trying different things and just wasn't able to kill him.  I had to use the debug mode "dm_god 1" to kill him.    With Davaeorn, I'm not sure in terms of strategy if I was missing something or he was just that hard to kill.

** My parties average level at this stage is 7. Around 23,000 xp.

Modifié par luna_hawke, 01 juillet 2013 - 05:22 .


#71
Eguintir Eligard

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Did you try disabling him via hold person, silence, sound burst, etc?

#72
Arkalezth

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luna_hawke wrote...

** My parties average level at this stage is 7. Around 23,000 xp.

That's pretty high, actually. I usually am level 6 then (if using a full party).

I don't recall much about Davaeorn besides the teleporting, but I didn't find him that difficult, at least compared to the fight outside the mines. In my last playthrough, I just gave the haste boots to one of my melee guys and he practically killed him in his own without any elaborated strategy whatsoever.

As Eguintir said, try disabling him somehow, though he'll probably save against any spells that allow a will save throw. If one of your party members has Knockdown, give him the boots and use it as much as you can. If, by any chance, you have a shadowdancer (you'd need a level 8 character), you can use HIPS to "break" his spells. What's your party composition?

Dunno what else to tell you. Anyway, these things are probably better discussed elsewhere, rather than in the bug reporting thread.

#73
luna_hawke

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He auto buffs and gets lesser spell mantle, mirror image, and I'm not sure what else.
By the time I can get lesser spell mantle off he is already teleporting and flinging Isaacs Missle storms at me.
My melee guys just chase him around when he teleports and get nailed with the Isaacs Missle storms before they can really get to him and do anything, and then poof he teleports away again.

#74
Dann-J

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BelgarathMTH wrote...

I learned to go around all the hobgoblins on the way south to Nashkel, starting out with a level one party. They all have power attack and cleave attack activated, and they have no problem hitting AC 20 and above, doing 10-15 damage on each hit, and they seem to get their cleaves on hit, even when the first strike doesn't kill.


I've noticed characters of my own occasionally cleave-hitting when they don't land a killing blow. A dwarven defender character of mine did it in one of my own module tests recently. He also had the Great Cleave feat, so I wonder if that's where the bug is.

#75
I_Raps

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DannJ wrote...

BelgarathMTH wrote...

I learned to go around all the hobgoblins on the way south to Nashkel, starting out with a level one party. They all have power attack and cleave attack activated, and they have no problem hitting AC 20 and above, doing 10-15 damage on each hit, and they seem to get their cleaves on hit, even when the first strike doesn't kill.


I've noticed characters of my own occasionally cleave-hitting when they don't land a killing blow. A dwarven defender character of mine did it in one of my own module tests recently. He also had the Great Cleave feat, so I wonder if that's where the bug is.



It's been this way for - I won't say forever - but for a long time, and certainly not just in this module.

Basically, chars A and B both attack X in the same round.  A kills X, B will Cleave/Great Cleave as if he did the kill.  I couldn't say if Cleave without Great Cleave avoids the problem (virtually no time ever elapses between getting the two feats for any character I've run since noticing).

Modifié par I_Raps, 03 juillet 2013 - 05:22 .