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#1 |
Elite Waterdeep Guard
![]() Join Date: October 16, 2004
Location: ca
Age: 35
Posts: 13
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I hear that the leader, Kevin, is working on something else. (?) I cant really start to play BG2 now that I know of ALL these bugs ><.Ruins the experince for me for some wierd reason. So, does anyone have a clue of when tis coming out?
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#2 |
Elminster
![]() Join Date: August 30, 2004
Location: Canada
Age: 40
Posts: 463
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That's the point of INSTALLING the fixpack. That way, all the bugs are fixed.
I doubt anyone else has heard anything about Kevin working on anything else, but I doubt it has anything to do with a new fixpack, because all of the errors have been found and fixed.
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a.k.a. Lord`Rift<br />Founder, Anti-Idgit Squad.<br />\"I find your lack of geek knowledge disturbing\" |
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#3 |
Jack Burton
![]() Join Date: November 10, 2001
Location: Bathurst & Orange, in constant flux
Age: 38
Posts: 5,452
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Rift maker, there are plenty of bugs that are well documented and unfixed in a Patch + Baldurdashed game. No, the reason it won't be released any time soon has nothing to do with all the bugs being fixed. The main reason is because Kevin Dorner has gone MIA again.
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#4 |
Symbol of Cyric
![]() Join Date: August 21, 2004
Location: USA
Age: 49
Posts: 1,168
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What's left to fix? If anything, it will be something minor. Don't worry about it, plenty of people play the game with just the current BD fix, and it works great.
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Baruk Khazad! Khazad ai-mênu! "All that is necessary for the triumph of evil is that good men do nothing."-- Edmund Burke ![]() |
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#5 |
Elite Waterdeep Guard
![]() Join Date: October 16, 2004
Location: ca
Age: 35
Posts: 13
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Klorax some of these bugs listed below arent minor [img]tongue.gif[/img] (Not to be rude!)
# The mage Haz and his golem would sometimes not appear in Bodhi's lair when the player was sent by Aran to clear it, which broke the game # Saemon Havarian would sometimes disappear after sending the player to retrieve the Sea Horn, which broke the quest and forced the player to use the Spellhold portal instead # If the third question of the guardian bridge in the Unseeing Eye quest was answered incorrectly, the scripting failed and the bridge could not be activated again, which broke the Unseeing Eye quest # If Cernd joined the party at level 13, he had no AI and his quest would never start # Blades were not receiving their one-half penalty to their Pick Pockets ability # Elves were not receiving their racial 90% immunity and half-elves their 30% immunity to charm and sleep type spells # Greater Wolfwere regeneration rate would be reapplied and "stack" to unkillable levels from saving/loading (esp. noticed in Firkraag's dungeon) # Endless loop of the ogre Gorf The Squisher appearing and disappearing outside the Copper Coronet if Mazzy present in the party # Script bounce would occur if Jaheira was blinded (usu. from nearby Smoke Mephits) when approaching Khalid in Irenicus' dungeon # Multiplayer/player-generated characters didn't have the same options on leaving/rejoining as other NPC's. They can now be asked to rejoin, wait, or go to the Copper Coronet (in SoA areas) or Pocket Plane (in ToB areas.) Also checks for inacessibility of CC in SoA areas. (This will be a bugfix rather than an improvement when applied to SoA as the situation is/was much worse: multiplayer/generated chars. will leave without recourse if kicked out or petrified/imprisoned.) # Imoen failed to speak her dialog in 15 conversations in ToB areas due to an invalid internal name reference # Checks for active romances in 8 dialogs referred to the wrong variable names suppressing or changing dialog options; most notable when encountering Drizzt when protagonist could only tell him that Viconia was "useful" and not that he loved her # Carsomyr's (both +5 in SoA and upgradable to +6 in ToB) Dispel Magic ability on hitting a target in melee was broken; barely worked at all # The Wave halberd did not slay Salamanders as it was supposed to do # Two kinds of Salamanders were flagged as undead, so were affected by the Mace Of Disruption, Azuredge, Turn Undead, etc. # Vampire mage Tanova (Bohdi's lair) wasn't flagged as undead, so couldn't be affected by Disruption, Turn Undead, etc. # Both Full Plate +1 armours failed to disable thieving skills when worn and had an incorrect STR requirement # Club Of Detonation became misclassified as a flail when upgraded to +5 # If a party member was kicked out or left the party through other means (ie imprisonment or petrification) holding the Staff Of The Magi, they could never be made visible to invite back; Dispel Magic will now make them visible # Staff Of the Magi's Spell Trap couldn't be removed by any means (Pierce Shield, Ruby Ray or Spell Strike) by enemy mages # Staff Of the Magi's Dispel on Hit melee ability missing many dispel resources (ie removal of spell-weapons such as Shocking Grasp, Harm, Slay Living and Flame Blade) that Carsomyr's ability and Dispel Magic spell has # 18 stores sold unlimited copies of various magical or non-consumable items; most noted was unlimited Harbinger two-handed swords from one of the Ust Natha merchants # Glaicus in (de'Arnise Hold) was supposed to be restored if Charmed/Dominated/etc. but this was not working # Tolgerias' (Gov't. District/Sphere) messenger Madeen would still tell the player to see Tolgerias and leave a journal entry even if Tolgerias was already dead # Tolgerias could be killed in the Council building and would still reappear in the Planar Sphere # Changed Tolgerias' alignment from Chaotic Good to Chaotic Neutral to bring it in line more closely with his actions # Mae'Var (Docks thieves' guild leader) was supposed to cast mage spells, but was not able to due to wearing armor; he will now fling it on the ground prior to a battle he initiates # The Crypt King (Athkatla Graveyard) was supposed to cast Horror, but his scripting was corrupted # Messed-up timer of Taso Kala (Ust Natha) on the quest to eradicate Ghaunadaur worshippers; she will now extend the time limit as she says she is doing # Player was supposed to be able to haggle down the price of the magical rope from Visaj (Ust Natha) but this option didn't appear due to bad CHR checks # Rogues' Potion Of Frost Giant Strength was unusable by C/T and M/T characters (though was usable by true-class rogues, F/M/T and F/T) # Familiars in Throne Of Bhaal areas were not healing when fed as they were supposed to do due to an invalid spell resource reference # The Imp familiar in the SoA areas had 18 HP instead of the 24 it should have # No familiars except the dragon types would report their health status correctly if asked # High Mornmaster Arval of the Athkatla Lathander temple was incorrectly of Lawful Evil alignment # Marcus (Edwin's quest to retrieve his documents) would not recognize half-elven females # Sea's Bounty wench would fail to note if Edwin had been changed into a female # Containers that summon guards if neutrals present when they are opened were "persistent" and neutrals coming into the area hours/days after container opened would sometimes go hostile/summon guards # Container in Docks house (safehouse in Paladin's quest) would report guards being summoned if opened (even if the only neutral in the area was a cat) but no guards would appear # Over a hundred other minor .DLG errors that had little or no effect on gameplay, plus created null .DLG files to override unused, leftover BG1 .DLG resources with errors in them, so that a check of BG2 .DLG's will now show zero errors # KIT.IDS was broken; triggers for character kits in dialog/script did not work # Club of Detonation's +3 fire damage only occurred 20% of hits, instead of on every hit (only the extra 10 points occurs 20% of hits) # Brus (Gaelan Bayle's nephew) would sometimes spawn multiple times on the second encounter with him # All battle music did not loop properly; ended and looped to "intro" sequence instead of set looping point # Three battle musics did not go to proper "end sequence" due to invalid tags # Underdark main area's "night" music was erroneously set as Trademeet's theme # Dialog loop with Korgan where he would tell the story about his former group repeatedly # Cutscene on Desharik's stolen ship could break the game when the Gith were attacked by the player/party if AI was on # Catti Brie would attack protagonist mages with arrows in the encounter with Drizzt though no one was hostile # Redid Protection Scrolls fix (they would fail on characters with high Magic Resistance) with proper M.R.-bypass flags, instead of previous workaround of dropping M.R. to 0 for 1 second # Redid previous fix for Cavalier's Resist Fear ability to also bypass M.R. in all resources; was sometimes failing # Terrece (Jaheira/Ployer plot) would appear outside the Council building while the PC was inside and start dialog through the transition, which left the player talking to a shaded-out exterior wall # Two Copper Coronet based quests (Nalia/Isaea Roenall and Mazzy/Gorf) could break if player sided with Bodhi and did not have Yoshimo in the group # Ring Of Gaxx displayed portrait icon of Protection From Magic instead of Magic Resistance # Gloves of Pickpocketing and Ring of Danger Sense could be worn by many classes who can neither pick pockets nor find traps # Devas were both of a null non-spellcasting class which overrode their level to 0, so their Dispel Magic would always fail; now are both Cleric classes (as are the Planetars) # The Fallen Deva was level 25 though the Deva was level 30 (their spellset, weapon, stats. and skills are the same); both now 25 as this matches the Planetars # The Fallen Deva was using the Deva's AI script instead of its own, so its death animation was wrong; also contained a check for disease on the PC and casting Cure Disease so removed this as the check for this state was never implemented # The Deva had only one memorized Globe Of Blades and Cure Serious Wounds, but the Fallen Deva had three of both # Edwin's animation when "transformed" was still bad; glided instead of walked, and the Boots Of Speed and Haste failed to work on him # Ring of Air Control Improved Invisibility acted like normal Invisibility # Clerics (including dual/multiclass) of level 25 or greater would receive another Holy Symbol every time they rejoined the party # Exploit of healing Imoen when she leaves the group at 1 HP in Irenicus' dungeon then inviting her back in the group as unkillable damage-soaker # Cutscene in upper levels of Ust Natha (priestess, drow and duergar) could be cut off at the edge of the screen and therefore unviewable # Ust Natha tavern would get stuck in combat mode, so battle music would constantly play and game could not be saved there # Dialog loop with Viconia if the protagonist was female where she would ask "What brought you to the Life?" repeatedly # Missing pointer reference in the Viconia romance would terminate dialog if the player chose "No you don't..." in response to Viconia's "Do not stand so close to me..." banter. # Captain Rerdes could be killed in Lady Galvena's room in the Brynnlaw Festhall and would reappear when player went back into the hallway # Redid previous fix for Detect Evil failing due to Magic Resistance; was still reporting M.R. as the animation effect was failing, not the spell effect # If the player bought the Umar Hills kids both the ale and bastard swords they wanted, they would only take one of the three swords # The Greenstone Amulet's beneficial protections did not the bypass Magic Resistance of the character using it, so could fail # The Greenstone Amulet also did not suppress portrait icons, animation and battletext reponses for any of the effects it protected against # Barbarian Rage ability was giving a -2 to Save Vs. Spells instead of the +2 as per the ability's description # On both party rest dialogs in the Viconia romance in ToB, no resting would occur; on the latter she would gain all her spells back as if she had rested # Saemon Havarian would not initiate dialog after the battle with Desharik's pirates for his ship if Desharik died in the battle # Sunstone Bullets had an extraneous (and strange) Slay effect attached # Mage Robes of Fire & Cold Resistance were missing resistance resources for magical fire and magical cold respectively # Though Flame Blade's description clearly indicates it strikes as a normal weapon, it was still being blocked by Protection From Magical Weapons, and not by Protection From Normal Weapons # Slow and Golem Slow's penalties of 4 to Armor Class and THAC0 would still affect a character under Free Action from any item or spell # Free Action spell was broken in the same ways as the Potion Of Freedom: Free Action effect expired immediately, extraneously protected against Charm, and did not prevent Haste spells from affecting the character # Minor misclassification of the level 15+ monk fist weapon as a long sword; this seems to have had no effect at all on gameplay # Mind Flayer "Devour brain" battletext appeared 300 seconds after an INT-drain attack instead of immediately # Valygar's Corthala Family Blade katana was not giving a STR bonus to its damage # Maze effect was using the wrong animation (same as Imprisonment's); new animation effect will be seen # Fell Cats and Demogorgon's Cambions were vulnerable to normal weapons, panic (so would sometimes lose morale) and other effects to to an invalid item reference # The Imp and Quasit familiar were missing the immunity "item" that all other familiars have so were vulnerable to several effects (instead they had an item for immunity to normal weapons but as it was not "worn" it did nothing) # 14 more instances of Jon Irenicus' alignment/race being incorrect # Default melee attack of Pit Fiends, Moon Dog and other creatures was supposed to be of +4 enchantment, but was only +1 # Over three hundred spells and items (player's and creatures') and creature definitions contained immunities to effects, but did not suppress the animation, battletext or (for player items) portrait icons of the effects # Creatures supposed to be unkillable (ie plot-critical) were still vulnerable to death from attribute drain (INT drain of Mind Flayers, and STR drain from Archer Called Shot) # Redid previous fix for Minsc's Berserk as though it worked properly, editor apps. reported an error with it # Redid previous fix for Neb's Nasty Cutter dagger, it now works as it was intended to and editor apps. reported an error with the previous fix # The "spell" effects causing the "good path" losses in the Abyssal test were incorrectly flagged as of the Divination school instead of schoolless, so Spell Immunity ![]() # The Juggernaut Golem's (from the Golem Manual) attack weapon wasn't being "wielded" so did nothing; it did have the proper stats. as per its description (8D8+2 + 2D6/Stun unless Save. Vs. Spell) # The Juggernaut Golem was supposed to be immune to normal and +1 weapons, but was only immune to normal weapons # All four types of Golem Manual golems would go hostile and attack the player/party if they were attacked or damaged, either deliberately or accidentally, due to a leftover script reference from their enemy counterparts # Cavaliers showed "fear" icon in portrait/character sheet though are immune to fear # Warhammer +1,+4 vs. Giant Humanoids was not giving the THAC0/damage bonuses vs. giant humanoids indicated # Jerrod's Mace was also not giving the THAC0/damage bonuses vs. Demons indicated (effect definition was completely missing) # Minor scripting errors in 16 more enemy mage AI scripts # Cor Deltryn (Anomen's father) was missing his two-handed +1 sword due to an invalid item reference # Phaere was missing her Drow Elven Chain +3 due to an invalid item reference # Some of the clerics and mages in Ust Natha would not cast their spells if hostile due to invalid script references # Several types of Djinni had no melee attack weapon due to invalid item references # Gnoll on top level of Watcher's Keep was supposed to be an Umber Hulk, and had no melee attack as its default melee weapon reference was invalid # Redid prev. fix for Cursed Scroll of Ailment targeting due to minor file corruption in an unused item field; did not affect its function # Anomen's quests would never start for a female protagonist of a race that did not qualify for the romance (half-orc, gnome or dwarf) # As Brus did, Terl and Sir Ryan Trawl (Anomen's quest) would sometimes spawn multiple times when they appeared # Redid previous fix for Brother Odren dialog loop as editor apps. reported an error with it # Redid previous fix for Quasit and Imp familar melee weapon as editor apps. reported an error with them # Redid previous fix for "Habib's Mighty Scimitar" so that it works exactly as originally intended, without the bug of scimitars being stuck in a character's Quick Weapon Slots # Some of Anomen's romance interactions would occur even if the romance was terminated # Protection From Undead scroll(s) would cause Kangaxx and Bodhi to be unkillable as they could not deliver their final dialog # Redid previous fix for Assassination HLA for fighter/thieves as it was not blocking picking Assassination multiple times, but was blocking picking Avoid Death instead # Redid Staff Of Curing fix (same M.R. bug as protection scrolls) with proper M.R.-bypass flags, instead of previous workaround of dropping M.R. to 0 for 1 second # Paladin stronghold quests would appear incomplete, journal entries weren't removed and the 30,000XP quest reward was missed if paladin protagonist slew Firkraag before the quest was given # Prelate Wessalen of the Order would not wield his +1 two-handed sword as it was in the wrong item slot # Redid previous fix for Aerie/Quayle dialog loop as editor apps. reported an error with it # Minor script bug with Arledrian's (upper level of Gaelan Bayle's house) attack when the player sided with Bodhi # Short Bow +1's proficiency was incorrectly set to Long Bows (was also not flagged as enchanted, but this would not have affected function) # The Sling of Everard was usable by Cavaliers # Normal darts were giving a STR bonus when thrown and doing slashing instead of missile/piercing damage # Three kinds of magical darts had an enchantment level of 0 # Wakazashi +1 was not flagged as magical though it is enchanted, so could get through Protection From Magical Weapons # Minor oversight with Tirlana's conversation with Keldorn where it is not checked if Keldorn's wife is imprisoned # Party checks on CN Anomen's first ToB banter with Imoen were missing # After using the the Druid HLA's Fire Elemental and Earth Elemental Transformation abilities, the "Shapeshifts Natural Form" ability/icon would return after resting # The 2nd level cleric spell "Chant" was not providing its THAC0/damage bonuses # Very rare bug with non-English BG2's where High Watcher Oisig would continuously respawn in the Athkatlan Temple of Helm # Cleric/ranger protagonists could never obtain the cleric's temple stronghold and its associated quests # The Unseeing Eye could be fought twice by first attacking Gaal after opening the path downward, then again after assembling the Rift Device # Exploit of repeatedly returning the Rift Device part to Gaal for the quest experience # Guardian Bridge 'punishment' monsters dropped unlimited sellable scrolls, gems and +1 two-handed swords # Redid previous fix for Cowled Enforcer AI as some spell resources had turned into nulls # Redid previous fix for Watcher's Keep exterior door to lowest level as there was still a pixel or two with the trigger sticking out # Five entries in Sarevok's soundset were supposed to change if his alignment did, but failed to due to an invalid script reference # If Valygar was stealthed on arriving to his own home, his servant Hervo would call the guards and Valygar would go hostile even if he spoke directly to Hervo # If Hervo was killed/abused by the player with Valygar in the party, Valygar would go hostile but remain in-party unselectable and immobile # Dialog for Llarsh at the Council building would sometimes not recognize when Valygar had been found, so player could present the Corthala Tax Notice and the journal entry for this would never disappear # The animation for the Five Flagons Planar Portal was misplaced by three pixels/units to the left # 7th level wizard spell Mass Invisibility missing the AC bonus of 4 that its Improved Invisibility effect is supposed to provide (and was self-cumulative) # Three trapped containers in various areas couldn't be disarmed even if Find Traps & Pick Locks were both 100 or greater # The Unseeing Eye was supposed to cast Abi-Dalzim's Horrid Wilting, but its scripting had errors # Vithal (Underdark mage) would try to "help" the player by casting fire-damage spells on the Fire Elemental guardian # About two hundred script compilation errors where resource references became invalid or null were present # Pocket Plane challenge(s) would sometimes not complete properly, so the game could not be finished # Hendak would (uncommonly) disappear/move from his place at the Copper Coronet after being freed (very likely solved but could not be definitely verified) # Hendak's cellmate would remain after all other slave gladiators had been freed and not recognize this due to a missing script reference # If Valygar was imprisoned/petrified and restored before Tolgerias was dead, he would drop his "Valygar's Body" item and it would remain after he rejoined. # If Valygar was made an enemy when not in the party, he would sometimes stop attacking and freeze when severely injured # Cernd would do nothing and could not be spoken to again if the Grove was poisoned when he was out of the party # The Ring Of Earth Control could also charm golems and other classes, though it is only supposed to charm Earth Elementals # Nyalee's ritual would (uncommonly) fail to remove Yaga-Shura's invincibility, so the game could not be finished # A few enemy clerics would attack their allies and follow the protagonist without doing anything due to scripting omissions # The Umar Hills Shade Lord quest would be broken by Protection From Undead and/or cleric Turn Undead affecting Amuana's ghost so that the Wardstone or Symbol of Amaunator was not received # If the troll Grae was instantly slain with Crom Faeyr or by other means, the Limited Wish quest could not be finished # The protagonist would unavoidably recognize the Spectator Beholder in Sendai's lair as being from the "Sahuagin City" even if it was never visited due to using the Spellhold portal # Exploit of repeatedly talking to the Spellhold statue while in possession of the required hand and crystal shard for the quest experience # Several dragon breath weapons did far too much damage (effect was applied two or more times) due to an incorrect spell projectile definition # Nine bows had incorrect THAC0 bonus, speed factor and/or range # Three types of rogue traps/snares would sometimes apply their damage effects more than once # Sendai's Harm affected player character(s) at range and without the required successful hit in combat (Demogorgon's also worked the same way, but he is a Prince of Demons after all) # All other enemy clerics' Harm and Slay Living failed to work as the targeting was incorrect, and they would not attack afterwards so the spell expired # If the leader fanatic was spoken to right after Viconia was rescued, he would either respond or instantly kill her, as though she hadn't been rescued # Overlay on the second weapon rack in the Brynnlaw blacksmith's equipment shop did not fit the rack "container" # The troll closest to the entrance of the Druid Grove mound was placed on an impassable area and thus unable to move # Scrolls of Conjure Lesser Fire Elemental bore the icon of Conjure Lesser Earth Elemental # The wizard spell Limited Wish's "I wish to be rich" wish failed to give the two thousand gold pieces that it was supposed to due to incorrect embedded scripting # When the Lanthorn was returned to elven general Elhan, he would award the 74,500 quest experience points twice # Though the player/party was told to attack the traitor in the Shadow Thief guildhall, doing so would cause the rest of the guild to go hostile (which could prove instantly fatal and require a reload) # After completing the Planar Sphere quest to imprison Lord Ketlaar Argrim, he (and his two bodyguards) would still be present in the Council building # The Mimic in the Umar Hills cave was not immune to its own Mimic Glue so would entrap itself # If Jaheira joined the party at level 9/12, her DEX was 14 (as it was in BG1) instead of 17 (as it is for all other instances of her in BG2) # Jaheira would not recognize when her cage door in Irenicus' dungeon had been opened for up to a minute if the player initiated dialog instead of her, and if spoken to would tell the player to hurry up and free her # Minor error with the Solamnic Knights adding a journal entry about the golem even after player had starting assembling it # Druid grove trolls were misclassed as fighters/mages so would not be slain by Crom Faeyr or affected by other anti-troll effects # Nishruus/Hakeashars were internally misclassed as Ogre Magi # Redid previous fix for Mordenkainen's Sword Invisibility Exploit as editor apps. reported an error with it # The two-handed sword Flame Of The North was providing its damage bonus of 4 against all evil-aligned opponents, instead of just Chaotic Evil ones # Rods of Absorption and Smiting were incorrectly usable by Fighter/Druids and Monks # Oil of Fiery Burning potion's fire damage was incorrect # Four key-required doors in various areas did not remove the keys from inventory when opened, which confused players as to what the keys were for (they had no other use) # Staff of Power's held/carried icon/graphics were those of a common +2 staff, instead of its own custom graphics, and the icon for its Globe Of Invulnerability was that of the Minor Globe # The Staff Of Power's Globe Of Invulnerability could not be removed by spell attacks from enemy mages (similar to the Staff of the Magi's Spell Trap) # If the Ust Natha Drow slave trader was spoken to after buying slaves, they would never appear out of their cages # Saemon Havarian could be killed by the player in the ship battle, and the transition text/narration afterwards inevitably said he was alive and leaving the scene (as well, he reappears in ToB) # Redid previous fix for Nalia's dialog in the multiple strongholds bug/exploit fix as editor apps. reported an error with it # About forty spellcasting characters (found so far) had incorrect gender/sex, so their spellcasting voices were wrong # The audio resource for four of Higgold's dialogs was incorrect # There were two Sir Donalus characters, both in the Athkatla Temple District simultaneously (Temple of Helm and Radiant Heart) # Commoners in the Copper Coronet (especially the three in the hidden area halfway to the back) would often go hostile after the battle to free the enslaved gladiators there # In the first Copper Coronet battle, one of the enemy guards would appear in the secret entrance to the sewers even if it had not been discovered/opened # Shadow Door, though it provides Improved Invisibility, was not providing the AC/save bonuses that Improved Invisibility does # Restored the overlooked SoA fix for XP exploit with the tanner Rejiek Hidesman (and fixed a minor file corruption with it) # Redid the previous fix for the thrown ability icon of Azuredge; now has new (better-looking) graphic # Both Maces Of Disruption and Azuredge's extra damage vs. undead had an undocumented Save. Vs. Spells (with a +6 bonus) so rarely worked; redid Azuredge to give damage as originally defined # Azuredge was not giving a STR bonus to damage when hurled, as all other throwing axes do # The upgraded Mace Of Disruption +2 did not give the "Undead Destroyed" feedback on a sucessful disruption due to reversed effect order # All of the upgraded Mace Of Disruption +2's graphics were those of a plain mace # All weapons with both melee and ranged (hurled) abilities had the same icon for both, so the player could not tell which was selected at a glance from the game screen # Some of the Umar Hills Shadows/Fiends were misclassed as humanoids rather than undead, so Turn Undead, etc. would not work on them # The dragon in the Abyssal test presenting the "good" path reward appears intended as a Silver, but had a Black Dragon avatar/class/alignment # Non-bard PC refusing to help Haer'Dalis when portal in FF open would receive the playhouse deed afterwards and Higgold would show up, as if they were a bard # Several hundred characters had no or incorrect alignments # A few mages if "chunked" on the final hit while casting Mislead would turn into a spinning chunk that cast spells # Horror (innate and cast) was giving a +2 bonus to saves that was not in its description # The Arcana Archives store dialog displayed the name "Pen And Parchment" PLUS! * Time stop cast via the Wish spell affects time stop immune creatures: thread * The Slayer form can be retained indefinitely through a complicated, multi-step process: thread * Multiple problems with Jaheira's romance and Harper quests, some or all may already be addressed with the romance fixes in Ease-of-Use: thread, thread, thread, thread, thread, thread, thread, thread, thread, thread * Valygar's armor protects from Charm, but does not display the appropriate icon on the character portrait: thread * Many enchanted flails have incorrect damage listing: thread * Chain mail +2 has incorrect AC: thread * Vithal, the mage in the Underdark, can be spoken to multiple time for XP bonuses:thread * Anath, the wolf pack leader in the Umar Hills, has an invalid CON score: thread * Melf's Acid Arrow and Glyph of Warding have no casting sounds: thread * Characters sometimes have an additional die of HP upon creation: thread * Imported characters also have strange HPs: thread * Trolls can be killed with damage other than fire and acid: thread * Exploit to build multiple artifact items from Cromwell thread * Elves and half-elves missing their natural charm and sleep resistance, fixed by aVENGER: thread * Other racial bonuses are also not appearing: thread * Missing NPC interjections in Watcher's Keep if played while in SoA: thread * Ambient noises missing in areas: thread * Familiar problems: thread, thread * Incorrect genders defined in CRE files: thread * Various mis-called actions in BCS scripts: thread * Edwin's animation still having troubles: thread * Sling of Everard has a bad flag that causes it ot be ignored by EquipMissile calls in scripts: thread * Shapeshifters, ther abilities and their abuses really deserves it's own topic: thread, thread, thread, thread * Some polymorphed forms can still cast spells: thread * Glacias can be charmed by items that should not work on humans: thread * Various spells have missing/hidden save bonuses and penalties as well as miscoded effects: thread, thread * Cloak of Non-Detection works differently than the spell of the same name: thread * Oils of Speed reduce castng time, whereas the item description directly contraducts this: thread * Problems with Mazzy and Gorf the Squisher: thread * Nalia's funeral timer doesn't set and the Keep reward is amller if she is not in the party: thread * Ring of Djinni summoning behaves differently than other summoning items: thread * Edwin can be lost by using a knock spell on Mae'Var's safe: thread * World map travel times are inconsistent: thread * Some of Sarevok's and Nalia's saves are incorrect: thread * Lesser Clay Golems in CI spawn multiple times: thread * Thief in Samia's group disappears: thread * Jaheir12 is missing a weapon proficiency star: thread * Spear of the Unicorn is missing protection from hold portrait icon: thread * Characters polymorphed into trolls via Cloak of Sewers have bad animation: thread * Some potions protect from spell effects but the effect animation still plays: thread * Mazzy can get two sets of Boots of Stealth at the Five Flagons (this also implies HD can get two gems as well): thread * Possible bug with Bohdi's spawn scripting: thread * Characters protected by MINHP items can be killed by attribute drains: thread * Cleric and mage versions of Animate Dead have errors: thread * Enchantment levels on +x/+y wepaons are not consistently applied (may be considered a nerf or tweak): thread * Some errors with the Elemental Prince creature files: thread * Elminster is missing a few gender tokens in his dialogue with the Game Text Update: thread * Minor spell turning can turn a seventh level spell: thread * DART01 is inconsistent with other dart items; also there is an issue as to whether thrown wepaons should get strength damage bonuses: thread * Golems summoned by simulcrums using the Juggernaut Golem manual die instantly: thread * Tenth level spells have assigned spell schools, possibly change to schoolless (may be considered nerf/tweak): thread * NPC dialogue with Bodhi does not reflect the fact that the player knows Gaelan's offer is reduced to 15K gold: thread * Some characters have non-logical EscapeArea scripts or exit through locked doors; could be adjusted case-by-case: thread * Statue in Shade Lord dungeon has a container that it covered by the statue avatar creature: thread * Imoen post-Spellhold is missing a battle cry: thread * Skalds not receiving their +1 damage/THAC0 bonuses: thread * It should be possible to return the Silver blade to the Githyanki in the Underdark: thread * Dragon in Suldanesselar takes non-droppable items, like Boo: thread * XP exploit for turning enemies to stone and repeating: thread * Helm of Glory, among other reward items, can be pickpocketed: thread * Player can get Riejik quest before the player is officially the Hero of Trademeet: thread * Player can miss the animal-Trademeet militia battle entering the town: thread * Spells cast from items as well as some innates and abilities should get names: thread * Problems with Neb's Nasty Cutter: thread * AERIEJ and GORODN dialogues are corrupted according to NI: thread * Imp and Quasit poison damage is screwy: thread * Errors with the Protection from X scrolls: thread * Darkmail is unusable by archers, though it's not in the description: thread * Swashbucklers not receiving their +1 THAC0/damage at level 20: thread * Stalkers not getting proper backstab bonuses: thread * Remove Paralysis does not remove hold animation: thread * Crimson Chain typo: thread * Darkmail +3 typo: thread * Magically created weapons have inconsistent weights: thread * Bugs with Viconia's and Aerie's "morning after" lovetalks appearing a day late: thread * Bugs with Holy Symbols: thread * Mimcs and spiders are misclassed: thread * Creatures using incorrect soundsets: thread * Merchants handle charged items inconsistently: thread * Charged items and Bags of Holding interact unexpectedly: thread * Time stop issues: thread, thread Those thread links wont work because im copy pasting most of this. (Doh [img]tongue.gif[/img] ) But it does seem like a LOT of bugs to me ![]() [ 10-26-2004, 10:15 PM: Message edited by: KillerTomato61 ] |
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#6 |
Baaz Draconian
![]() Join Date: August 22, 2004
Location: Sydney, Australia.
Age: 40
Posts: 737
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MIA = Missing in action
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#7 |
Mephistopheles
![]() Join Date: June 13, 2001
Location: Northfield, NJ USA
Posts: 1,417
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Wow! So many untended bugs! And I have run into a few of them even with all patches applied. That Bodhi lair had more than one for me. Luckily I kept a number of saves and get the right one to work because if not the whole Imoen plot would have been undoable.
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