IA 6.5 "Bugs" and inconsistencies I've encountered, Bugs, features and inconsistencies |
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IA 6.5 "Bugs" and inconsistencies I've encountered, Bugs, features and inconsistencies |
Jan 18 2021, 11:25 AM
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Forum Member Posts: 566 Joined: 30-November 20 |
First of all, thanks for the great mod! I've truly enjoyed playing this mod through and I've spent enormous amount of time with BG2/IA within the last few months. I kept tabs on everything inconsistent / "buggy" stuff in the game and here's a list. I'm currently figuring out Orcus and will likely head out to Suldannessar quite soon if I have the chance from real life.
I'm unsure if these are BG2/EE/IA issues & some might be by design. Anyway, here's you go: *** Bugs & inconsistencies *** Weahermistress in Temple of Talos is broken -> she’s just sleeping in her bed from the start of the game and is never awake. When Valygar gets confused(?) (at least) from Umber Hulks) there’s no icon / info that he is confused. (This happened at underdark / Mid Flayer lair & umberhulks) Paws of the Furious Cat do not work on a dual classed berserker/druid (the descriptionn specifically states they work on a fighter/druid). Daystar doesn’t do double damage against Skeleton Lords. It does, for some reason, do a few points of magic damage. Jan Jansen - loses the +1 spell per level when levelling up - has a strange “remove magic” button in his spells, even if he has no remove magic spell at all. Selecting the spell does nothing. (I had a look with eekeeper and this might be due to Jan having 4 spells as innate abilities even though he has only 3 innate abilities (1x create bruiser mates, 2x set snare)). - Lost his thieving abilities (thieving + stealth) at some random point? The "quick use" icons were grey, as if he was wearing an armour that prevents the use of thieving skills. I had a look and for some reason this effect was added to his variables (Button: Disable button(144) with variables 0 & 1 => disables stealth & thieving). Jan was level 20 at the time. - Ammunition from the “improved flasher launcher” weights 1lbs/piece. It’s quite difficult for Jan to carry the amount around as he has so low strength. Potion of defence gives +8 to AC against crushing attacks (so char is easier to hit with crushing). Delon (who should trigger the vanilla game’s ranger stronghold quest #2) spawns so randomly it's too easy to lose the stronghold. And If he spawns, and talks to Minsc, it triggeres the original “investigate deaths at Umar Hills” quest, even though that quest is Finished (I assume the original quest wasn’t triggered by Delon talking to Minsc) Strongholds - Ranger-protector of Umar Hills is finished in journal, even though “Umar Witch” quest is activated & not done yet - 2 Higgolds appear (when starting the Playhouse stronghold). One is at x=320, y=1160 the other one x=806, y=771 - Paladin Stronghold says “finished” even though I was yet to face Firkraag When "hit" with effects of a spell, like Greater malision, it counts as a “hit” on contingency. So if you have something launching on the condition of “hit”, a negatively affecting spell will trigger it. Sometimes contingency (stoneskin/myself/enemy sighted) triggers, even if there are no monsters in sight (this might have to do with a previous stoneskin expiring). Squirreled Away doesn’t trigger anything to Journal. Neither does the expanded mage stronghold quests. Chaos (the monster with the child @ trademeet) isn’t hittable with Treefolk’s arm +3. I think Chaos required +4 weapons to hit, but that club should be +5 against unnatural creatures. I forged "treefolk's fist", but I still have Skullcrusher in my inventory. Salamnder prince's "improved fireshield" gets to interrupt my casting, even though my protagonist is immune to the damage (and the console says "<charname> was immune to damage". No HP's are reduced either. The mind flayer control circlet sometimes don’t work - it says “charmed” but the ring under the mind flayer stays red instead of green. I only got the circlet to work in the room where a new mind flayer always spawns @ Underdark. Risbearer’s innate abilities do not work. As innate abilities, they probably should have a casting time of 0. Now e.g. “risk decrement” just gets cancelled every now and then. It is a serious drag on the usefulness of those abilities and sometimes not being able to fire that specific ability means that you lost a battle. Hood of the Honourless isn’t usable by Jan (it’s supposed to be usable by a thief). It’s a big shame, since that item looks like custom made fit for Jan. It makes no sense for Improved Dragon helmet not to be usable by e.g. Valygar. The helmets the improved dragon helmet was made of do not have such restrictions. Cancelling “chain contingency” goes into a loop - you can’t cast the spell again even though it’s not active. Grave Lich’s Llarlorch’s interrupter interrupts, even though the recipient has protection from magical energy (my character had 120% resistance against magic energy and still got interrupted). It says spell “char was immune to my damage” but still interrupts. Cernd’s burning hands has a strange casting time. Cernd has -3 casting time at the moment, but still it isn’t instant. Minsc has max hit points and (at least) Valygar, Jan, Cernd do not. If Armor of Faith is cast, it sometimes triggers the animation (the white wings) when “attacked” Contigency “hit points at 50%” doesn’t work (It doesn’t work in vanilla game either). I couldn't forge sword of the rashemi even though I had all of the components in my inventory. You can only summon one planetar (apparently). Even though the it says "you cannot summon any more creatures", you can summon more creatures but just not another planter. If you are at your maximum with summons, you can't cast "wish". It just says "you can't summon any more creatures" and the spell gets cancelled. This post has been edited by pekkae: Jan 18 2021, 01:39 PM |
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