Neverwinter Nights 2

My BGR 1.3 run: Feedback and Bugs (4 comments)

  1. nhnsen
    nhnsen
    • supporter
    • 0 kudos
    First of all I want to say thanks to the team for remaking this game.You have done an incredible job! I never could get far playing the original because I had already played NWN2 and I think the UI is so much better.
     
    I have found a solution to Durlags labyrinth after a few nights of trial and error.  The order in which you complete the tasks matters!
     

     

     

     

    **********************SPOILER**********************
     
     
     
    1. Answer the riddle of the big stone statue in the room with the spiders. you will be transported to the compass room.  answer Durlags question and you are teleported out.
     
    2. go to the Family tomb room .... the one that is protected by the Rune Carpet thing.  I couldn't find the bone wardstone to dissable the trap, but if you dont have a thief,  just walk around the carpet.  Click on the sarcophagus on the top left and you will be teleported to the compass room again.  Answer Durlag's question again.
     
    3. Go to the Throne room (you need the compass wardstone from the ghoul in the caverns) and click on the throne. Answer Durlag's last question.
     
     
     
  2. kgub
    kgub
    • member
    • 1 kudos
    I just finished playing through BGR for the first time on 1.3. Wow. Big thanks to the BGR team for this incredible campaign. The amount of work and dedication that went into this really shows. I have been wishing for this ever since NWN1 first released and I first looked at the editor. It's amazing to me that BG in NWN finally exists.

    It was so cool to be able to go in to character mode and look around these familiar areas from ground level. I especially liked the LOD elements like Candlekeep in the distance, Baldur's Gate in the distance, and hills in the countryside. Simply gorgeous.

    Here are the issues and feedback that I put in my notes as I was playing. (I did not use the character creation hotfix or the 1.31 patch.)

    ICONS
    · Spear +1 has icon of Staff +1
    · Arrows +2 has icon of Arrow of Piercing (should be white arrow with gold head)
    · Bullet +1 has red icon of Bullet +2 (should be blue)
    · Seven Suns basement - jewelry in chest has incorrect/missing icons. (saw this in other places but forgot to record location. Gems show up as blank scrolls)
    · Various NWN2 icons present mostly in TOSC
    · Crossbows use NWN2 icons. Need BG icons

    CHARACTERS
    · Vay-Ya in the Low Lantern has male voice
    · Ulcaster's Ghost has a generic townsfolk voice. Seems like it should be more ghostly
    · Elfsong Tavern serving wench has male voice
    · Wiven (in house by flaming fist HQ) has male voice
    · Gretek (Maulers of Undermountain) has female voice
    · Hurgan Stoneblade has generic dwarf voice. Had unique voice in original game.
    · Shandalar has regular “hick” villager voice
    · Farmer Brun has miner/slave voice
    · Durlag's Tower compass riddle rooms - statues should have no voices
    · TotSC Town Crier: He is very elusive. I looked for him day after day but I couldn't find him. Finally I happened upon him standing there one day. I have no idea why he wouldn't spawn before and what changed to get him to spawn (I had already cheated to teleport to Ulgoth's Beard)

    ITEMS
    · Wand Balance – Found a lot of wands that had 100 charges each. I forgot to record where these 100 charge wands dropped, but in general the wands in the game could be more balanced
    · Long Bow of Markmanship “The Dead Shot” (Unique Longbow) did not drop in bandit camp. Regular Composite Bow +1 dropped instead
    · Gauntlets of Weapon Skill, Gauntlets of Weapon Expertise have no effect when a character is not unarmed. Would it be possible to have the gauntlets grant the Epic Prowess feat in place of their current implementation?
    · Kobold Commandos drop too many fire arrows for my taste. IIRC Each one drops 20 where in the original game they just dropped 2 each.
    · Archdruid Amarande drops “Orb of Fixing Polymorph” which I'm guessing is a dummy item that grants the NPC some special powers, but it shouldn't be seen by the player
    · Boots of Speed: I don't think the implementation of granting permanent haste is very balanced. Would it be possible to have it grant the Dash feat and possibly the Monk speed feats to simulate the original game's boots of speed (which IIRC granted movement speed and no other combat benefits)?
    · Crossbow of Speed: I tested this weapon out and it didn't seem to grant the extra attack that the item did in the original game. Perhaps the haste effect from the boots of speed could be moved over to this item.
    · Cloak of Balduran should have AC modifier other than deflection because in original game it
    stacked with Ring of Protection
    · Zorl in Merchant League drops knave robe with NWN icon
    · Cyrdemac drops "Cosmetic boot 1". Saw other instances of “Cosmetic” items drop, mostly in TOSC (Ice Island)
    · Wolfsbane Charm grants +1 STR along with it's armor bonus vs. Shapeshifters. The Strength bonus seems superfluous based on the item from the original game.
    · Cloakwood Mine Level 3 – There is an unidentified longbow in one of the chests in the hobgoblin barracks which identifies to be a regular composite longbow
    · Issues with Ulgoth's Beard Store and Durlag's Tower store – NWN2-style elemental arrows can be bought for dirt cheap (like 7g/stack) while NWN2-style Arrows+2 cost 11,000,000 g/stack
    · Werebane Dagger is incorrectly classified as a shortsword
    · Werewolf Isle - duplicate Bracers of Folly on Balduran's ship
    · Possible Item Bug - Kiel's Helmet grants immunity to critical hits. In the original Baldur's Gate, every helmet in the game granted immunity to critical hits, but this is not the case in BGR (except for Kiel's Helmet). Did not know if this was intentional
    · Durlag's Tower loot - duplicate Plate mail +3 appears. One is Plate Mail +3, the other is called "Practical Defense". The latter is classified as Medium Armor (Chainmail I think)

    ECONOMY
    · General thoughts on economy – The original game had its issues with giving the player too much gold with nothing to spend it on, and this is true for BGR as well. (It might be a bit worse in BGR). Something that might help is to use the methods that the NWN2 OC used, where all merchants had caps on how much gold they would give you for a single item. Using a cap of 3000 or so in BGR would make things more interesting in my opinion.
    · Cursed Sword of Berserking has too much value. If I remember correctly, it sells for ~11,000 gold where in the original game it only sold for 500.
    · Poison Arrows seem too valuable. The statloss poison mechanic is not nearly as useful as the damage over time mechanic from the original game, so I wager most players are just going to sell all poison arrows. They are plentiful and worth a lot of gold, which makes the player's gold situation too comfortable
    · Burglars in BG Slums District drop NWN2 style Arrows +2 that can be sold for 100,000 gold


    QUESTS
    · I noticed that some of the side quests grant a lot of experience while some grant none at all. Some examples:
          · 2500 EXP each for Umberlee Temple intruder kid and Hall of Wonders theft quests
    &nbsp&nbsp&nbsp&nbsp&nbsp&nbsp· No EXP for Brielbara/Yago or curing Ghorak
    · IMO 2500 is too much exp for a simple sidequest when the cap for the whole game is 45000 if I understand correctly. I finished the game at 52000 EXP or so but I only did about 80% of the sidequests and skipped Mutamin's Garden
    · Phierkas will not give the steal Algernon's cloak quest to the party. Party had a level 8 thief (Imoen)
    · Firewine Quest – Gandolar doesn't recognize that the Ogre Mage and Jenkal are slain
    · Ogre Droth encounter. Shaol did not initiate dialog after being defeated. Droth did not initiate dialog after approaching. I spoke to Shaol manually and she resurrected my companion. I spoke to her again and she assumed Droth was dead and ran off even though I didn't kill him yet
    · Cordyr in BG does not offer quest to kill Syl
    · Sonner/Tenya quest – After siding with Tenya and confronting Sonner and getting the bowl, Sonner and friends stay friendly and act as if the quest is still on
    · Brandilar in merchant league repeats first dialog. He does not notice that the player has incriminating notes in inventory
    · Ankheg by Tenya house not spawning. I did not try talking to the NPC that gives the quest for Nestor's Dagger first, though
    · Werewolf Island - Kaishas doesn't acknowledge that Karoug is dead
    · Hostile Thieves guild – at some point the thieves guild all went hostile on me. Maybe because I killed Wiven (The bandit in a house by the Flaming Fist HQ who identifies as a member of the Theives Guild)

    MONSTERS
    · Ulcaster exterior: Skeleton archers on the Northwest hills were too tough (party level 6, Challenge rating Orange Overpowering)
    · Ettercaps casting confusion (looks like they are mini umber hulks and kept that power)
    · Candlekeep Catacombs - 2 ghasts south side of first corpse pile room did not go hostile

    AREAS
    · Cloakwood Level 2 (same map that Yeslick is on) Invisible wall near the entrance. Can't reach bookcase loot through it
    · Traps before davaeorn grant 125 XP each for disarming. This seemed out of place because I didn't get XP for disarming any other traps in the campaign
    · Baldur's Gate all exterior maps: Sewer entrances can be destroyed (tested with wand of fire)
    · Oberan's estate - front door transition not working from the inside. Can't get back outside
    · Candlekeep caves exit has a door that has to be opened (requires 2 clicks)
    · Candlekeep disappears from world map at start of Chapter 6. Only noticed this because I prematurely started Chapter 6. When Eltan teleported me to Candlekeep I just turned around and took the area transition out. I was able to unlock it again on the world map by hitting the area transition on the map where Gorion dies however

    DIALOGS
    · Bandit Camp – Dialog with the leader of the gnolls in the cave did not happen (should happen even if you go into the camp guns blazing)
    · Ulgoth's Beard - Fenrus has duplicate dialog choice
    · Ulgoth's Beard - Dialog with Mendas has duplicate dialog choice "You're as long winded as Volo"
    · North Baldur's Gate - Temple of Helm "What sort of cures?" -> "Show Store" dialog options does not open store
    · Baldur's Gate - Neb - Asks sequence riddle but player is not given the chance to answer. Dialog skips straight to the alternate riddle.
    · Ice Island - difficulty leaving the island (exit dialog flashes but immediately closes). Dialog does appear for a split second however, and hitting '1' on the keyboard repeatedly allowed me to leave
    · Werewolf Island - maralee keeps initiating dialog with party after returning her baby. Might be linked to the bug that I encountered where Kaishas did not recognize Karoug's death

    OTHER TEXT
    · Cloakwood Mines outdoors area name is mispelled. Reads “Cloackwood mines”
    · Map note " Degrobel's Manor" should read Degrodel
    · Ulgoth's Beard outdoor area name is mispelled. Reads "Ulgoth Bearb"
    · Ice Island - Dezkiel's name appears in full caps
    · Durlag's Tower Level 4 Lava bridge Islanne doppelganger is mispelled "Islane". Same with Level 5 (The Islanne ghost who teleports you to the surface)
    · Durlag's Tower – typo in Grael's speech. Choose the pity dialog and he says "faught also" should be "fought also"

    DURLAG'S TOWER
    · I got the impression that Durlag's Tower is a work in progress but it was still a lot of fun. I think the atmosphere could be improved to make it a bit more dark and oppressive, somewhat more like the atmosphere in the Candlekeep Catacombs or Undercity
    · Area Geometry Glitches
    &nbsp&nbsp&nbsp&nbsp&nbsp&nbsp· Outside map – The tower is mostly invisible. Some floating elements exist
    &nbsp&nbsp&nbsp&nbsp&nbsp&nbsp· Ground floor stairs geometry doesn't look right
    &nbsp&nbsp&nbsp&nbsp&nbsp&nbsp· Level 1 has castle crenellations in the middle of the floor
    &nbsp&nbsp&nbsp&nbsp&nbsp&nbsp· Level 2 Durlag's Pride books room has extra ruins geometry floating in room, missing geometry for tables that the books are supposed to be resting on
    &nbsp&nbsp&nbsp&nbsp&nbsp&nbsp· Level 3 Teleportation Room missing wall geometry on left and right sides
    &nbsp&nbsp&nbsp&nbsp&nbsp&nbsp· Level 3 "Sconce Room" (after teleportation room) missing geometry on top of pillars
    &nbsp&nbsp&nbsp&nbsp&nbsp&nbsp· Level 4 both doors to wyvern room have messed up geometry on both sides of door
    &nbsp&nbsp&nbsp&nbsp&nbsp&nbsp· Chessboard missing gameboard geometry. All creatures appear to be floating above floor
    &nbsp&nbsp&nbsp&nbsp&nbsp&nbsp· Level 5 "Barn" geometry cutting into vault room and Clair Delaine's room
    · Stairs up from ground floor inaccessible. Saw another player say this happens if you take the tour. I wasn't able to test to see if I could take the stairs if I was not on the tour, but I took the tour on my game and couldn't go up (so I wasn't able to test the floors above ground)
    · Level 1 - NWN2 Ring of Protection appears in the loot
    · Level 2 - Stack of crates in spider room is inaccessible
    · Level 2 – I struggled with the puzzles on this level because there wasn't any feedback with the wine bottle. It seemed like the switch to activate steam engine is inaccessible so I thought I was stuck. I gave up and started to leave but then I saw the wine bottle in my inventory. I think it would be an improvement to have dialog windows appear when crafting the wine at the press. Same goes for crafting the gong mallet.
    · Level 3 Teleportation rune not teleporting party. Had runestone and clicked the rune on floor. No effect
    · Chess game started after clearing air and slime planes (Did not have to do Ice and Fire)
    · Exiting Ice room from the inside caused game to hang on load screen
    · Spider room Compass - The “choose later” dialog when talking to Durlag statue does not exit the dialog. It keeps looping dialog and nuking the party until the right choice is guessed
    · Level 5 - spiders should spawn when entering from north entrance (web trap)
    · Level 5 – Could not interact with throne to go to the compass riddle. Could not complete the dungeon. Looking back I realize I forgot to do the compass riddle in the rune trapped room. Maybe I needed to do that one first?





    1. drechner
      drechner
      • supporter
      • 22 kudos
      Wow! This is great feedback; thank you so much for taking the time to not only play BGR, but do this excellent write-up! If we were to do another patch for BGR in the future, we would definitely use this as our definitive guide I think.

      As you noticed, there were quite a few bugs with items in BGR, mostly revolving around the cost though some had issues with their properties. We're hoping that we have much better workflow in-place for SOAR so we can avoid seeing these issues again in the sequel.
    2. kgub
      kgub
      • member
      • 1 kudos
      "Level 5 – Could not interact with throne to go to the compass riddle. Could not complete the dungeon. Looking back I realize I forgot to do the compass riddle in the rune trapped room. Maybe I needed to do that one first?"

      I went back and tried this again. It turns out you do indeed have to insert the bone wardstone in the machine and do the compass riddle in the rune trapped room before you can interact with the throne and do the last riddle. I think you're supposed to be able to do them in any order, but it's not the bug I thought it was. User error.

      The way I did it before was I bypassed the bone wardstone trap with my rogue using Improved Evasion and looted the room. Avoiding the trap in this way did not let me click on the item that teleports you to the riddle room. Perhaps there should be a scripted kill event included with the rune trap to prevent rogues from cheating.