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Very annoying bug (sometimes...)
Posted: Mon Mar 15, 2004 3:25 pm
by Dueller
I've encountered an annoying bug that can sometimes be benefitial.
It seems that every time a hostile NPC follows me through a door into another area, and I kill them there, they are still alive when I go back through the door. If I don't kill them where they started out, they just keep coming back.
I've killed the lich in the gate district three times in a row in the same game. This wasn't so bad - since I got the experience every time, and had a huge collection of cloudkill wands. However going back in to get Daystar becomes a pain...
It can be extremely annoying with very powerful NPCs that take a lot of beating, especially if I want to go back into a building to look for goodies.
Posted: Mon Mar 15, 2004 4:30 pm
by fable
And this happens just since you've started ToB? It didn't occur in SoA?
Posted: Mon Mar 15, 2004 11:20 pm
by Sojourner
Patching the game should fix this.
Posted: Wed Mar 17, 2004 3:05 pm
by Dueller
Originally posted by fable
And this happens just since you've started ToB? It didn't occur in SoA?
It didn't occur when I first player SoA, or when I installed and played ToB. Only since I started a new game of SoA SINCE installing ToB.
ToB seems to have solved some of the bugs I encountered in my first pass through SoA. Unfortunately I can't wear the red dragon scale armour with a ring+2 anymore. Going into the circus tent with Aerie in your party after Quayle sends an 'urgent message' was tedious, since the same conversation was spawned repeatedly with just a few seconds in between each one (and the quest to go and see Quayle never left the journal). The tanner also followed my party outside and refused to be killed. Even after killing him in Trademeet, his immortal form still hung around the Bridge District.
After killing Bodhi (which was difficult, since I was using a 'protection from undead' scroll at the time, and she wouldn't die until it wore off), I went back to see the shadowthief leader. He offered to send me to the pirate island again. If you went again, you saw the cut scene where Imoen was being tortured (even though she was in my party by then), and once on the island there was no way off. The bridge to the assylum was warded with a flesh to stone spell, which couldn't be detected or disarmed no matter how high your detect traps stats were.
However there are some weird things in ToB as well: when you send the amateur party off to get a beholder's eye in Abazigal's lair, they return and plan to attack you. You transform into the slayer automatically and attack them. Suddenly, you're no longer the slayer and the three adventurers are not piles of meat on the ground, and they have a conversation with you like nothing happened.
Originally posted by Sojourner
Patching the game should fix this.
Is there any specific patch, or is there a suite of patches I can download all in one?
Posted: Wed Mar 17, 2004 8:52 pm
by JackOfClubs
Originally posted by Dueller
However there are some weird things in ToB as well: when you send the amateur party off to get a beholder's eye in Abazigal's lair, they return and plan to attack you. You transform into the slayer automatically and attack them. Suddenly, you're no longer the slayer and the three adventurers are not piles of meat on the ground, and they have a conversation with you like nothing happened.
This isn't a bug, it is a joke. If you pay close attention, when your slayer form kills them, a message appears that says "Bondari reloads". The idea is that they are "playing" ToB as well, and reload when they die, just like we all do.
Posted: Wed Mar 17, 2004 10:39 pm
by Dueller
Originally posted by JackOfClubs
This isn't a bug, it is a joke. If you pay close attention, when your slayer form kills them, a message appears that says "Bondari reloads". The idea is that they are "playing" ToB as well, and reload when they die, just like we all do.
Hah! I'll have to pay closer attention to the messages.
This one's right up there with getting autographs from Larry, Daryl and Daryl in Baldur's Gate.
I downloaded the latest ToB patch (I now have access to the bonus merchant in the Adventure Mart - killing beholders should be a breeze from now on). I'll pay a visit to the Gate district lich and see if he stays dead this time (although there goes my unlimited supply of cloudkill wands...)
Posted: Thu Mar 18, 2004 3:38 am
by Coot
Dueller, I recognise a lot of the bugs you mentioned, but I got them all fixed by downloading the
Baldurdash patch.
Posted: Fri Mar 19, 2004 3:15 pm
by Dueller
I downloaded an 8Mb patch from bioware:
http://www.bioware.com/games/throne_bha ... t/patches/
It fixes all of the problems, and adds all sorts of goodies to the game. Sadly I have to report the permanent demise of the gate district lich. His unending supply of cloudkill wands and rods of terror will be sorely missed by all...
I did however find another interesting bug which no-one would want fixed. When returning the rift rod to the underground temple, I managed to score TWO shields as a reward. When the 'diseased one' stops talking inside the temple, there was a pause before the tranparent guy responds and rewards you. If you click on the 'diseased one' before that happens, you go through his dialogue again, and after getting a shield as a reward the transparent guy initiates the same dialogue again and gives you another shield. I don't know how many times you can do this, but if you're quick you could wind up with a whole lot of magic shields.
Posted: Fri Mar 19, 2004 4:04 pm
by fable
I did however find another interesting bug which no-one would want fixed.
You're wrong about that.

I already feel that BG2 is something of a Monty Haul, without having a lot of other items, super-powered or otherwise, available to my team.
Posted: Mon Mar 29, 2004 4:41 pm
by Dueller
Here's another annoying one:
At least two houses (The Fenton house in Trademeet, the cabin west of the wolfwere camp) will allow one character to enter, but requires the entire party to leave.
If you send a single character on ahead with the boots of speed to scout around, you have to wait for the rest of your party to join you just to leave these houses. This was a nasty situation in the forest cabin, as I found myself alone with a bunch of wraiths with no immediate way to get out of the cabin again (my party was on the other side of the map). I knew they'd be in there, but I thought setting some traps outside and luring them through the doorway would be a sneaky way of dispatching them.
This is after I installed Bioware's latest ToB patch. I didn't see this bug the first time through SoA, but that was before installing ToB.