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Yes, that's true. I believe this change was made in v1.3.
Ok and furthermore how do you plan do deal with the fact that some specialist mage classes such as transmuter are literally unplayable now due to the fact that they must select a spell from their school from each spell level but do not have access to these spells. For example the transmuter like I said is unplayable as there are no alteration spells at level 5 and as a result you can not go past that screen in character creation.
Edit: Scoured the patch notes all the way back to 2.0 and I saw the icon for the werewolf weapon was changed. I highly doubt this is a fix for the game calling the wrong "werewolf weapon" but maybe just maybe?
That sounds like a serious issue! We'll certainly look into this; we have a ticket for it in our system.
I'm not sure what fixes you're hoping for. Can you be a little more specific?
This is what was shown to be fixed in the disk version when fixing bugs. Also apparently its not calling the wrong weapon but calling the wrong stats for the transformation losing out on many werewolf inherent passives.
You Were Supposed to Receive... :: You Actually Received...
Base magic resistance 20% :: Magic resistance locked at 20%
Immunity to normal weapons :: Nothing
Paw does 1d12 slashing damage :: Paw does 1d6 piercing damage
For the greater werewolf:
You Were Supposed to Receive... :: You Actually Received...
THAC0 of 6 :: Nothing
Saves 1/1/1/2/1 :: Nothing
Base elemental resistance of 50% :: Elemental resistance locked at 50%
Base magic resistance of 40% :: Magic resistance locked at 40%
Immunity to normal weapons :: Nothing
Paw is +3 weapon :: Paw is +2 weapon
Paw does 2d8 slashing damage :: Paw does 1d6 piercing damage
Regeneration of 3 HP per second :: Nothing
Edit: Having difficulty lining up the were supposed to receive and actually receive. Sorry!
Second Edit: Here is the direct line from the original fix. Maybe it will help!
This also fixes a "bug" where attributes of the CRE file for "PC polymorphed into a Werewolf" were not actually given to the PC by the Polymorph opcode.
What I can tell you is that the Shapeshifter kit's ability is currently working by design. The monster Werewolf's stats were too powerful for a player character at all levels, so the original developers created a watered down version that could give the Shapeshifter kit a bit of a buff without making them overpowered. I've definitely seen people talk about playthroughs where the Shapeshifter's abilities were very useful.
It is different from the wild Werewolf, though, you're right about that. I know there are mods that offer alternatives, but if you're looking for official implementation of that idea, I would recommend creating a ticket on our official Redmine (link below) using the "Feature" tracker type. I won't make any promises that it'll be implemented, but that's the place to request it.
Link to the Beamdog Public Redmine: http://support.baldursgate.com/projects/external-bugs
So what are your thoughts on adding something to boost the werewolf in ToB if you haven't l already. Perhaps some specific Epic feats that improve the transformation? I fully understand they have access to the elemental transformation feats but perhaps one for the werewolf? And I will be sure to add this to your feature request you linked!
When it comes to kit abilities from the original game, though, Beamdog typically plays things pretty conservatively. The Assassin's Poison Weapon ability is a unique case, in that its original behavior was altered by a bug fix in the Enhanced Edition, which necessitated some tweaking to the ability's design.
I just want to know because if you did give into their threats, I'll pass on the expansion. Don't give into bullying by teenagers.