Baldur's Gate II: Enhanced Edition

Baldur's Gate II: Enhanced Edition

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Emily May 17, 2016 @ 1:21pm
v2.2 Update Released! (Release Notes Attached)
Today we're pleased to bring you v2.2, which includes 90 fixes to BGII:EE. The full release notes are linked below, but here are the highlights:

- Improved multiplayer stability
- New graphics options
- Localized Steam Achievements for French and Polish
- Fixed loot for dead party members during the transition to Throne of Bhaal

We are continuing to make improvements to the game all the time based on feedback from the community and beta testers. Hop over to the official Beamdog forums[forums.beamdog.com] to join the conversation!

Read the full v2.2 Release Notes[15254b2dcaab7f5478ab-24461f391e20b7336331d5789078af53.ssl.cf1.rackcdn.com]
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Showing 1-15 of 27 comments
Schinigami May 17, 2016 @ 1:42pm 
Good job! Thx a lot for this update:steamhappy:
Bueno Excellente May 17, 2016 @ 1:45pm 
Hi I heard that Use Any Item was changed so that you can no longer use NPC specific gear is this true ? I understand some of those items could be quite cheesy but I feel that is kind of the point of Use Any Item
Emily May 17, 2016 @ 1:48pm 
Originally posted by Schlomo Shekelberg:
Hi I heard that Use Any Item was changed so that you can no longer use NPC specific gear is this true ? I understand some of those items could be quite cheesy but I feel that is kind of the point of Use Any Item

Yes, that's true. I believe this change was made in v1.3.
Bueno Excellente May 17, 2016 @ 1:53pm 
Originally posted by Dee:
Originally posted by Schlomo Shekelberg:
Hi I heard that Use Any Item was changed so that you can no longer use NPC specific gear is this true ? I understand some of those items could be quite cheesy but I feel that is kind of the point of Use Any Item

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.
delvonshi May 17, 2016 @ 1:54pm 
I haven't played BGII:EE in a bit due to multiplayer not working. I saw it was fixed and I truly appreciate that. However, I didn't see any druid werewolf fixes which is another one I was really hoping for. Has this already been fixed in a previous patch I missed? Or perhaps fixed somewhere but I missed the notes. Thanks for the continued development!

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?
Last edited by delvonshi; May 17, 2016 @ 2:04pm
Emily May 17, 2016 @ 2:04pm 
Originally posted by Schlomo Shekelberg:
Originally posted by Dee:

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.

That sounds like a serious issue! We'll certainly look into this; we have a ticket for it in our system.
Emily May 17, 2016 @ 2:05pm 
Originally posted by delvonshi:
I haven't played BGII:EE in a bit due to multiplayer not working. I saw it was fixed and I truly appreciate that. However, I didn't see any druid werewolf fixes which is another one I was really hoping for. Has this already been fixed in a previous patch I missed? Or perhaps fixed somewhere but I missed the notes. Thanks for the continued development!

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?

I'm not sure what fixes you're hoping for. Can you be a little more specific?
delvonshi May 17, 2016 @ 2:11pm 
Yes of course! The main reason is, for the original game and from what I can see from previous play and forum posts enhanced edition as well, the game calls the wrong file/transformation for the werewolf transformation. It causes a much weaker version of werewolf to be equipped missing some special abilities etc etc. Of course I could be wrong, but this has been a bug that has been around for quite some time and causes the werewolf transformation to be pretty bad. It has been a while so I can't be super specific on what the difference is between the forms. I only remember that I always get the fix for it on the original disk game and that BGII:EE had this bug as well and it wasn't patched the last time I had played nor have I seen it fixed in the patch notes up to now.

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.
Last edited by delvonshi; May 17, 2016 @ 2:28pm
Emily May 17, 2016 @ 2:26pm 
Ah! Okay, I'm on the same page now; I've actually seen that very table before.

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
delvonshi May 17, 2016 @ 2:31pm 
If that is by design I am perfectly fine with it. Due to multiplayer stability issues I was never able to take a shapeshifter to TOB in BGII:EE. I do remember them being a huge issue in the disk version though after that point due to the very static nature of the transformation and very little being able to improve it due to their lack of weapons/armor. That was the primary reason I was shooting for that.

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!
Last edited by delvonshi; May 17, 2016 @ 2:36pm
Emily May 17, 2016 @ 2:38pm 
As a player, I'm a big fan of abilities that scale with level, especially if they scale in a mechanically meaningful way. As a designer, I like abilities that have an intuitive (read: mathematically predictable) progression.

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.
delvonshi May 17, 2016 @ 2:49pm 
Well in pretty much all cases its better to replace your shapeshifter with anything else than continue with it in the TOB expansion, this is not from a min/max perspective either. I'm not specifically asking for scaling but something using the epic feats that would be benefitial to the shapeshifter in general. I'll just add it to your feature tracker and let you guys decide. Losing one kit in the transition from SOA to TOB is not a big deal, I just get attached to my characters.
So did you give into the Gamergaters and people who threatened your lives (the baby gamergaters threatened devs lives) and change the transgender character and the joke they got all sensitive about even though they're all about TELLIN IT LIKE IT IS?

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.
val May 17, 2016 @ 7:24pm 
chinese language..so long to wait
Neme May 17, 2016 @ 8:44pm 
Unexpected updated... Nice :)
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