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  1. [Description:] When playing around in inventory and right lcicking on scroll of protection and then going back to the game screen, the descriptions of the scroll will not close out and the description continues to block the game screen. You can move the description box around, but you cannot close it. Furthermore, the scroll description seems to be incorrect. To replicate: Find scroll of protection Place in inventory screen. Give scroll to BB wizard. Place in quick slot. Exit out from inventory. You should see a description box that will not close. What should happen: The description should close.
  2. [Description of the issue] In the Scaen temple ruins after talking with Wymund, you get to loot a small room to the west of him. In one of the containers there, there are random treasures, and sometimes an item appears that says "Fine arbalest" when you hover over it, but has a picture of a bow. When you take it and it's in your inventory it's called Warbow. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Finish talking with Wymund in the Dyrwood Ruins area. 2) Loot the room with the sarcophagus to the west of Wymund. 3) Repeat as many times as needed until you get to the Fine Arbalest. Take it into your inventory. 4) Check its name and properties in the inventory. 5) It's now called Warbow. [Expected behaviour] The tooltip and the item created in the inventory should correspond to each other.
  3. At least my explanation is that these icons have been exported in a wrong color mode. Probably the issue is something different but here are some examples: The description says this is a copper coin. The same image is shown for the Golden Duc, although I haven't taken a screenshot of that too, it looks the same. Maybe the idea is that it will get progressively closer to gold, as the game gets closer to gold? I suppose this book should actually have a dark-orange or yellow cover as well.
  4. (I apologize. I've moved this post to the beta discussion forum, here.)
  5. As you can see from my attached image. My wizard is holding the grimoire and a large shield in their hand
  6. [Description of the issue] When giving a Rouge a gun (the Arquebus in this case) and making him fire it he will start his reload animation but sometimes will finish the animation but the reload icon will never leave his "current action" icon nex to his health bar (the one over his character). This causes him/her to never fire a single other shot in any future combat, making them useless. I did not try reloading but unequipping and re-equiping the weapon does not fix it. NOTE: I was using a freshly recruited Rouge with the Gunner skill to do this but Ive had it happen with BB Rouge as well before this version. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Give Rouge gun. 2) Fire it until bug presents itself. 3) Recieve Rouge that will never have the reloading icon leave him.
  7. Clicking while hovering over a glossary item (e.g., "Damage") in an item description disables the tooltips until you move the cursor outside of the item description window. [Reproduce] Bring up the Inventory screen and select the BB fighter. Right-click on the BB Fighter's Arbalest. Mouse over a keyword like Accuracy to see the tooltip. Now click the word Accuracy to dismiss the tooltip. Keeping the mouse within the item description window, hover over another keyword like Damage. The tooltip doesn't appear. Move the cursor outside of the item description window, then back in...the tooltips are working again.
  8. Noticed in build 333 that items I loot from barrels and boxes outside (fruit and vegetables, or beer from the kitchen in the inn) don't always survive area transitions. I'll collect the item, look at it in my inventory, go to a new area (e.g., enter the inn or leave it) and then go into inventory--no more veggies/fruit/beer. Wanted to provide a savegame to repro this but of course "now it's not doing it." Will update this post if I manage to create a reproducible scenario, but wanted you to be aware of it.
  9. In this screenshot, my Barbarian is attacking an Adra Beetle with a Greatsword which has best of Slash/Pierce, she is dealing Slashing damage when the Adra Beetle has a Slashing DT of 30, and a Pierce DT of 7.5 The same happens with the Pollaxe, it always deals Slashing damage.
  10. When shopping at Winfriths the item list shows no item names, only icons. [steps to reproduce] 1) Start a new game 2) Enter Winfriths shop, talk to him. 3) "Show me what you have for sale" [Expected behaviour] Winfriths shop displays item names like any other shop.
  11. Maybe this is by design, but I noticed that recipes don't count ingredients in your stash when listing which ingredients you possess. This is when in a friendly area (town), so the stash is accessible and should be available for crafting recipes. [Reproduce] Load this savegame. Open your stash and note the Turquoise stone in the bottom-right corner. Open Crafting and look at the recipe for Potion of Minor Regeneration. Turquoise shows as 0/1 in red; i.e., that you don't have it. Take the Turquoise out of your inventory, go back into crafting. Now that recipe shows 1/1 Turquoise. If you truly mean for us to hunt for and pull out crafting ingredients, please consider this a design bug.
  12. Elves can't wear helmets right. Dwarf hair shows through. That's one shaggy helmet. The poor wizard can't see!
  13. It seems wizards in this game require a Grimoire to cast spells Issue: 1) During the character creation the character is not holding a Grimoire to reflect his class when you create a wizard. (They do have one when you get in game)
  14. If you equip the Boots of the Long March on a Dwarf they skate along the ground. It seems to interact fine on Humans and Orlans.
  15. Item is a hat and description says it's made of purple silk and has a feather. Used item is a helmet of some sort.
  16. Capes and Cloaks clip through armor, very very noticeable when the characters are moving too.
  17. The book (scroll?) "Admeth Hadret, Part 1: Rise to Power" has a section with poor grammar in the fourth paragraph:
  18. In this video I discover multiple bugs to do with Accuracy Tooltip display, Fist and Off-hand weapon interaction and trying to equip a shield in the main hand with a weapon in the off hand. The combat state didn't end properly and locked the Hatchet into my off hand. Had to quit and reload to fix it.
  19. When utilizing a fine large shield for BB Priest, even when not being used in the weapon set, the DT bonus of "fine" quality is being applied. DT is increasing from 35 to 40. What should happen: DT should continue to be 35 unless weapon set II is being used. Reproduce with BB Priest, selecting between weapon set I and weapon set II. Select weapon set I. Pick up the shield and place in inventory. Recheck DT to see that DT has now come down to 40.
  20. Issue - See screenshot. Crossbow description is missing important information like damage range. http://steamcommunity.com/sharedfiles/filedetails/?id=319045008
  21. In the old Baldur's Gate games if you double clicked a stack of potions you could select the number of potions you wanted so that you could split your potions among party members. Currently, you cannot split the potions that you have by either double clicking them or right clicking them. Start a new game. Click on inventory. Try to double-click the potions in BB Fighter's inventory. Fail.
  22. [Description] When I attack BB Fighter with a Greatsword, the normal DT of 12 is applied instead of the slash-specific DT of 18. Also goes for the % reduction. [Reproduction] Start a New Game Attack BB Fighter with a slashing weapon (I used Greatsword) Observe in the combat log that his armor is using the DT of 12 instead of 18 [Expected Behavior] Heavy armor should use DT 18 vs Greatsword slashing. This could be due to Greatsword actually using best of slashing/piercing (I'm not sure if it does that or not), but if so the wrong type of damage is showing up in the damage log. So bugged either way. [Notes]
  23. Upon entering the blacksmith's shop in Dryford, some sort of random unclickable loot pile appeared on the floor. It looks like a spellbook and an axe. Savegame attached. The unclickable "items" were still there upon exiting and reloading the save. This also has occurred in the Inn, with what looked like a shield and weapon on the floor. None of my characters have dropped any items at any point. Edit: Please enable permissions for .savegame uploads so I don't have to keep renaming attached savegames with a .txt extension. Thanks! quicksave.savegame.txt
  24. After summoning skeletons with a chanter, when skeletons pick up items, the items disappear. If a skeleton is the closest character, it will assign it to pick up items. If selecting take all the skeleton takes it presumably into its own hidden inventory. If the item is selected and dragged to a regular NCP, the item properly appears in their inventory. Expected: The item doesn't disappear. Maybe into the chanter's inventory?
  25. Picked up the "exceptional sabre", equipped it to the BBRogue, during combat it deals 0 damage. [Expected] should deal some damage
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