BG:EE Class and Kit Fixes from the BG2 Fixpack

Table of Contents

Class Fixes

Kit Fixes

Class Fixes

The bugfixes listed below apply to the core classes of Baldur's Gate 2.

General Class Fixes

Weapon Proficiency Fixes

Game Behavior at Present

There are a few errors with classes being unable to put the correct amount of points in certain weapon proficiencies:

Correct Game Behavior

Files altered: weapprof.2da

Barbarian

Barbarian Rage

Game Behavior at Present

Barbarian Rage is imposing a -2 penalty to saves against spells. Sleep and stun immunities are not documented in the kit description. This ability does not suppress the portrait icons, visual animations and strings for all effects that it protects against (chaos, charm, confusion, fear, hold, level drain, rigid thinking, sleep, stun). Barbarian Rage isn't flagged as a non-magical ability which makes it possible for Dead/Wild Magic zones to affect it.

Correct Game Behavior

Barbarian Rage should grant a +2 bonus to saves against spells. Sleep and stun immunities should be documented in the kit description. This ability should suppress the portrait icons, visual animations and strings for all effects that it protects against (chaos, charm, confusion, fear, hold, level drain, rigid thinking, sleep, stun). Barbarian Rage should be flagged as a non-magical ability in order to prevent Dead/Wild Magic zones from affecting it.

Files altered: spcl152.spl

Movement Bonus

Game Behavior at Present

The innate movement bonus that Barbarians receive could be negated by spell effects such as free action.

Correct Game Behavior

The innate movement bonus that Barbarians receive should not be negated by spell effects such as free action.

Files altered: spcl151.spl

Monk

Movement Bonus

Game Behavior at Present

The innate movement bonus that Monks receive could be negated by spell effects such as free action. A monk under the effects of free action when leveling up could miss their speed boost permanently.

Correct Game Behavior

The innate movement bonus that Monks receive should not be negated by spell effects such as free action. A monk under the effects of free action when leveling up should not miss their speed boost.

Files altered: spcl812.spl, spcl813.spl

Unarmed attack THAC0 and damage values

Game Behavior at Present

At levels 6-8, monks are receiving a spurious +1 THAC0 bonus. They are missing 1 point of damage and THAC0 at levels 15-17. The 'fist' items that give monks their unarmed attacks are unnamed.

Correct Game Behavior

At levels 6-8, monks should not be receiving a spurious +1 THAC0 bonus. They should receive an additonal point of THAC0 and damage at levels 15-17. The 'fist' items that give monks their unarmed attacks should be named as such.

Files altered: mfist3.itm, mfist4.itm, mfist5.itm, mfist6.itm, mfist7.itm, mfist8.itm

Thieves

Multi-and Dual-Class Thieves Restricted from Lawful Neutral and Lawful Evil Alignments

Game Behavior at Present

Single-class thieves are allowed to be of lawful neutral and lawful evil alignments, but their multi- and dual-class versions are not.

Correct Game Behavior

Alignment requirements should be the same for single-, dual-, and multi-class thieves; specifically lawful neutral and lawful evil should be allowed alignments for all thieves.

Files altered: alignmnt.2da

Very Low Dexterity Characters Not Receiving Penalties to Thieving Abilities

Game Behavior at Present

Thieves with a dexterity score lower than 9 do not receive penalties to their abilities (pick pockets, stealth, etc.).

Correct Game Behavior

Impose penalties for low dexterity by extending the dexterity table for values of 1-8.

Files altered: skilldex.2da

Kit Fixes

The bugfixes listed below apply to the various kits of Baldur's Gate 2.

General Kit Fixes

Proper kit detection

Game Behavior at Present

Due to several errors in the kit.ids table, many dialogues and scripts that check, for example, whether the player is a Berserker or a Morninglord of Lathander fail. In general, this manifests itself mainly in the form of dialogue not being specific to a player's kit, or missing dialogue options for special kits

Correct Game Behavior

The kit.ids table needs to be corrected in this manner. Furthermore, various joinable NPCs also need to be updated with the corrected kit values.

Files altered: kit.ids, anomen6.cre, anomen7.cre, anomen8.cre, anomen9.cre, anomen10.cre, anomen12.cre, imoen.cre, imoen6.cre, imoen10.cre, imoen15.cre, imoen211.cre, imoen213.cre, haer10.cre, haer11.cre, haer13.cre, haer15.cre, haer19.cre, korgan8.cre, korgan9.cre, korgan11.cre, korgan12.cre, korgan15.cre, mazzy8.cre, mazzy9.cre, mazzy11.cre, mazzy12.cre, mazzy15.cre

Kit proficency corrections

Game Behavior at Present

Several kits have small errors in their available proficencies

Correct Game Behavior

Files altered: weapprof.2da

Berserker

Enrage

Game Behavior at Present

Berserker enrage is not actually protecting against stun, despite it being in the description of the ability. Enrage provides immunities to confusion, level drain, and feeblemind but these are not documented. While in the 'cool down' period, a THAC0 penalty is being applied but it's not reflected in the character sheet. The cool down is also using the same name as the actual enrage ability, implying enrage had been cast when it was ending. Enrage does not suppress the portrait icons, visual animations and strings for all effects that it protects against (chaos, charm, confusion, fear, hold, level drain, rigid thinking, sleep, stun). The 'fatigue' ability resulting from being enraged isn't flagged as a non-magical ability which makes it possible for Dead/Wild Magic zones to affect it.

Correct Game Behavior

Berserker enrage should protect against stun, as per the description. The immunities to confusion, level drain, and feeblemind should be documented in the kit's description. The THAC0 penalty applied during the 'cool down' period should show up in the character sheet. The cool down should not be using the same name as the actual enrage ability. Enrage should suppress the portrait icons, visual animations and strings for all effects that it protects against (chaos, charm, confusion, fear, hold, level drain, rigid thinking, sleep, stun). The 'fatigue' ability resulting from being enraged should be flagged as a non-magical ability in order to prevent Dead/Wild Magic zones from affecting it.

Files altered: spcl321.spl, spcl321d.spl

Kensai

Weapon Speed Bonus

Game Behavior at Present

The weapon speed bonus isn't applied correctly as the application method assumes that opcode #190 is cumulative with itself (which it isn't).

Correct Game Behavior

The weapon speed bonus should be applied correctly and in accordance to the character's level, as per the kit description. This can be accomplished by adding multiple headers to spcl143.spl which can then be used apply the proper weapon speed bonuses at the corresponding levels.

Files altered: spcl143.spl

Wizard Slayer

Spell failure not applying to ranged attacks

Game Behavior at Present

The original kit description of the Wizard Slayer states as a kit advantage: "For each successful hit on an opponent, 10% cumulative spell failure penalty is applied". However, it is only applying this effect on melee hits.

Correct Game Behavior

Either let the spell failure apply to ranged attacks as well or update the kit description in order to make it clear that it only works for melee weapons.

Files altered: spcl133.spl

Skald

Game Behavior at Present

Skalds are supposed to receive +1 to damage and THAC0, but were only receiving the damage bonus.

Correct Game Behavior

Add the +1 THAC0 bonus.

Files altered: clabba04.2da