Baldur's Gate Patch (v. 1.1.4315 International)
This is the final version (v...
- Category Traditional
- Size 14.4 MB
- Program by Bioware
Baldur's Gate Patch (v. 1.1.4315 International)
This is the final version (v. 1.1.4315) of the Baldur's Gate patch for international versions (all except U.S. and English Canada) of the game. This patch does not have to be used if the Tales of the Sword Coast expansion package was installed. The bug fixes
are listed in the readme.txt file.
Baldur's Gate
Readme and Manual Addenda
Baldur's Gate (tm)
Release Version 1.1.4315
Contents
x. What's Changed in Version 1.1.4315
a. Installing the Patch
b. Game Changes and Additions
1. Getting Started
a. System Requirements
b. Installation
c. Registering Baldur's Gate with Black Isle Studios
d. Running Baldur's Gate
e. Configuration Program - Baldur's Gate Config
f. Visit the Baldur's Gate Web Site
g. Revision History
2. Manual Addenda and Corrections
a. Additional Credits
b. Manual Addenda
c. Corrections
d. Design Notes
3. TroubleShooting
a. Tweaking Performance
b. Known Problems
c. Updates
4. Interplay Customer Service Information (North America)
5. European Information
a. Customer Service Information
b. Limited Warranty
6. Legal Information
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x. What's Changed in Version 1.1.4315
This patch is being released to fix some bugs and gameplay issues.
The fixes made in this version should not have any affect on previous
save games. The crash associated with using save games with the
Beta Patch has been fixed.
Players participating in Multiplayer games must have the save version in
order to play.
xa. Installing the Patch
Run the self extracting executable to decompress the patch files to
a temporary folder on your hard drive. After extracting these files,
run the SETUP.EXE program to patch Baldur's Gate. Follow the
on-screen instructions.
Make sure to install the patch to the same path you installed Baldur's
Gate to. The default path Baldur's Gate installed to is:
c:\program files\black isle\baldur's gate
The patch will not tamper with or disturb your game saves. They will
all be intact and usable.
This readme file replaces the original readme that was released with
the game, so it contains some redundant data.
Revision History:
1.0.4309 - Original release
1.1.4312 - Beta Patch
1.1.4315 - Release Patch and Production Revision
xb. Game Changes and Additions:
Support for increasing the path searching AI.
To increase the path searching AI, the following entry has been added
to the baldur.ini file that is installed in the root of the installation
directory:
[Program Options]
Path Search Nodes=4000
To increase or decrease the AI, vary the number of Nodes (4000 above).
The range can vary from 2000 to 32000.
Increases the number above will increase the number of nodes in path
searching at the expense of responsiveness to movement commands. Note
that unless your machine is slower than a P2 you can probably set the
value to 32000 and not notice any speed difference. This will help
fix getting stuck on terrain obstacles.
Spell speed increases:
Magic Missle - the speed was doubled
Chormatic Orb - the speed was increased 50%
New Manual Correction:
Unfortunately, the charisma table is misprinted in the manual.
Here is the table that the game uses:
Charisma Reaction Charisma Reaction
1 -10 14 +2
2 -9 15 +3
3 -8 16 +4
4 -7 17 +4
5 -6 18 +5
6 -5 19 +8
7 -4 20 +9
8 -2 21 +10
9 -1 22 +11
10 0 23 +12
11 0 24 +13
12 0 25 +14
13 +1
New Manual Addenda:
Starting Gold:
The starting gold is random but affected by your character class,
as per the AD&D rules, even though it's not listed in the Baldur's
Gate manual. Here's the table (copied from the "Money and Equipment"
chapter of the _AD&D Player's Handbook_):
Character Group Die Range
Warrior 5d4 x 10gp (50gp - 200gp)
Wizard (1d4 + 1) x 10gp (20gp - 50gp)
Rogue 2d6 x 10gp (20gp - 120gp)
Priest 3d6 x 10gp (30gp - 180gp)
Multi-class characters use the most advantageous die range of
their classes. Since your character is a mage/thief, the
starting gold would be 2d6 x 10gp.
Quick Save:
At any time during play you can press 'Q' on the keyboard to save the
game. This 'quick' save is always saved in the same slot and will
overwrite itself. Using the Quick Save will not touch any of your
other save games.
Party Order:
To change the order of the characters in your party, drag and drop
their character portraits to exhange them in the party order. For
example, to switch the order of "Char1" and "Char2" left click on
Char1, continue to hold down the mouse button and move the cursor
over the portrait of Char2. Release the mouse button and Char1 and
Char2 will change places.
Bugs were addressed in this version and there were some scripting changes
to the game. For information on these fixes and changes, please check the
Update section of this Readme.
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1. Getting Started
1a. System Requirements
Required:
Pentium (or compatible) 166 MHz
16 MB RAM
*32 MB RAM for multiplayer
Windows 95 with DirectX 5.0 or later
320 MB of Hard Drive Space (60 meg more required if playing multiplayer)
4X or faster CD-ROM
DirectX Certified Video Card with at least 2 MB of video RAM
DirectX Certified Sound Card
Keyboard, Mouse
Recommended:
Pentium (or compatible) 200 MHz with MMX
32 MB RAM
570 MB (or more) of Hard Drive Space
8X (or faster) CD-ROM
DirectX certified Video Card with at least 4 MB of video RAM
Notes on Video Cards:
While you can still run Baldur's Gate with a 1 meg video card, we highly
recommend against it - performance will be very poor. To check if your
video card is 2 meg, go to the Display folder in the Control Panel and
choose Settings. If your video card can display 800x600 resolution at
24-bit color depth, then it is capable of running Baldur's Gate. We do
recommend that you obtain the latest DirectX drivers for your video
card, direct from the video card company that makes your card.
WINDOWS NT 4.0:
Although Windows NT 4.0 is not supported in an official capacity, Baldur's
Gate can be run correctly under Windows NT 4.0 if the following conditions
are met: You will need at least 32 MB of RAM and must have NT 4.0 Service
Pack 3 installed. If you wish to run multiplayer, then Service Pack 4 is
required. Slow downs during gameplay have been reported under NT. These
are due to the way that Direct Sound and the System Timers interact. This
may be corrected in future version of NT.
1b. Installation
Insert the CD-ROM labeled Baldur's Gate Disc 1 into your CD-ROM drive and
follow the onscreen instructions. If your autorun is disabled, find the
autorun.exe application in the root of Disc 1 and double click to launch
the Installer.
After installing Baldur's Gate, you will have options for installing
DirectX 6.0. Gamespy software is automatically installed. Software for
HEAT.net is also included on Disc 1.
If you do not have DirectX installed, install DirectX 6.0 when prompted
during the installation process. If you obtain a newer version of DirectX,
it is recommended that you use that.
Later versions of DirectX often have driver updates which will make
Baldur's Gate run better on your system. However, Baldur's Gate only
requires v5.0.
You should regularly defragment your hard drive, as fragmentation can
result in poor performance.
Minimum install versus recommended install:
A minimum install represents the base information required to be on the
hard drive to play. A recommended install includes more information that
would otherwise have to be loaded each time - for example, there are more
custom sound sets available for use by your created characters and there is
more music available in the recommended install. You must leave the CD in
the drive at all times when playing with a Minimum Install.
Custom installs:
You choose custom install if you wish to install more than recommended -
all the way up to a full install. The more areas you load to your hard
drive, the shorter the load times while in game.
Note on Full Installations:
Windows 95 does not correctly report the free space on hard drive
partitions larger that 2 gig. Because of this, you may get an
"insufficient disk space" if decide to install everything from the CDs,
even if you do have the disk space available. To bypass this, just choose
to "install anyway" when you receive this error and installation will
proceed correctly.
1c. Electronic Registration
Please take a few moments to fill out the Electronic Registration for
Baldur's Gate. Your feedback will make you eligible for special offers and
promotions, and it also provides us with information we need in order to
make better games. We'd appreciate your time.
1d. Running Baldur's Gate
If you use the default installation settings for Baldur's Gate, it will
be installed in a 'Black Isle Studios' Program Group in your Start menu.
1e. Baldur's Gate Config
One program of note in your Program Group is the Baldur's Gate Config
program. This application will allow you to set the various hotkeys for
the game as well as set up several other options. The various options are
contained within four tabs. The various Shortcut tabs allow you to modify
the different 'hotkeys' for the game. Refer to your Game Manual for
information about these. The Options tab contains various game settings:
1. Region: This setting is used for Gamespy connections
2. Cache Size: The Cache is Hard Disk space that is reserved by Baldur's
Gate for storing area data. The more cache you make available to the
title, the less loading you will have to do when returning to areas
in the game.
3. Game Speed: The Game Speed setting allows you to speed up EVERYTHING
in the game. Because Baldur's Gate is real time, allowing running
unbalances the game. The Game Speed option allows the user to speed
up the overall play of the game. This option is not officially
supported and could cause problems, especially in multiplayer. The
default setting is 30 AI Updates/Second.
Note: this will result in a performance hit on any machine because the
game is attempting to process all data at a higher speed. This will
cause more slowdown in various places in the game.
1f. Baldur's Gate Web Page
If there is anything that are having problems with or cannot find in the
manual, stop by the Baldur's Gate Web Page at http://www.interplay.com.
Aside from cool game materials and errata, you may be able to find an
answer for whatever question you might have.
1g. Revision History
1.0.4309 - Original Release
1.1.4312 - Beta Patch
1.1.4315 - Release Patch and Product Revision
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2. Manual Addenda and Corrections
2a. Additional Credits
Black Isle Studios
Black Isle Movie - Gary Platner
Add'l Box Art - Aaron Brown
Bioware
Elben Schafer's name was misspelled in the credits movie. Sorry Elben!
Interplay Productions
Associate Producer (assisting) - Jeff Jirsa
Int'l Traffic Coordination - Richard Barker
Production Assistance - Chris Benson
(more) QA Project Supervisors:
Steve Mclafferty
Darrell "Maestro" Jones
(more) QA Testers:
Jeremy "Sweeney" Seely,
Tony "Wardog" Piccoli,
Herschel Greenberg,
Rick Avalos,
Rob Giampa,
Tim "Cthulhu" Anderson
Special Thanks to the Beta Testers:
Zac Harris, Michael Kaae, Joseph Chang, Milton Fader, Greg Lewis,
Stanley Ho, Joseph Avery, Casey C. Clark, Daniel Yoon, Jeff Smith,
Joe Mauga, Steve Lewis, John Allen, Jason Medders, Joseph Lee,
and Lawrence Bolante
2b. Manual Addenda
Generic Addenda:
Quick Save:
At any time during play you can press 'Q' on the keyboard to save the
game. This 'quick' save is always saved in the same slot and will
overwrite itself. Using the Quick Save will not touch any of your
other save games.
Party Order:
To change the order of the characters in your party, drag and drop
their character portraits to exhange them in the party order. For
example, to switch the order of "Char1" and "Char2" left click on
Char1, continue to hold down the mouse button and move the cursor
over the portrait of Char2. Release the mouse button and Char1 and
Char2 will change places.
Items in the Game World
If you leave items on the ground in the game world, they will disappear
after a period of time (with a few key items as exceptions). Bodies
will begin to decay from the world after about half a day. Items will
begin to decay from the world after a day or two. The decay represents
the effects of scavengers and other folk.
If you want to stash items, put them inside any container; for example,
a chest, bookshelf, or box.
Item prices in stores.
Prices items in stores vary according to how many items of that type
they carry. Prices also vary according to the reputation of your
party (p.146) and the Charisma of the present Leader, who always
represents the group. The leader while in a store is the top-most
character who entered the store (assuming you haven't turned on the
option setting requiring all players to enter the store together in
a multiplayer game).
Starting Gold for Characters.
The starting gold is random but affected by your character class,
as per the AD&D rules, even though it's not listed in the Baldur's
Gate manual. Here's the table (copied from the "Money and Equipment"
chapter of the _AD&D Player's Handbook_):
Character Group Die Range
Warrior 5d4 x 10gp (50gp - 200gp)
Wizard (1d4 + 1) x 10gp (20gp - 50gp)
Rogue 2d6 x 10gp (20gp - 120gp)
Priest 3d6 x 10gp (30gp - 180gp)
Multi-class characters use the most advantageous die range of
their classes. Since your character is a mage/thief, the
starting gold would be 2d6 x 10gp.
Multiplayer games without other players.
You can play the game in a multiplayer fashion without any other players
in it. In this way you can create all of the characters in your party,
or some of them, if you like. For this to work, you must have some form
of multiplayer protocol installed on your system. If you do not have
a multiplayer protocol installed, you should be able to start a SERIAL
game. If you are unable to create a new game using SERIAL, try changing
the COM port you are creating the game with.
Custom Portraits
The measurements for player portraits are 38X60 pixels for the small ones
(8-bit color only) and 110X170 pixels for the large ones. Put these in
the Portraits directory (in the install directory for the game) and add a
S to the end of the small portrait name and an L to the end of the large
portrait. The names must be 1-7 letters long, maximum.
For example:
XXXXXXXS.bmp for small (38x60, 8-bit)
XXXXXXXL.bmp for large (110x70, 24-bit)
For multiplayer, each player must have a copy of the portraits, otherwise they will
see a blank icon where the other player's custom portraits would be.
Custom Sound files
The following is a list of the WAV files for the custom sound sets.
Replace each 'XXXXXXX' in the filenames with the name of the sound set
(MAX 7 CHARACTERS). All the WAV files should be 22 khz, 16 bit mono
sounds. Copy the WAV files to the Sounds directory located in the
directory that Baldur's Gate was installed in, and then select this sound
set either in character creation or in the "Customize" button off of the
Character Record page. For multiplayer, merely send your custom sounds
to all of the people you are playing with and have them copy them to the
Sounds directory - if you have installed the sounds to your character in
your game, everyone will hear your sounds once they copy them into the
correct directory.
XXXXXXXa.wav : Battle Cry
XXXXXXXb.wav : Becoming Leader
XXXXXXXc.wav : Tired
XXXXXXXd.wav : Bored
XXXXXXXe.wav : Badly Wounded
XXXXXXXf.wav : Selected 1
XXXXXXXg.wav : Selected 2
XXXXXXXh.wav : Selected 3
XXXXXXXi.wav : Action Acknowledgement 1
XXXXXXXj.wav : Action Acknowledgement 2
XXXXXXXk.wav : Action Acknowledgement 3
XXXXXXXl.wav : Being Hit
XXXXXXXm.wav : Dying
XXXXXXXn.wav : In Forest
XXXXXXXo.wav : In City
XXXXXXXp.wav : In Dungeon
XXXXXXXq.wav : Daytime
XXXXXXXr.wav : Nighttime
XXXXXXXs.wav : Rare Selected 1
XXXXXXXt.wav : Rare Selected 2
XXXXXXXu.wav : Rare Selected 3
XXXXXXXv.wav : Rare Selected 4
XXXXXXXw.wav : Reaction to Party Member Death
AI Scripting
For information on creating custom AI scripts please read the
ScriptCompiler.doc located in the ScriptCompiler Directory located
on CD 1. You can read this file using either Word97 or WordPad.
Modal actions for characters
If your AI button is turned ON you may notice your character's modal
abilities turn OFF occasionally. Modal abilities are those abilities
that you can turn on an leave on (e.g. thieves' detect traps mode).
These modes can be turned off when a script action occurs for that
character. If this is causing problems for you, you can either load
"None" as the script for your character or click the "AI on/off" button
(on the main game screen at the lower right) to toggle this.
The To-Hit Roll
If you have turned on 'To-Hit Rolls' in your Feedback settings, the
game will display the rolls on each attack. The roll will display
X + Y = Z
Where
X = base to hit
Y = any +'s to hit
Z = total to hit roll
Y is the total non-character related bonuses/penalties. These include
spell effects, fatigue and the like. Strength, Dexterity, and magic
weapon bonuses and penalties are applied directly to the character's
THACO.
Reading dialogue stored in the buffer
In many cases, you may want to scroll up through the dialogue in the
text window. If you find that game messages are interfering with
this (the window will reset to display new messages), hold down
the left mouse button while using the slider thumb. While the
left mouse button is depressed, you will not be returned to view the
new messages.
dialogue window resizing in multiplayer
When another player initiates dialogue in a multiplayer game, the window
will resize to fit the text that comes up. When the other player finishes
dialogue, the dialogue window will resize to what it was before, unless
you were typing a chat message in, in which case it will stay in medium or
large mode (in which the chat line is present).
Reform party button in multiplayer
Only the server can use the reform party panel button - clients can not
depress this button. If a client wishes to remove a character for which
he has control and the server has given the client "Modify Character"
permissions, then this character can be removed via the Character
Arbitration page, or the client can ask the server to remove the character
in the Reform Party panel.
Dual Classing - Required Attributes
When you dual class a character, you must possess the attributes required
to be able to dual class to that new class. If you do not see the class
that you wish to dual class to in the available classes (i.e., it is
dimmed out), then this means that your character does not possess the
required attribute(s) for that class. However, any classes to which the
character CAN dual class WILL always be displayed as available.
Multiplayer Timeout Settings
The server (and only the server) can adjust the timeouts for all clients
in multiplayer by manually editing the Baldur.ini file. WE DO NOT
RECOMMEND THIS FOR THE NOVICE! however, if you wish to increase or
decrease the timeout settings, then adjust the line "ClientTimeout=X"
under "[Multiplayer]" in the Baldur.ini file, setting X to whatever
seconds value you wish (the default is 150 seconds, so X=150 initially).
Specific Addenda:
p.13 Clock
Note that the Clock, as shown in the screenshot, is also the Pause/Unpause
button. (Spacebar works as well).
p.22 Containers
When using containers, if the character's inventory is full, the item will
not be transferred, and the backpack will be grayed out.
p.22 World Map
Note that sometimes your world map will be updated through dialogue or
events within the game.
p.27-28 New Options
Graphics
Transparent Shadows: This option enables transparent shadows beneath
the characters. Disable this option to increase game
performance.
Sound
Environmental Audio: This option uses the Creative (R) Environmental
Audio (tm) technology to increase the realism of your audio
environment. You must have a sound card with this
technology to enable this option. E.g. SBLive.
Gameplay
Group Infravision: Enables infravision if any character in the selected
group has the infravision ability.
Weather: Disable this to remove all weather effects. This may improve
performance on some lower end machines.
p.28 Select Sounds
In the game Select Sounds are displayed as Character Sounds.
p.70 Auto-Pause
The Auto-pause settings can be found under "Autopause" in the Gameplay
section of the option screen.
p.77 To-Hit Rolls and Melee Combat
In Melee combat, not every swing is intended to hit. A character in
Baldur's Gate may make an "cosmetic" swing during the 6-second round
aside from the actual attempt to deliver damage. This swing represents
the feints and parries that would occur in real combat.
p.99/103/116/118
The following spells create pseudo weapons. For the purposes of combat
they are treated as follows:
Chill Touch (p.99) uses a Blunt Weapon proficiency.
Ghoul Touch (p.103) uses a Blunt Weapon proficiency.
Shillelagh (p.116) uses a Blunt Weapon proficiency.
Flame Blade (p.118) uses a Small Sword proficiency.
p.103 Detect Evil
Detect Evil is missing from the "Mage Spells - Level 2" list. This spell
functions the same as the 1st level Priest Spell of the same name (p.115).
2c. Corrections to the Manual and Quick Reference Card
Quick Reference Card
In the character state icons, 'Nausea' is incorrectly labeled 'Disease'.
Disease does not exist in the game - replace it with "nausea" where you
encounter it in the manual.
Manual Corrections
p.10 Specialization
Note that only Fighters can assign more than 2 points to a given
Proficiency. Rangers, Paladins, and Multi-Classed Fighters are all
limited to 2 points. Dual Class Fighters may only add points above
2 if they are active in the Fighter class.
p.12 R-Click Information
The second bullet under "R-click information" should be "On an item or
spell on inventory page or spell page - item or spell properties screen
brought up."
p.15 Guard/Protect
If the Guard/Protect mode is chosen and a point on the ground is
L-clicked, the character will remain stationary at that point, though he
will respond to attacks.
p.17 Use Item
Should read: If L-clicked, allows you to use any item with usable
properties that you are wearing.
p.20 Reaction Adjustments
Reaction adjustments will be based on the charisma of whichever character
you use to initiate dialogue. NPCs will maintain their current opinion
of the group for a few minutes after dialogue is initiated, so make the
first impression count. Stores are the exception, wherein the present
leader always represents the group.
p.26 Dual Classing
The only classes than cannot dual class are the Paladin, Ranger, and
Bard, though others may have restrictions on which classes they can
switch to. The character must also have 15 in all the prime requisites
of his first class, and 17 in those of the second class.
p.32 Characters in Multiplayer Sessions
Once a character is created it can be modified by clicking on the player
name, which brings up a window allowing the player to create or delete
(the active character must be deleted before a new one can be created in
the same slot).
p.87 Fighter/Mage/Cleric
Cleric spells function when wearing armor. Only mage spells cannot be
cast while wearing any armor.
p.87 Mage/Thief
This character can use the abilities of a mage and a thief, though mage
spells cannot be cast while wearing armor.
p.93 Specialization Table
The number of attacks refer to melee weapons only. An extra 1/2 attack
is gained at 7th level in addition to those shown on the table.
p.94 Thieving Abilities
Thief stealing/stealth abilities can go over 100% but this only gives
player 99% chance to succeed.
p.95 Magic and the Spell System
Should say: (only 1st though 4th level spells are learnable, though some
5th-level spells are available for use via scrolls and by NPCs)
p.97 Spell Range
Additional note on spell range: All spell ranges are capped to the visual
sight of the caster.
p.98 Armor
Duration on Armor should be 9 hours.
p.99 Charm Person
Duration on Charm Person should be 17 rounds.
p.102 Protection from Petrification
This spell has been changed to a 2nd Level Mage Spell.
p.106 Vocalize
Duration on Vocalize duration should be 10 rounds.
p.106 Web
Range is correctly listed as 5 yards/level. However, the Range extends
to a maximum of 20 yards at 4th level.
p.107 Clairvoyance
The Clairvoyance spell description should read: The Clairvoyance spell
empowers the wizard to see in his mind the geographical features and
buildings of the region he is currently exploring. It extends to a great
range, but cannot reveal creatures or their movements. This spell does
not function indoors or underground.
The duration of Clairvoyance is Permanent.
p.110 Protection from Normal Missiles
The description should note that the protection extends only to
non-magical projectiles and does not protect against magical arrows,
axes, bolts, etc.
p.115 Detect Evil
Range on Detect evil should be "Sight of Caster". Area of Effect
should be the area visible on screen.
p.115 Magic Stone
Range on Magic Stone should be "Sight of Caster". Area of Effect
should be "1 creature".
p.119 Silence
The saving throw for this spell is made at -5.
p.123 Animal Summoning I
Duration is 24 rounds. Casting Time is 7.
p.123/124 Cure Serious Wounds/Cure Critical Wounds
Note that the damage is permanent only insofar as the character does
not take further damage.
p 124 Animal Summoning II
Duration on Animal Summoning II is 24 rounds.
p.134-5
Resurrection Survival is not used when raising dead. 'Raise Dead' is
always successful.
p.136-7
Magical Defense Adjustment is not used.
p.136-7
The charisma table is misprinted in the manual.
Here is the table that the game uses:
Charisma Reaction Charisma Rea