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Baldur's Gate Patch (v. 1.1.4315 US)

This is the final version (v...

Baldur's Gate Patch (v. 1.1.4315 US)

This is the final version (v. 1.1.4315) of the Baldur's Gate patch for North America (U.S. and Canada). 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 Reaction

1 - Charisma Rea

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