User:Dsurian

"Is it just me, or is the world filled with wackos? Okay, Mr. Psycho gnome, I hope you don't take this the wrong way, but we're really not interested in your rock garden."

Bio
I am a mid-20's male living on the east coast of the States. I was brought up with a love of computers, a particular interest in video-games, and gradually, an unsatisfiable yearning for western RPG's. I delved through the ages with Diablo, Baldur's Gate, System Shock 2, and eventually Deus Ex. I always end up returning to Baldur's Gate though, as it seems to be one of the few games I can never get tired of ...and despite the technical improvements of the EE, I have my doubts.

BG1:EE Testing
Things have changed, and while I approve of some, some others have been ...odd. So, time to troubleshoot!

Auto-Leveling Companions; Oct. 2016, v2.3.67.3
In the original, potential companions usually auto-level up to a certain benchmark dependent on the average experience of the party at the time of the original recruitment. This has a different effect on each companion - they'd seemingly have different benchmarks, with equipment usually improving, spells for magic users improves, and various skills are selected automatically.

No longer - presently, there are several benchmarks of experience that will merely overwrite the current experience of each companion upon recruitment assuming the parties average has met the given benchmark; 2000, 4000, 8000, 16000, and 32000. This will allow the player to level up each companion themselves, which has the benefit of allowing particular placement of gained skills; thief skills, proficiencies, etc. Now, despite this being more unrealistic, there are also a few odd consequences.

First, about half of the available companions start at 2250-3500 experience, so the first benchmark obviously wouldn't apply to them. Second, there are no improvements to equipment at the higher benchmarks, as the companions are starting at their original levels. Third, companions able to cast mage spells will start with their original mage books, but the game itself will grant more spells based on the benchmark gained, different for each mage.

Southern Mob-Spawns; Oct. 2016, v2.3.67.3
I can't remember exactly how the original handled this, but the EE is definitely far more predictable. Given the lack of overall randomness and the value (experience and/or gold) of certain mobs, I figured I'd investigate this ...but given the amount of time it takes, I've only just started with the Cloud Peak Mountains due to the Winter Wolves.

On each map, I've put an icon on every point where mobs have been proven to spawn, while ignoring any pre-generated mobs as they've likely already been mentioned on the main article page. However, it's somewhat common that nothing will spawn the first time the area is explored, and a rare chance that there will be fewer-than-average or no mobs at all spawning. If you're ever unhappy with any result, a re-load will usually work, assuming you didn't get too close to the given point before you saved. It seems random what particular mobs will spawn at each location (usually a smattering of those known to frequent each area), but each particular location has an 'ultimate' spawn which I've identified by color; Blue = Winter Wolf, Purple = Dread Wolf, Red = Cave Bear, Yellow = Deadly Undead, Grey = Miscellaneous/None, and Bronze = Something Special.



Area East of Nashkel Mines

 * Summary: One Winter Wolves, One Dread Wolf, One Cave Bear, and One Special.
 * Notes: A surprisingly few amount of spawns in this area, though the Special makes up for this, as it signifies several spawns (at least three) of Gibberlings. Those particular spawns never change - they're just a lot of Gibberlings...



Nashkel Mines

 * Summary: Three Winter Wolves, Two Cave Bears, One Undead, One Miscellaneous, and Two Specials.
 * Notes: The Undead seems to have either Ghouls or Ghasts, the later being preferred. The Misc was only ever Kobolds or regular Wolves, though I'm convinced it might be a rare Winter Wolf. Lastly, the central special spawns 4 Kobold swordsmen after talking with Galtok, while the western special spawns Greywolf after talking with Prism.



Area South of Nashkel

 * Summary: Three Winter Wolves, Two Cave Bears, Three Miscellaneous, and One Special.
 * Notes: The Special is where Rufie spawns after talking with Albert. The Three Misc are a bit different; the southern icon spawned Xvarts or Kobolds, and the northern icon spawned Xvarts or Skeletons, but the south-eastern icon rarely spawns Kobold Commandos. Either/or, 2/3 spawn skeleton archers with their valuable Composite Longbow.



Area East of Gnoll Stronghold

 * Summary: Four Winter Wolves, One Dread Wolf, Three Cave Bears, and One Special.
 * Notes: By far the most prosperous area if you play it right. This Special was only ever a single Dire Wolf guarding the entrance to the cave, which I assume is pre-generated, but I still gave it an icon as the wolf is immediately hostile. There's nothing hostile inside, though.