New in Patch 1.14 -Updated and fixed a few dialog.tlk entries/ grammatical errors on my part -Fixed "Too Few Arguments" creature spawning in various dialogs -Fixed a few graphical errors, specifically a few missing BAMs and water overlay issues in AR7326 and AR9200 -Fixed at least one instance of two travel area loading images (a bg2/tob and a bg1 travel image) -Fixed bug where Amnish Soldiers attacked you upon entering Nashkel, even with acceptable Reputation -Fixed problem with joining the bandits; Tazok now pipes up -Fixed Cloakwood Forest movement so that you can no longer move to the next area almost immediately. This includes a worldmap update, so it only affects new games. -Fixed familiars having no advice during TotSC -Fixed Broken Ulgoth's Beard scripting -Increased the XP the werewolves give you on werewolf island -- dunno 'bout you, but they kicked the shit out of me, I feel it should be worth more than just a lousy 420 XP -Fixed Peladan missing from Karoug's corpse (rather, made Karoug shift into the correct wolfwere) -Fixed bug allowing player to visit the catacombs/warrens of Werewolf island before the village turns against you -Reduced the random treasure given by the doppelgangers in Durlag's Tower third sublevel (ARD012) -Fixed Problem with Ajantis repeatedly attempting to speak with PC after killing Sarevok and visiting the Dukes -Viconia no longer causes a new area to be loaded (although you never see it) after killing Sarevok and visiting the Dukes -Minsc and Dynaheir or Jaherira and Khalid will not join you before the ambush if either of the respective pairs are dead (i.e.: If you killed Khalid, neither he nor Jaheira will join you before the ambush, and Jaheira will not be in Irenicus' Dungeon) -Updated scripts involved in transition into SoA, so that it hopefully works smoother (such as Irenicus not appearing if Minsc or Jaheira were dead) -Fixed Imoen not having her belt in Irenicus' Dungeon -Minsc will now still have Boo upon Entering Irenicus' Dungeon -Fixed problems with de'Arnise Keep entrance -(Hopefully) fixed problem with Cespenar stealing items for new upgrades and not delivering on the goods -Fixed Sendai's dialog in ToB -Fixed Yeslick Proficiencies -Fixed A Shadow Druid seeing Dynaheir as being Jaheira -Fixed Shar-teel's duel -Fixed problem with Eldoth not shutting up in the northwest area of Baldur's Gate -Fixed Quayle Proficiencies -- could not use any cleric weapons -(Hopefully) fixed party dialog problems -- -Imoen stuttering in SoA, going to copper coronet, etc. -NPCs leaving while talking to them while they are in the party -NPCs giving the wrong dialog when they leave (i.e.: leaving angry when they shouldn't be) -Added a traveling merchant. He *may* appear in Baldur's Gate, Shadows of Amn, or Throne of Bhaal, maybe all of them ;) This allows you to keep *access* to items you sell him in BG, though they may not be cheap. -Updated the Wizard Slayer Kit so that it's now useful. Not being able to use rings, cloaks, potions, amulets, etc. is not worth maybe 18% magic resistance at the end of SoA. Wizard Slayers now get 3% magic resistance per level, and starting at level 20 get an extra 3% every two levels (basically 6% instead of 5% at those levels) up to a maximum of 99% And I want to make this Official notice/observation: Beregost can crash the game. I *think* it was because *MY* install of BG1 had a corrupt biff or something, and that there is thus something buggy with the BGT version that I altered from that source. It crashes for me mostly when I enter the Thunderhammer Smithy, but I get Feldepost’s to crash maybe once or twice (only slightly, not often at all). My advice is this: make sure you have a save before entering Beregost (other than the autosave, for good practice) that you can load if it crashes. Also, a quick-save in front of the Thunderhammer if it crashed on you will be unlikely to successfully load. Instructions: Just unzip into a temporary folder, and move all the contents (dialog.tlk and override folder) into your root BG2 folder