Baldur's Gate & Tales of the Sword Coast (PC, 1998)
Graphics-7.5 Sound-8 Control-7.5 Challenge-7 Story-7
Level Design-8 Frustration-7.5 Fun-8 Originality-7
Overall Score-8.5
+
Vast game world with tons of content (sidequests, memorable locations and characters, enemies, NPCs and equipment)
Pretty good variation
Tons of interesting spells (know alignment, summon, teleport, mirror image, invisibility, transform, charm, buffs and debuffs etc.)
Party conversations (pretty basic compared to the sequel)
Great dialogue overall (usually eloquent, witty and full of humour)
Dialogue and quest choices matter (though the main quest is pretty much set in stone)
Good environment interaction overall (with some exceptions: tower buildings in some areas and seemingly interactive ladders and item containers which aren't)
Rest anywhere in the wild (at your own risk since you can get ambushed)
In-depth character creation and battle system
Good voice acting overall
Some large monsters
Decent moral system (less colorful than in Ultima or Fallout though and some alignments come off as inconsistent or paradoxical) and evil player characters get some unique quests as well as a different set of recruitable characters to mess with
Great interface overall (need to memorize quite a few icons and mechanics though, some things were improved in TotSC)
Limited spellbook provides a strategic element
Some memorable characters (Minsc, Xzar, Jaheira etc.)
Somewhat comical tone
Dark themes (torture, vengeance, prostitutes, destructive relationships, sexism)
On the fly adjustable difficulty
Interesting/funny quests overall
Vivid modding scene (adds replay value, fixes most inconveniences and bugs - larger item stacks, non-randomized HP growth etc., you can even play the game using the sequel's game engine)
Save anywhere (except for during battle, in ambush areas or while a spell is in effect on-screen)
Export your character into the sequel (means you can keep using the same one through two games plus their expansions which makes for a looong quest)
Widescreen and high res mods
Unfinished business mod (attempt at including finished but unimplemented stuff as well as tying some loose ends together storywise)
Basic AI scripts (character behaviour in battle)
Auto-save before traveling between areas
Teleport and highlight interactive objects codes (need to change the .ini file, still can't highlight item containers though)
Durlag's tower (massive optional dungeon in TotSC with some minor puzzles) and the Ice island (small optional dungeon in TotSC with some interesting lore)
Auto-pause options
Speed options this (can mess with voice clip timing if set too high)
Drink at inns to hear rumours (you can get drunk but it only has negative effects)
No point of no return in the final dungeon
Some NPCs fight alongside your party
All NPCs can be replaced/removed
Basic formation system (party won't stay in formation while moving though)
Some good bosses (mulahey, davaeorn unless you silence him, Aec'Letec (expansion))
+/-
Many fights come down to reloading after a bum rush then trying different buffs/debuffs until you find the correct tactic (basically trial & error, though it's less frustrating when you can save almost anywhere)
Quests given by new party members require that you let them join you (you can ditch them right away afterwards?)
Somewhat overwhelming amount of areas to sidequest in right from the start
Can't avoid encounters on the world map? (Fallout)
Can't switch spells without resting to memorize the new ones
You'll probably need a guide to learn some mechanics (spell combos, which weapon types are the most useful for each game, etc.)
No in-game digital manual
Sometimes permanent death occurs when characters are critically hit (>reload - pointless!, one also can't revive the player-made character)
The main events of the game often don't continue until the player's reached some trigger (good and bad since it lets you do sidequesting but makes it seem like the game world isn't quite alive, there are exceptions though where party members complain about you not proceeding with the next main quest and eventually they'll even leave the party because of it) - having stuff happen without player involvement was of course rarely if ever done in RPGs at the time
While you can mix between alignments in your party there will probably be infighting and/or constant complaining
Many high stat benefits can be earned via potions or magical gear (you can even cheat the engine to let you have more spells in your spellbooks?)
Change ammo type by right clicking the ranged weapon icon in-game (can only change between three selected types without going into the inventory (unpausing the game)
Party members can leave and disappear permanently (with the gear they're carrying) if your rep is too high/low for their alignment (neutral characters leave if you try to temporarily kick them out at max rep (20))
Experience cap at 161,000 with expansion installed (can be modded away)
Huge gaps in the stats where there's almost no bonus or penalty (8-15 strength or 8-13 reputation for example - need to check the manual thoroughly)
Some unintuitive attribute functions (intelligence doesn't affect dialogue options for example)
Lack of terrain effects on combat (high/low ground, terrain type, weather)
Can't see how injured an enemy is (added to EE and the sequel)
You can do some questionable stuff without losing reputation in the city of Baldur's Gate
Enemies won't follow you outside of the room they spawned in
Can't let yourself be imprisoned by guards (only bribe or fight them)
The game unpauses when bringing up the inventory screen (doesn't happen in multiplayer (which you can play on your own) so pick what you prefer - having it stay paused is unbalanced at times but makes gameplay more flexible)
Easy to grind for levels in some areas by resting over and over (getting attacked by respawning monsters)
-
Quite a few useless spells (some spells that hit both your party and the enemy, redundant spells bested by other abilities or spells)
The semi-real time battle system is less strategic than turn based variants
Unbalanced classes (Bards and Paladins don't get the levels or depth needed to develop until the TotSC expansion or the sequel, Mages start out very weak)
Some NPCs don't act according to their alignment (Jaheira seems more like a Good character, sometimes you'll get positive comments while doing something wrong according to a party member's alignment - bug?)
Overpowered stuff (archery, some spell tactics (summon spam, luring one enemy at a time, etc), easy to get overpowered items when you've played the game before)
Somewhat generic looking characters (inventory screen)
Many character portraits look goofy/uncool and it's hard to make the sprite avatar resemble them
Overabundance of semi-useless items to wade through (gems, small amounts of money, ammo)
Evil characters gain less exp due to having fewer quests to do
Pathfinding problems (NPCs sometimes won't move out of the way, party members get stuck next to each other and start hesitating)
Overly low return prices on some items - pay 15k for an item that nets 1k when sold
Some trial & error (spell mechanics, which creatures have what spell immunities/resistance (use dispel), the negative modifier for using a weapon without proficiency is larger than stated in the manual (-5 as well as a 1 attack per round limit) - making "use any item" less effective) and the NPC reaction table is also somewhat off (relates to Charisma and reputation stats, see online guides)
Easy final battle unless you rush through the game
So-so character animation
Storytelling blunders (attacking the mages affiliated with Edwin in the spider woods doesn't make their leader attack you (even though he turns hostile before talking to you; instead he walks away and disappears), Halfling traitor quest unresolved?, Kagain's caravan quest, some relevant NPC info is only relayed through their biographies, lacking NPC reactions to important events, scripted voice clips that repeat at odd times or clash a bit with what you're doing at the moment, very uneven volume levels on some voice clips, some very underdeveloped quest dialogue (Kivan's comment to Kazog in the bandit camp, Jaheira not talking when encountering the shadow druids, people in the Cloakwood mines acting like you snuck in there instead of killing everyone)
Party members found later on tend to have been built poorly by the game (non-recruited characters level up with you) which makes many later characters redundant from a gameplay perspective
Some proficiencies are less useful due to unbalanced placing of loot (should've changed somewhat depending on the player's choices) - similarly the difficulty of some areas doesn't scale according to your current level (which can be a problem with side areas that the game doesn't direct you towards)
Archery is pretty overpowered (crossbows otoh are somewhat weak)
Lacking AI in some ways (will generally attack the closest target, enemies in the fog of war often won't react to their allies being attacked letting the player pick them off one by one, extended sight for spellcasters using invisibility/stealth means you can do some cheap stuff without retaliation)
The auto-pause is inconsistent (pauses when a character is just switching between ammo stacks, doesn't pause when ambushed during rest and sometimes doesn't pause when you're in the inventory thinking the danger is over after a first wave of enemies during an ambush)
No run move in towns/neutral areas (see teleport code)
Getting good main stats/attributes can take forever (no dice total no. displayed (until Enhanced Edition), seemingly pointless luck element which slows down character creation) and playable characters you meet in-game often have mixed stats or are poorly thought out considering their Class
The stealing mechanics are a bit underdeveloped (can't just check what someone has on them, the game doesn't display in text what was taken when successful or if you got everything, sleep spells and the like don't work?)
Scrolls are wasted when trying to learn a new spell and failing (leads to save/load abuse)
Can't choose for how long you want to rest (set at 8 hours, interrupted sleep doesn't replenish your spells)
Some annoying voice clips
Pretty cumbersome to use the journal for catching up on older unfinished quests (improved in the enhanced edition)
The game sometimes forgets that events have occured (shows in some dialogue such as when you find a farmer talking about a talking chicken and you can't react as if you've already met it and helped it (it's in the same area) - the journal entry on the event is also written as if you were clueless about it), or when a child in Beregost wants you to go see officer Vai when you just visited her!)
People around you often won't react at all to a killed assassin or thief
Combat info is a bit vague unless you turn on dice rolls (which clogs up a rather small space for info - need hi-res mod)
Need to keep identifying identical items (gets very tedious with something like arrows)
Can't see no. of charges left in items with them (check a guide)
Can't click inside the fog of war when moving your party around
Resistances from magical gear aren't always displayed on the portrait or in the character record?
Potion of fortitude ups constitution (the description says constitution but the stats below say dexterity)
Safespots at the greater wyverns in Durlag's labyrinth (they can't pass through the doors to the room)
Failed rune carpet puzzle in Durlag's labyrinth level 4 (just walk near either statue outside of the rune pattern)
No sense of urgency during the cult quest in Ulgoth's Beard (before going down the stairs to the basement that it is as the fight with their summon is pretty intense)
The demon knight is pretty easy (can be entangled and shot from afar)
Neither of the wardstones in Ulgoth's Beard are useful in Durlag's Tower (they're just there as a distraction; annoying considering the limited inventory space)
Sometimes limited quest solutions (for example Narlen's test where you're supposed to warn them of guards - You can't warn them without first talking to the guard, making him hostile)
Inconsistency about who'll notice your thieving in houses (evil characters tend not to call the guards (could be wrong), but some others won't as well)
Can't tell Wiven in BG that you're a member of the thieves' guild
Bogeyman quest (journal entry makes no sense - why would your character feel the need to prove something to the druid (Voltine) who was rude and had no proof one way or the other? It also makes no sense to find both her and the mage (Gervisse) in the same house as the kids and in the same room when the mage says that the druid must be found)
Can't actually choose to join Karoug on the Isle of Balduran (the dialogue tree where he accepts only leads to fighting him)
Can't interact with or ask about the stairs down to the thieves' labyrinth before the finale?
It's unlikely that Sarevok's setting you up in Candlekeep would go as smoothly as it does (especially if you didn't kill the Iron Throne leaders and people saw you reveal one of the doppelgangers on the next floor or near the temple to the north, plus you already had a lot of evidence against both Sarevok and the Iron Throne which could've been presented)
What happened to the soultaker dagger?
Slight delay on pausing/unpausing (manually) in MP
Shilo Chen's quest to kill Ogre Magi happens in the southwest of the Bandit Camp area rather than in the Wood of Sharp Teeth (Larswood or Peldvale as the land mark suggests) area
Notes:
Using the bgtweaks, fixes and unfinished business mods on the GOG version there's a bug where NPCs sometimes won't talk to you (you'll have to re-enter the area or save and reload the game),
Time units: "Hours are where things get tricky. When the game says “1 hour” it doesn’t mean a real-world hour anymore. The game actually means 60 rounds, or 6 real-world minutes. Larger units of time, such as days, are based off of the in-game definition of hours. As such, one day in game time is 24 game hours. The full conversion factor is as follows:
1 day = 24 hours = 144 turns (real-time minutes) = 1440 rounds = 8640 seconds
1 hour = 6 turns (real-time minutes) = 60 rounds = 360 seconds
1 turn (real-time minute) = 10 rounds = 60 seconds
1 round = 6 seconds"
Bugs:
-Shar'Teel got stuck on flat ground in an ambush near the Gnoll fortress (needed to move party members around next to her to free her or use the teleport cheat)
- Sometimes can't initiate dialogue with NPCs (re-entering the area or saving and reloading fixes the problem)
-Bragging merchant keeps bragging at the carnival (need to re-initiate dialogue to be able to shop), Thalantyr repeats introductory dialogue
-Crash when picking up the wine and drinking it after killing the Warders in Durlag's labyrinth
-Hit detection problems in the middle room with skeletons in Durlag's labyrinth level 3
-Talking to Varci in Baldur's Gate after saving the boy from the water temple makes him repeat his introductory dialogue and then leave the house (making him disappear and leaving you without a reward)
-Brandilar in BG keeps reinitiating his introductory dialogue tree until you've killed all the doppelgangers in the building
-Can't enter Duchal Palace until chapter 7?
-Party banter only happens once? (Jaheira flirting with Khalid in BG city)
Getting noticed while looting item containers in houses - The game is sometimes inconsistent about whether or not people will call the guards on you; Sometimes NPCs really should notice you but will let it slide, and other times it's easy for them to notice even without line of sight. It seemed to me like evil characters generally wouldn't notice you, but there could be exceptions there too. Is there a set rule that I'm just not picking up on here?
Level Design-8 Frustration-7.5 Fun-8 Originality-7
Overall Score-8.5
+
Vast game world with tons of content (sidequests, memorable locations and characters, enemies, NPCs and equipment)
Pretty good variation
Tons of interesting spells (know alignment, summon, teleport, mirror image, invisibility, transform, charm, buffs and debuffs etc.)
Party conversations (pretty basic compared to the sequel)
Great dialogue overall (usually eloquent, witty and full of humour)
Dialogue and quest choices matter (though the main quest is pretty much set in stone)
Good environment interaction overall (with some exceptions: tower buildings in some areas and seemingly interactive ladders and item containers which aren't)
Rest anywhere in the wild (at your own risk since you can get ambushed)
In-depth character creation and battle system
Good voice acting overall
Some large monsters
Decent moral system (less colorful than in Ultima or Fallout though and some alignments come off as inconsistent or paradoxical) and evil player characters get some unique quests as well as a different set of recruitable characters to mess with
Great interface overall (need to memorize quite a few icons and mechanics though, some things were improved in TotSC)
Limited spellbook provides a strategic element
Some memorable characters (Minsc, Xzar, Jaheira etc.)
Somewhat comical tone
Dark themes (torture, vengeance, prostitutes, destructive relationships, sexism)
On the fly adjustable difficulty
Interesting/funny quests overall
Vivid modding scene (adds replay value, fixes most inconveniences and bugs - larger item stacks, non-randomized HP growth etc., you can even play the game using the sequel's game engine)
Save anywhere (except for during battle, in ambush areas or while a spell is in effect on-screen)
Export your character into the sequel (means you can keep using the same one through two games plus their expansions which makes for a looong quest)
Widescreen and high res mods
Unfinished business mod (attempt at including finished but unimplemented stuff as well as tying some loose ends together storywise)
Basic AI scripts (character behaviour in battle)
Auto-save before traveling between areas
Teleport and highlight interactive objects codes (need to change the .ini file, still can't highlight item containers though)
Durlag's tower (massive optional dungeon in TotSC with some minor puzzles) and the Ice island (small optional dungeon in TotSC with some interesting lore)
Auto-pause options
Speed options this (can mess with voice clip timing if set too high)
Drink at inns to hear rumours (you can get drunk but it only has negative effects)
No point of no return in the final dungeon
Some NPCs fight alongside your party
All NPCs can be replaced/removed
Basic formation system (party won't stay in formation while moving though)
Some good bosses (mulahey, davaeorn unless you silence him, Aec'Letec (expansion))
+/-
Many fights come down to reloading after a bum rush then trying different buffs/debuffs until you find the correct tactic (basically trial & error, though it's less frustrating when you can save almost anywhere)
Quests given by new party members require that you let them join you (you can ditch them right away afterwards?)
Somewhat overwhelming amount of areas to sidequest in right from the start
Can't avoid encounters on the world map? (Fallout)
Can't switch spells without resting to memorize the new ones
You'll probably need a guide to learn some mechanics (spell combos, which weapon types are the most useful for each game, etc.)
No in-game digital manual
Sometimes permanent death occurs when characters are critically hit (>reload - pointless!, one also can't revive the player-made character)
The main events of the game often don't continue until the player's reached some trigger (good and bad since it lets you do sidequesting but makes it seem like the game world isn't quite alive, there are exceptions though where party members complain about you not proceeding with the next main quest and eventually they'll even leave the party because of it) - having stuff happen without player involvement was of course rarely if ever done in RPGs at the time
While you can mix between alignments in your party there will probably be infighting and/or constant complaining
Many high stat benefits can be earned via potions or magical gear (you can even cheat the engine to let you have more spells in your spellbooks?)
Change ammo type by right clicking the ranged weapon icon in-game (can only change between three selected types without going into the inventory (unpausing the game)
Party members can leave and disappear permanently (with the gear they're carrying) if your rep is too high/low for their alignment (neutral characters leave if you try to temporarily kick them out at max rep (20))
Experience cap at 161,000 with expansion installed (can be modded away)
Huge gaps in the stats where there's almost no bonus or penalty (8-15 strength or 8-13 reputation for example - need to check the manual thoroughly)
Some unintuitive attribute functions (intelligence doesn't affect dialogue options for example)
Lack of terrain effects on combat (high/low ground, terrain type, weather)
Can't see how injured an enemy is (added to EE and the sequel)
You can do some questionable stuff without losing reputation in the city of Baldur's Gate
Enemies won't follow you outside of the room they spawned in
Can't let yourself be imprisoned by guards (only bribe or fight them)
The game unpauses when bringing up the inventory screen (doesn't happen in multiplayer (which you can play on your own) so pick what you prefer - having it stay paused is unbalanced at times but makes gameplay more flexible)
Easy to grind for levels in some areas by resting over and over (getting attacked by respawning monsters)
-
Quite a few useless spells (some spells that hit both your party and the enemy, redundant spells bested by other abilities or spells)
The semi-real time battle system is less strategic than turn based variants
Unbalanced classes (Bards and Paladins don't get the levels or depth needed to develop until the TotSC expansion or the sequel, Mages start out very weak)
Some NPCs don't act according to their alignment (Jaheira seems more like a Good character, sometimes you'll get positive comments while doing something wrong according to a party member's alignment - bug?)
Overpowered stuff (archery, some spell tactics (summon spam, luring one enemy at a time, etc), easy to get overpowered items when you've played the game before)
Somewhat generic looking characters (inventory screen)
Many character portraits look goofy/uncool and it's hard to make the sprite avatar resemble them
Overabundance of semi-useless items to wade through (gems, small amounts of money, ammo)
Evil characters gain less exp due to having fewer quests to do
Pathfinding problems (NPCs sometimes won't move out of the way, party members get stuck next to each other and start hesitating)
Overly low return prices on some items - pay 15k for an item that nets 1k when sold
Some trial & error (spell mechanics, which creatures have what spell immunities/resistance (use dispel), the negative modifier for using a weapon without proficiency is larger than stated in the manual (-5 as well as a 1 attack per round limit) - making "use any item" less effective) and the NPC reaction table is also somewhat off (relates to Charisma and reputation stats, see online guides)
Easy final battle unless you rush through the game
So-so character animation
Storytelling blunders (attacking the mages affiliated with Edwin in the spider woods doesn't make their leader attack you (even though he turns hostile before talking to you; instead he walks away and disappears), Halfling traitor quest unresolved?, Kagain's caravan quest, some relevant NPC info is only relayed through their biographies, lacking NPC reactions to important events, scripted voice clips that repeat at odd times or clash a bit with what you're doing at the moment, very uneven volume levels on some voice clips, some very underdeveloped quest dialogue (Kivan's comment to Kazog in the bandit camp, Jaheira not talking when encountering the shadow druids, people in the Cloakwood mines acting like you snuck in there instead of killing everyone)
Party members found later on tend to have been built poorly by the game (non-recruited characters level up with you) which makes many later characters redundant from a gameplay perspective
Some proficiencies are less useful due to unbalanced placing of loot (should've changed somewhat depending on the player's choices) - similarly the difficulty of some areas doesn't scale according to your current level (which can be a problem with side areas that the game doesn't direct you towards)
Archery is pretty overpowered (crossbows otoh are somewhat weak)
Lacking AI in some ways (will generally attack the closest target, enemies in the fog of war often won't react to their allies being attacked letting the player pick them off one by one, extended sight for spellcasters using invisibility/stealth means you can do some cheap stuff without retaliation)
The auto-pause is inconsistent (pauses when a character is just switching between ammo stacks, doesn't pause when ambushed during rest and sometimes doesn't pause when you're in the inventory thinking the danger is over after a first wave of enemies during an ambush)
No run move in towns/neutral areas (see teleport code)
Getting good main stats/attributes can take forever (no dice total no. displayed (until Enhanced Edition), seemingly pointless luck element which slows down character creation) and playable characters you meet in-game often have mixed stats or are poorly thought out considering their Class
The stealing mechanics are a bit underdeveloped (can't just check what someone has on them, the game doesn't display in text what was taken when successful or if you got everything, sleep spells and the like don't work?)
Scrolls are wasted when trying to learn a new spell and failing (leads to save/load abuse)
Can't choose for how long you want to rest (set at 8 hours, interrupted sleep doesn't replenish your spells)
Some annoying voice clips
Pretty cumbersome to use the journal for catching up on older unfinished quests (improved in the enhanced edition)
The game sometimes forgets that events have occured (shows in some dialogue such as when you find a farmer talking about a talking chicken and you can't react as if you've already met it and helped it (it's in the same area) - the journal entry on the event is also written as if you were clueless about it), or when a child in Beregost wants you to go see officer Vai when you just visited her!)
People around you often won't react at all to a killed assassin or thief
Combat info is a bit vague unless you turn on dice rolls (which clogs up a rather small space for info - need hi-res mod)
Need to keep identifying identical items (gets very tedious with something like arrows)
Can't see no. of charges left in items with them (check a guide)
Can't click inside the fog of war when moving your party around
Resistances from magical gear aren't always displayed on the portrait or in the character record?
Potion of fortitude ups constitution (the description says constitution but the stats below say dexterity)
Safespots at the greater wyverns in Durlag's labyrinth (they can't pass through the doors to the room)
Failed rune carpet puzzle in Durlag's labyrinth level 4 (just walk near either statue outside of the rune pattern)
No sense of urgency during the cult quest in Ulgoth's Beard (before going down the stairs to the basement that it is as the fight with their summon is pretty intense)
The demon knight is pretty easy (can be entangled and shot from afar)
Neither of the wardstones in Ulgoth's Beard are useful in Durlag's Tower (they're just there as a distraction; annoying considering the limited inventory space)
Sometimes limited quest solutions (for example Narlen's test where you're supposed to warn them of guards - You can't warn them without first talking to the guard, making him hostile)
Inconsistency about who'll notice your thieving in houses (evil characters tend not to call the guards (could be wrong), but some others won't as well)
Can't tell Wiven in BG that you're a member of the thieves' guild
Bogeyman quest (journal entry makes no sense - why would your character feel the need to prove something to the druid (Voltine) who was rude and had no proof one way or the other? It also makes no sense to find both her and the mage (Gervisse) in the same house as the kids and in the same room when the mage says that the druid must be found)
Can't actually choose to join Karoug on the Isle of Balduran (the dialogue tree where he accepts only leads to fighting him)
Can't interact with or ask about the stairs down to the thieves' labyrinth before the finale?
It's unlikely that Sarevok's setting you up in Candlekeep would go as smoothly as it does (especially if you didn't kill the Iron Throne leaders and people saw you reveal one of the doppelgangers on the next floor or near the temple to the north, plus you already had a lot of evidence against both Sarevok and the Iron Throne which could've been presented)
What happened to the soultaker dagger?
Slight delay on pausing/unpausing (manually) in MP
Shilo Chen's quest to kill Ogre Magi happens in the southwest of the Bandit Camp area rather than in the Wood of Sharp Teeth (Larswood or Peldvale as the land mark suggests) area
Notes:
Using the bgtweaks, fixes and unfinished business mods on the GOG version there's a bug where NPCs sometimes won't talk to you (you'll have to re-enter the area or save and reload the game),
Time units: "Hours are where things get tricky. When the game says “1 hour” it doesn’t mean a real-world hour anymore. The game actually means 60 rounds, or 6 real-world minutes. Larger units of time, such as days, are based off of the in-game definition of hours. As such, one day in game time is 24 game hours. The full conversion factor is as follows:
1 day = 24 hours = 144 turns (real-time minutes) = 1440 rounds = 8640 seconds
1 hour = 6 turns (real-time minutes) = 60 rounds = 360 seconds
1 turn (real-time minute) = 10 rounds = 60 seconds
1 round = 6 seconds"
Bugs:
-Shar'Teel got stuck on flat ground in an ambush near the Gnoll fortress (needed to move party members around next to her to free her or use the teleport cheat)
- Sometimes can't initiate dialogue with NPCs (re-entering the area or saving and reloading fixes the problem)
-Bragging merchant keeps bragging at the carnival (need to re-initiate dialogue to be able to shop), Thalantyr repeats introductory dialogue
-Crash when picking up the wine and drinking it after killing the Warders in Durlag's labyrinth
-Hit detection problems in the middle room with skeletons in Durlag's labyrinth level 3
-Talking to Varci in Baldur's Gate after saving the boy from the water temple makes him repeat his introductory dialogue and then leave the house (making him disappear and leaving you without a reward)
-Brandilar in BG keeps reinitiating his introductory dialogue tree until you've killed all the doppelgangers in the building
-Can't enter Duchal Palace until chapter 7?
-Party banter only happens once? (Jaheira flirting with Khalid in BG city)
Getting noticed while looting item containers in houses - The game is sometimes inconsistent about whether or not people will call the guards on you; Sometimes NPCs really should notice you but will let it slide, and other times it's easy for them to notice even without line of sight. It seemed to me like evil characters generally wouldn't notice you, but there could be exceptions there too. Is there a set rule that I'm just not picking up on here?