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Baldur's Gate Baldur's Gate 3 RELEASE THREAD

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,814
Indeed *Sarcastic* . In fact Larian is talking to do a dlc or an expansion. The hilarious part is that some people here in the codex want this game to fail and instead is being super successfull and that triggers them. Is honestly hilarious to watch.

i don't care about the game's financial success. i wanted a great game but it's not

nobody is shilling anymore for the game except you and 2 more retards with profiles after 2020

i'm glad that most of the old posters recognize the difference between mediocre slog and great gameplay.

:love:
 
Last edited:

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,635
Why are you overthinking this shit?
He doesn't understand fun

BG2 is a game I haven't played in like 15 years, but if I recall wasn't it a similar hodpodge of every DnD trope out there? From illithids, to beholders, drow, githyanki and the planes?
Not the same thing.
In BG2 the wide buffet of FR oddities is mostly in the side encounters and dungeons. Main plot stays on the fucking issue.
BG3 tries to combine all that shit into a one embarassing Frankenstein's monster. From the start. Level 1 adventure starting on illithid spelljammer in hell, also you have nuke up your ass/you're a vampire!/you are son are folk hero son of Duke.
And it keeps shoving more and MORE as the whole thing develops. Netheril legendary artifact, dead three champions controlling an elder brain, the gay squid in your pocket is Balduran himself!

Stop defending stupid shit.

Thats a good thing that they went with epic approach, we have enough boring RPGs that start at shitty village and first few hours consist of role-playing fantasy mailman and killing some bugs or other shit while collecting party consisted of peasant local drunk and your friendly neighbor level 1 mage.
Starting in a sleepy village and getting a quest from a tavern with your local drunk best friend as your first companion would be much, much better than what happens in this game. And I actually like the game.

If everything is apocalypses and dragons, then nothing is. In media res doesn't mean you have to start with full-throated Michael Bay bullshit.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,828
DA:O route when everyone realizes how poorly written it is
DA:O wasn't poorly written and its world was little more interesting than the shit that is FR. It may have been cliche, boring, predictable...whatever, but cringe like all Larian games it was not. Next two games shat on all the good parts for sure, but if anything did hold up in DA:O it was the writing.


the gameplay will hold up as as at least decent enough

Nobody will look back on Original Sin 3 and want to play it again because of the combat, just like the last two. Once you finish them it's like a burden was lifted, you slogged through the patented drag of the combat that is everything after the half point of their games and would never want to do it again.

this 100% :) the feeling of being relieved is real.

i just "finished" it. to be fair i downloaded a trainer for the last 2 fights [the hammer and the brain] in order to get infinite movement and actions.

normally i should be ashamed of this shit but i really could not take it anymore and i still need my mental sanity as precarious at it is. basically if i didn't cheat the last fights then i would have dropped the game completly. i actually contemplated dropping the game for a couple of hours but i guess i also wanted to see the ending after investing 80+ hours into it. sunk cost fallacy and all that.

in the end, it doesn't matter because the end game is not worth the journey. i don't want to spoil anything but any sane person should drop the game at the end of act 2 and forget about it. but i will not insist because i know it's futile and - as in my case - people need to experience this shit for themselves.

the game is mediocre slob elevated by presentation and BlackAdderBG comment is simply perfect: this will have the same fate as DA:O. when the hype will finally die then nobody will remember it fondly. i know that i'm relieved to get to the end and forget about it.

anyway, this is the last Larian game i will ever play. DOS2 and this were enough.

I want to agree here because the Act 3 and especially the ending was worse than just being unsatisfying, it was anti-satisfying. When you realize where it's going and the options available to you, it makes the rest of the game look worse.

After having beat the game for a while, when I think about it, a lot of parts of BG3 were very well made.

Just unfortunately, not the parts that really mattered to me.
 
Self-Ejected
Joined
Aug 10, 2023
Messages
691
Location
Dalmasca
Indeed *Sarcastic* . In fact Larian is talking to do a dlc or an expansion. The hilarious part is that some people here in the codex want this game to fail and instead is being super successfull and that triggers them. Is honestly hilarious to watch.

i don't care about the game's financial success. i wanted a great game but it's not

nobody is shilling anymore for the game except you and 2 more retards with profiles after 2020

i'm glad that most of the old posters recognize the difference between mediocre slob and great gameplay.

:love:
Screenshot_2023-08-28_040643.png


Maybe because they are still busy playing it!
Also a game shilled by the Codex means nothing this days as codex is more about being turbo incels crybabies than actually playing games.

But let the codex keeping being codex! Meanwhile bg3 keeps winning!
Now let the negative rating begins! So i can see who of you is more butthurt! :D
 
Self-Ejected
Joined
Aug 10, 2023
Messages
691
Location
Dalmasca
Joined Aug 10, 2023

:M
I actually joined in 2015 but i nuked my account so i had to recreate another.
Yes. I know. And here you are.
Yes here i am. The only difference is that in past i believed this site had some credibility but then i realized that was far from the truth. And with that i magically stopped to care so i just come here because some friends asked and laught about all the others.
 

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,906
Location
London, UK
Strap Yourselves In
There's some quite retarded NPC behaviour in the "rescue tieflings/gnomes" quests, set in the prison basement of Moonrise Tower. [Spoilers ahead.]

The gnomes are supposed to have a plan, along with the tieflings. While you distract/fight the guards, the gnomes are supposed to break down the back wall of their prison cell (for which you're supposed to give them a bludgeoning instrument - I had an old maul handy just for wall breaking purposes), then run two cells along around the back and break down the back wall of the cell the tieflings are in, and then the two lots of them are supposed to make a run for a boat parked in a waterway out behind the row of prison cell blocks.

Fine, sounds like a good plan. You're given an option to say, "Ready, let's do this," you click it, but then before you can fucking do anything, the wee bastards start breaking down their wall, which alerts the guards and gets the Warden to open the cell doors (which I suppose makes sense as the guards are alerted to the prisoners escaping, and they'll want to catch them).

What happened to the fucking plan of letting US distract the guards FIRST, and THEN you break out while the guards are occupied? You fucking retarded little cunts.

Anyway, the shitshow has begun, so you start a fight with the guards. While you're fighting, the gnomes eventually break their wall, and move round back to break down the tieflings' cell's wall. But now that the cell doors are open, the fucking special needs tieflings, instead of waiting for the gnomes to break their cell's wall so they can get out the back way, decide to dash (while you're in turn-based combat, mind you, so each of their dashes takes a chunk of turn-based time) out their opened prison cell door, and run out into the walkway, into the gnomes' cell to go out the hole the gnomes made, via the fucking middle of your fight.

OK, ok, that's kind of retarded but you can see the logic, you can handle this. And the gnomes see it too, as they stop trying to break down the tieflings' wall, and start making a run for the boat. So both lots are now running for the boat, even though the tieflings have decided to go against the plan and run the long way round, out their cell, out front and out to the back via the gnomes' cell with the open wall.

Meanwhile you're keeping the guards occupied and preventing them from killing any of the stupid tiefling escapees who are now laboriously dashing right through the clusterfuck of you and the guards. But eventually they make it out the back (while you're still fighting the guards).

Whew, you think, this might just go well, after all.

BUT THEN, instead of continuing to run to the boat, the fucking gnomes STOP running to the boat, DOUBLE BACK to their fucking cell BACK through the hole in the wall, BACK into their cell, and start exposing themselves to the clusterfuck as well (and meanwhile the tieflings area nearly at the boats).

It's all a bit rickety and uncertain, like there are separate "tracks" (conditional on various choices you can make, ofc) for the things to happen, and they're not quite meshing properly.
 
Last edited:

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,635
There's some quite retarded NPC behaviour in the "rescue tieflings/gnomes" quests, set in the prison basement of Moonrise Tower. [Spoilers ahead.]

The gnomes are supposed to have a plan, along with the tieflings. While you distract/fight the guards, the gnomes are supposed to break down the back wall of their prison cell (for which you're supposed to give them a bludgeoning instrument - I had an old maul handy just for wall breaking purposes), then run two cells along around the back and break down the back wall of the cell the tieflings are in, and then the two lots of them are supposed to make a run for a boat parked in a waterway out behind the row of prison cell blocks.

Fine, sounds like a good plan. You're given an option to say, "Ready, let's do this," you click it, but then before you can fucking do anything, the wee bastards start breaking down their wall, which alerts the guards and gets the Warden to open the cell doors (which I suppose makes sense as the guards are alerted to the prisoners escaping, and they'll want to catch them).

What happened to the fucking plan of letting US distract the guards FIRST, and THEN you break out while the guards are occupied? You fucking retarded little cunts.

Anyway, the shitshow has begun, so you start a fight with the guards. While you're fighting, the gnomes eventually break their wall, and move round back to break down the tieflings' cell's wall. But now that the cell doors are open, the fucking special needs tieflings, instead of waiting for the gnomes to break their cell's wall so they can get out the back way, decide to dash (while you're in turn-based combat, mind you, so each of their dashes takes a chunk of turn-based time) out their opened prison cell door, and run out into the walkway, into the gnomes' cell to go out the hole the gnomes made, via the fucking middle of your fight.

OK, ok, that's kind of retarded but you can see the logic, you can handle this. And the gnomes see it too, as they stop trying to break down the tieflings' wall, and start making a run for the boat. So both lots are now running for the boat, even though the tieflings have decided to go against the plan and run the long way round, out their cell, out front and out to the back via the gnomes' cell with the open wall.

Meanwhile you're keeping the guards occupied and preventing them from killing any of the stupid tiefling escapees who are now laboriously dashing right through the clusterfuck of you and the guards. But eventually they make it out the back (while you're still fighting the guards).

Whew, you think, this might just go well, after all.

BUT THEN, instead of continuing to run to the boat, the fucking gnomes STOP running to the boat, DOUBLE BACK to their fucking cell BACK through the hole in the wall, BACK into their cell, and start exposing themselves to the clusterfuck as well (and meanwhile the tieflings area nearly at the boats).

It's all a bit rickety and uncertain, like there are separate "tracks" (conditional on various choices you can make, ofc) for the things to happen, and they're not quite meshing properly.
You, uh... you're supposed to have the guards distracted/disposed of BEFORE you tell the gnomes to start hammering down the wall, dude. The way you chose to do it was essentially the combat option.
 
Joined
Jan 21, 2023
Messages
3,771
I did that by attacking first because I was growing impatient. Turns out that apparently guards keep spawning after you dispose of every one of them including the eyes. It seems the game wants it to have at least one guard to "catch" you when you're trying to open the door in the guard's tower, which you can evade by jumping from the side anyways.

When you give the hammer to the gnomes, they do break the tiefling's wall. The cells are opened by a guard, and that's why they flee, seizing the oportunity. But if you do it like that, it would seem like they join in the fight, which is extremely obnoxious because they are unarmored and have to go where the boat is to pick up some basic weapons. But yeah, there's a proper order to do that quest.
 

0wca

Learned
Joined
Jan 27, 2021
Messages
546
Location
Not here
Indeed *Sarcastic* . In fact Larian is talking to do a dlc or an expansion. The hilarious part is that some people here in the codex want this game to fail and instead is being super successfull and that triggers them. Is honestly hilarious to watch.

i don't care about the game's financial success. i wanted a great game but it's not

nobody is shilling anymore for the game except you and 2 more retards with profiles after 2020

i'm glad that most of the old posters recognize the difference between mediocre slob and great gameplay.

:love:
Screenshot_2023-08-28_040643.png


Maybe because they are still busy playing it!
Also a game shilled by the Codex means nothing this days as codex is more about being turbo incels crybabies than actually playing games.

But let the codex keeping being codex! Meanwhile bg3 keeps winning!
Now let the negative rating begins! So i can see who of you is more butthurt! :D
Question: how many players does Fortnite have? And how cancerous is that game?

Exactly.
 
Self-Ejected
Joined
Aug 10, 2023
Messages
691
Location
Dalmasca
Indeed *Sarcastic* . In fact Larian is talking to do a dlc or an expansion. The hilarious part is that some people here in the codex want this game to fail and instead is being super successfull and that triggers them. Is honestly hilarious to watch.

i don't care about the game's financial success. i wanted a great game but it's not

nobody is shilling anymore for the game except you and 2 more retards with profiles after 2020

i'm glad that most of the old posters recognize the difference between mediocre slob and great gameplay.

:love:
Screenshot_2023-08-28_040643.png


Maybe because they are still busy playing it!
Also a game shilled by the Codex means nothing this days as codex is more about being turbo incels crybabies than actually playing games.

But let the codex keeping being codex! Meanwhile bg3 keeps winning!
Now let the negative rating begins! So i can see who of you is more butthurt! :D
Question: how many players does Fortnite have? And how cancerous is that game?

Exactly.
This is a differend kind of game. And the userbase interested in Fortnite is not the same that may be interested in a game like bg3 is a bit dumb as comparsion.
 

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,906
Location
London, UK
Strap Yourselves In
There's some quite retarded NPC behaviour in the "rescue tieflings/gnomes" quests, set in the prison basement of Moonrise Tower. [Spoilers ahead.]

The gnomes are supposed to have a plan, along with the tieflings. While you distract/fight the guards, the gnomes are supposed to break down the back wall of their prison cell (for which you're supposed to give them a bludgeoning instrument - I had an old maul handy just for wall breaking purposes), then run two cells along around the back and break down the back wall of the cell the tieflings are in, and then the two lots of them are supposed to make a run for a boat parked in a waterway out behind the row of prison cell blocks.

Fine, sounds like a good plan. You're given an option to say, "Ready, let's do this," you click it, but then before you can fucking do anything, the wee bastards start breaking down their wall, which alerts the guards and gets the Warden to open the cell doors (which I suppose makes sense as the guards are alerted to the prisoners escaping, and they'll want to catch them).

What happened to the fucking plan of letting US distract the guards FIRST, and THEN you break out while the guards are occupied? You fucking retarded little cunts.

Anyway, the shitshow has begun, so you start a fight with the guards. While you're fighting, the gnomes eventually break their wall, and move round back to break down the tieflings' cell's wall. But now that the cell doors are open, the fucking special needs tieflings, instead of waiting for the gnomes to break their cell's wall so they can get out the back way, decide to dash (while you're in turn-based combat, mind you, so each of their dashes takes a chunk of turn-based time) out their opened prison cell door, and run out into the walkway, into the gnomes' cell to go out the hole the gnomes made, via the fucking middle of your fight.

OK, ok, that's kind of retarded but you can see the logic, you can handle this. And the gnomes see it too, as they stop trying to break down the tieflings' wall, and start making a run for the boat. So both lots are now running for the boat, even though the tieflings have decided to go against the plan and run the long way round, out their cell, out front and out to the back via the gnomes' cell with the open wall.

Meanwhile you're keeping the guards occupied and preventing them from killing any of the stupid tiefling escapees who are now laboriously dashing right through the clusterfuck of you and the guards. But eventually they make it out the back (while you're still fighting the guards).

Whew, you think, this might just go well, after all.

BUT THEN, instead of continuing to run to the boat, the fucking gnomes STOP running to the boat, DOUBLE BACK to their fucking cell BACK through the hole in the wall, BACK into their cell, and start exposing themselves to the clusterfuck as well (and meanwhile the tieflings area nearly at the boats).

It's all a bit rickety and uncertain, like there are separate "tracks" (conditional on various choices you can make, ofc) for the things to happen, and they're not quite meshing properly.
You, uh... you're supposed to have the guards distracted/disposed of BEFORE you tell the gnomes to start hammering down the wall, dude. The way you chose to do it was essentially the combat option.

I tried that (I've tried several ways) - I initiated a fight with the guards after talking to the gnome and hearing the plan, but without doing the "ready" dialogue with the gnome, but instead of waiting till the guards were all done and dusted, they started breaking down their wall while I was fighting. So if your version of it was supposed to be the plan, they didn't follow that either :)

At least that way, the Warden didn't open their cell doors though. However, on that try I made some dumb mistakes and decided to re-start. Looking at the dialogue option again, I then thought the first of the two offered options ("let's do this/wait i'll be back") was a signal that they would follow the plan as I originally understood it (distract/fight the guards and then once guards engaged, they break down wall).

I'm sure it would all be much easier with a Bard (which is presumably the premium "distract" option), but I don't have that option and I can't see any other way of distracting the guards, so I guess I just have to fight them one way or another.
 

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,906
Location
London, UK
Strap Yourselves In
I did that by attacking first because I was growing impatient. Turns out that apparently guards keep spawning after you dispose of every one of them including the eyes. It seems the game wants it to have at least one guard to "catch" you when you're trying to open the door in the guard's tower, which you can evade by jumping from the side anyways.

When you give the hammer to the gnomes, they do break the tiefling's wall. The cells are opened by a guard, and that's why they flee, seizing the oportunity. But if you do it like that, it would seem like they join in the fight, which is extremely obnoxious because they are unarmored and have to go where the boat is to pick up some basic weapons. But yeah, there's a proper order to do that quest.

Yeah it seems there is, but I don't think the dialogues given are quite clear on what it is. It wouldn't matter - I mean, in theory I could just roll with whatever happens - but the gnomes doubling back and snatching defeat from the jaws of victory I thought was just extra funny and extra silly. My guess is that they need to adjust the triggers for the prison cell doors opening. The NPCs really should just stick to the plan, concern themselves with the two walls and the back way, and neither group should come to the front, or double back to the front for any reason, whether the cell doors are open or not. It seems like the cell doors opening is a trigger that means "make a run for it out the front way," (at least for the gnomes) but it sort of clashes with "the plan."
 
Last edited:

0wca

Learned
Joined
Jan 27, 2021
Messages
546
Location
Not here
Indeed *Sarcastic* . In fact Larian is talking to do a dlc or an expansion. The hilarious part is that some people here in the codex want this game to fail and instead is being super successfull and that triggers them. Is honestly hilarious to watch.

i don't care about the game's financial success. i wanted a great game but it's not

nobody is shilling anymore for the game except you and 2 more retards with profiles after 2020

i'm glad that most of the old posters recognize the difference between mediocre slob and great gameplay.

:love:
Screenshot_2023-08-28_040643.png


Maybe because they are still busy playing it!
Also a game shilled by the Codex means nothing this days as codex is more about being turbo incels crybabies than actually playing games.

But let the codex keeping being codex! Meanwhile bg3 keeps winning!
Now let the negative rating begins! So i can see who of you is more butthurt! :D
Question: how many players does Fortnite have? And how cancerous is that game?

Exactly.
This is a differend kind of game. And the userbase interested in Fortnite is not the same that may be interested in a game like bg3 is a bit dumb as comparsion.
The comparison was that a high player count does not necessarily a good game make.
 

Crichton

Prophet
Joined
Jul 7, 2004
Messages
1,220
There's some quite retarded NPC behaviour in the "rescue tieflings/gnomes" quests, set in the prison basement of Moonrise Tower. [Spoilers ahead.]

The gnomes are supposed to have a plan, along with the tieflings. While you distract/fight the guards, the gnomes are supposed to break down the back wall of their prison cell (for which you're supposed to give them a bludgeoning instrument - I had an old maul handy just for wall breaking purposes), then run two cells along around the back and break down the back wall of the cell the tieflings are in, and then the two lots of them are supposed to make a run for a boat parked in a waterway out behind the row of prison cell blocks.

Fine, sounds like a good plan. You're given an option to say, "Ready, let's do this," you click it, but then before you can fucking do anything, the wee bastards start breaking down their wall, which alerts the guards and gets the Warden to open the cell doors (which I suppose makes sense as the guards are alerted to the prisoners escaping, and they'll want to catch them).

What happened to the fucking plan of letting US distract the guards FIRST, and THEN you break out while the guards are occupied? You fucking retarded little cunts.

Anyway, the shitshow has begun, so you start a fight with the guards. While you're fighting, the gnomes eventually break their wall, and move round back to break down the tieflings' cell's wall. But now that the cell doors are open, the fucking special needs tieflings, instead of waiting for the gnomes to break their cell's wall so they can get out the back way, decide to dash (while you're in turn-based combat, mind you, so each of their dashes takes a chunk of turn-based time) out their opened prison cell door, and run out into the walkway, into the gnomes' cell to go out the hole the gnomes made, via the fucking middle of your fight.

OK, ok, that's kind of retarded but you can see the logic, you can handle this. And the gnomes see it too, as they stop trying to break down the tieflings' wall, and start making a run for the boat. So both lots are now running for the boat, even though the tieflings have decided to go against the plan and run the long way round, out their cell, out front and out to the back via the gnomes' cell with the open wall.

Meanwhile you're keeping the guards occupied and preventing them from killing any of the stupid tiefling escapees who are now laboriously dashing right through the clusterfuck of you and the guards. But eventually they make it out the back (while you're still fighting the guards).

Whew, you think, this might just go well, after all.

BUT THEN, instead of continuing to run to the boat, the fucking gnomes STOP running to the boat, DOUBLE BACK to their fucking cell BACK through the hole in the wall, BACK into their cell, and start exposing themselves to the clusterfuck as well (and meanwhile the tieflings area nearly at the boats).

It's all a bit rickety and uncertain, like there are separate "tracks" (conditional on various choices you can make, ofc) for the things to happen, and they're not quite meshing properly.
You, uh... you're supposed to have the guards distracted/disposed of BEFORE you tell the gnomes to start hammering down the wall, dude. The way you chose to do it was essentially the combat option.

I tried that (I've tried several ways) - I initiated a fight with the guards after talking to the gnome and hearing the plan, but without doing the "ready" dialogue with the gnome, but instead of waiting till the guards were all done and dusted, they started breaking down their wall while I was fighting. So if your version of it was supposed to be the plan, they didn't follow that either :)

At least that way, the Warden didn't open their cell doors though. However, on that try I made some dumb mistakes and decided to re-start. Looking at the dialogue option again, I then thought the first of the two offered options ("let's do this/wait i'll be back") was a signal that they would follow the plan as I originally understood it (distract/fight the guards and then once guards engaged, they break down wall).

I'm sure it would all be much easier with a Bard (which is presumably the premium "distract" option), but I don't have that option and I can't see any other way of distracting the guards, so I guess I just have to fight them one way or another.

I just played this part and I never talked to either group of prisoners. After we noticed the weak walls, from up on the cat-walks, I split the party; sending one group to each wall, entered TB and bashed them both down on the same turn.

The guards never noticed anything and each group ran through their hole in the wall to the boats. However, they did not actually board the boat and escape as I expected. I carefully hid my party expecting the guards to bust through at any minute, but apparently they never noticed the new holes in the walls or the missing prisoners. Instead after waiting around for several turns, I finally ended TB mode and went over to ask the prisoners what their problem was. After that conversation, I agreed to take the boat with them to Last Light and that was that. I don't know that just killing everyone wouldn't have been easier though. The primary reason I snuck them out was concern of locking myself out of the Moonrise merchants without having purchased all the nice gear.
 

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,906
Location
London, UK
Strap Yourselves In
There's some quite retarded NPC behaviour in the "rescue tieflings/gnomes" quests, set in the prison basement of Moonrise Tower. [Spoilers ahead.]

The gnomes are supposed to have a plan, along with the tieflings. While you distract/fight the guards, the gnomes are supposed to break down the back wall of their prison cell (for which you're supposed to give them a bludgeoning instrument - I had an old maul handy just for wall breaking purposes), then run two cells along around the back and break down the back wall of the cell the tieflings are in, and then the two lots of them are supposed to make a run for a boat parked in a waterway out behind the row of prison cell blocks.

Fine, sounds like a good plan. You're given an option to say, "Ready, let's do this," you click it, but then before you can fucking do anything, the wee bastards start breaking down their wall, which alerts the guards and gets the Warden to open the cell doors (which I suppose makes sense as the guards are alerted to the prisoners escaping, and they'll want to catch them).

What happened to the fucking plan of letting US distract the guards FIRST, and THEN you break out while the guards are occupied? You fucking retarded little cunts.

Anyway, the shitshow has begun, so you start a fight with the guards. While you're fighting, the gnomes eventually break their wall, and move round back to break down the tieflings' cell's wall. But now that the cell doors are open, the fucking special needs tieflings, instead of waiting for the gnomes to break their cell's wall so they can get out the back way, decide to dash (while you're in turn-based combat, mind you, so each of their dashes takes a chunk of turn-based time) out their opened prison cell door, and run out into the walkway, into the gnomes' cell to go out the hole the gnomes made, via the fucking middle of your fight.

OK, ok, that's kind of retarded but you can see the logic, you can handle this. And the gnomes see it too, as they stop trying to break down the tieflings' wall, and start making a run for the boat. So both lots are now running for the boat, even though the tieflings have decided to go against the plan and run the long way round, out their cell, out front and out to the back via the gnomes' cell with the open wall.

Meanwhile you're keeping the guards occupied and preventing them from killing any of the stupid tiefling escapees who are now laboriously dashing right through the clusterfuck of you and the guards. But eventually they make it out the back (while you're still fighting the guards).

Whew, you think, this might just go well, after all.

BUT THEN, instead of continuing to run to the boat, the fucking gnomes STOP running to the boat, DOUBLE BACK to their fucking cell BACK through the hole in the wall, BACK into their cell, and start exposing themselves to the clusterfuck as well (and meanwhile the tieflings area nearly at the boats).

It's all a bit rickety and uncertain, like there are separate "tracks" (conditional on various choices you can make, ofc) for the things to happen, and they're not quite meshing properly.
You, uh... you're supposed to have the guards distracted/disposed of BEFORE you tell the gnomes to start hammering down the wall, dude. The way you chose to do it was essentially the combat option.

I tried that (I've tried several ways) - I initiated a fight with the guards after talking to the gnome and hearing the plan, but without doing the "ready" dialogue with the gnome, but instead of waiting till the guards were all done and dusted, they started breaking down their wall while I was fighting. So if your version of it was supposed to be the plan, they didn't follow that either :)

At least that way, the Warden didn't open their cell doors though. However, on that try I made some dumb mistakes and decided to re-start. Looking at the dialogue option again, I then thought the first of the two offered options ("let's do this/wait i'll be back") was a signal that they would follow the plan as I originally understood it (distract/fight the guards and then once guards engaged, they break down wall).

I'm sure it would all be much easier with a Bard (which is presumably the premium "distract" option), but I don't have that option and I can't see any other way of distracting the guards, so I guess I just have to fight them one way or another.

I just played this part and I never talked to either group of prisoners. After we noticed the weak walls, from up on the cat-walks, I split the party; sending one group to each wall, entered TB and bashed them both down on the same turn.

The guards never noticed anything and each group ran through their hole in the wall to the boats. However, they did not actually board the boat and escape as I expected. I carefully hid my party expecting the guards to bust through at any minute, but apparently they never noticed the new holes in the walls or the missing prisoners. Instead after waiting around for several turns, I finally ended TB mode and went over to ask the prisoners what their problem was. After that conversation, I agreed to take the boat with them to Last Light and that was that. I don't know that just killing everyone wouldn't have been easier though. The primary reason I snuck them out was concern of locking myself out of the Moonrise merchants without having purchased all the nice gear.

Yup, on a slightly earlier save track, I'd actually explored some way round the back and found the illithid oubliette, the boat and weak walls. I think I'll just take that option this time, save the trouble of having to worry about what the gnomes/tieflings janky AI decides to do.

When I was reading around about this, several people said the fight in the prisons is self-contained (like in the goblin area, if you break out Halsin in the area he's in and fight there, it doesn't alert the rest of the goblins in the entire zone, because it's in a self-contained area).
 

Orud

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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
i don't care about the game's financial success. i wanted a great game but it's not

nobody is shilling anymore for the game except you and 2 more retards with profiles after 2020

i'm glad that most of the old posters recognize the difference between mediocre slob and great gameplay.
Most people are critiquing the writing or companions. Hardly anyone is shitting on the gameplay and the few that do are mostly finding it too easy.

The biggest critics also have this weird thing that they keep playing the game, despite saying over and over again that they're "finally done with the game". So if those are the people that don't like the gameplay, what keeps them coming back according to you? The bear sex?
 

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