GarfunkeL said:
Gah, I take back everything bad I've ever said about rogues. My thief just backstabbed the end boss in PoR, Tyranthraxus (sp), FOR 52 FUCKING HP!!!
Mind you, it was a dragon.
Turned the battle from challenging into a cakewalk!
Yeah, they can be pretty decent in the right situations. Its possible to do triple digit damage by the end of Curse of the Azure Bonds, with the right equipment.
Well, I finished my playthrough of the FRUA version of Curse of the Azure Bonds. I didn't notice any problems with quests, as I had with Pool of Radiance. The following are the main differences/problems I noticed:
- Some of the optional areas are missing - Hillsfar and Teshwave, from what I remember. Not really a big deal, as I don't think there was much interesting going on at either location.
- The Phlan optional area is available, but there's a problem with the linking of the maps. When you first try to enter the area, you are sent to an empty map. One without an exit, from what I could tell. I edited the module, and the map exists, but the link from the wilderness map takes you to the dungeon map in the list after the correct one, which is empty. Fortunately, I had not saved, and was able to get my party out.
- The Mulmaster Beholder Corps encounter is all but impossible. Dust of Disappearance is in the game, but from what I can tell, it casts Invisibility 10' radius, rather than the original's Improved Invisibility. As soon as a character attacks or casts a spell, they become visible.
- Some creatures had spells, when they didn't have any before, and some spellcasters had access to higher level spells. Dracandros tried to Flesh to Stone one of my characters, and several Black Dragons cast Stinking Cloud at my party.
- A minor detail, but there seemed to be a fair number of spelling mistakes.
By deconstructing some of the Secret of the Silver Blades character save file, I was effectively able to transfer my characters from FRUA CotAB to SotSB. So, I have a few characters with normally impossible race/class combinations, and higher levels than normally available for a demi-human.
I also found a few other interesting things. There are two additional races you can make a character - Tribble and Monster. I'm guessing Monster is used for enemies to determine if they can be affected by spells like Charm Monster/Person and Hold Monster/Person. I have no idea what the differences a Tribble would have.
Also, there looks to have been some work put in for two extra classes - Monk and Druid. Some of the class details are implemented. When I tried modifying their attributes, it seemed correct from what I remember - Druids need Wis 12+ and Cha 15+, Monks need Str 15+, Wis 15+, Dex 15+, and Con 11+. Other than that, there doesn't look to be any functionality. I can't train characters with those classes, Druids can't memorize spells, and the Monk doesn't gain improved AC or damage.