I finished Baldur's Gate II: Enhanced Edition yesterday. I needed 40 1/2 hours for the whole game and most of the major sidequests. This was my first try after fifteen years.
Thoughts:
- I always thought, that BG2 was a mage-game. This time, I only had one mage (Aerie) and I used her mostly for identifying stuff and opening doors.
- The theme for my group was Lawful Good, so I had one Lawful Good Fighter, Keldorn (Paladin/Inquisitor), Anomen(Fighter/Cleric), Aerie (Mage/Cleric), Rasaad (Monk) and Mazzy (Fighter). I tried this years before in the original game (with Nalia instead of Aerie and my char as a Paladin) on "Original D&D-rules" diffculty and did the same this time. And it worked out quite well. My characters just went in there and killed everything at sight. This was fun, especially after being afraids of mages all these years.
- My Half-Orc Fighter had strength 19, constitution 19 and dexterity 18 (magically enhanced), specialised in two-handed swords. He was one big killing machine and could kill hordes of Beholder on his own, after I gave him a mantle, that protected him from offensive magic. Did anybody else try a similiar character? I still think, that the Bhaalspawn is somehow tweaked.
- The parts I liked (cult of the Eyeless, the circus, castle de'Arnise, Umar, Trademeet, the serial killer-stuff) I still like, but on the other hand I'm still not sold on the pirate island, the magical sphere and the prison for mages.
- I started to appreciate the Underdark more, but mostly because I accidentally entered every monsterlair before the drowcity, so I had no timelimits to work with. Ust Natha itself was more fun than I remember. I would've liked a longer mini-campaign with it.
- What works with this game and the quests is that these quests feel like real adventures. Big, interesting adventures, with fighting cool monsters and telling neat little stories you want to share with your friends. It just feels right and reminds you, why Faerun is such an adventurer-friendly setting for p&per.
- Irenicus is indeed an interesting villain and gets a good build-up through out the game, but it also showed that you could take him out and nothing would've changed about the overall plot. This is his story and I get the feeling, that putting the Bhaalspawn in it may have been an afterthought.
- The overall Bhaalspawn is build on, but if you just cut it out, the story wouldn't have changed a bit. What happens to you, could happen to any powerful adventurer.
- The environmental graphics still look stunning.
- The new companions are still as horribly written as I remembered, but Neeras and Rasaads questline are actually quite fun and interesting.
- I still think that the overall plot is thinly hold together. All the sidequests are standalone adventure modules, that could take place anywhere in the realms and nothing would be lost. I am the hero of those locations, not of Amn. Baldur's Gate 1 made it somehow work, that the areas around Baldur's Gate feelt like home after a while. I don't if that was, because the adventure was more low-level or because the mainplot was a bit stronger.
So yeah, some things never change. Still a great game, but it will be never a favorite.
You should have used the SCS mod. Vanilla BG2 is really easy if you know what you are doing. With SCS and all options on you have to put in at least some effort.
Damn you, you're making me want to replay BG II.
If you are in "replay" mode, it's always a good thing to consider other similar games you missed instead. I played Baldur's Gate 1 for the first time ever a few weeks ago precisely because I was itching pretty bad for a BG2 revisit.Damn you, you're making me want to replay BG II.
That's an unexpected take, because the main plot of BG1 was anything but strong and that's one thing I eventually liked about it. The lack of strong direction put me off at first but in the end it reminded me how the best part of most open-world / free-roaming games is when, as Gandalf puts it, "you are only quite a little fellow in a wide world after all".- I still think that the overall plot is thinly hold together. All the sidequests are standalone adventure modules, that could take place anywhere in the realms and nothing would be lost. I am the hero of those locations, not of Amn. Baldur's Gate 1 made it somehow work, that the areas around Baldur's Gate feelt like home after a while. I don't if that was, because the adventure was more low-level or because the mainplot was a bit stronger.
That's an unexpected take, because the main plot of BG1 was anything but strong and that's one thing I eventually liked about it. The lack of strong direction put me off at first but in the end it reminded me how the best part of most open-world / free-roaming games is when, as Gandalf puts it, "you are only quite a little fellow in a wide world after all".
Now is the best time. The latest version of SCS lets you customize most of difficulty options in-game, e.g. spellcaster prebuffing scripts, creature abilitites etc. At this point professional game devs should be learning from that modder.Hmm, I left most mods alone, but maybe the time has come to finally try some of those out. Thanks!
Then it's basically the ai scripts playing against itself. Boring.You don’t have to pretend play them. Just give them melee weapons and normal attack on sight scripts.
I personally found all the raise deads/bankruptcies/forced reloads in SCS to be immersion-breaking
You can further customize them in the game via dialogue. It's still miles ahead what professional gaming studios put out. I mean compare it to PK (and I liked that game), where you can have an enemy cast the same spell over and over again on your prebuffed (and therefore immune) character.Components difficulty in later versions of SCS tied to Difficulty slider in the game. So setting Normal or Core should stop some questionable scripts from working.
I play hardest difficulty with SCS31, so there's that.Components difficulty in later versions of SCS tied to Difficulty slider in the game. So setting Normal or Core should stop some questionable scripts from working.
I prefer to set difficulty higher for extra abilities on enemies but tune down/do not install some parts of SCS like:
1) (Re)moving + nerfing good items
2) Potions for NPC: whole thing is scripted weird - enemy fighters waste first round on potions and go into health-potion-gulping loop on low HP. They tend to end up less dangerous than original kamikaze-style.
3) Pre-buffing script for mages and priests was completely bonkers - it triggered not only on mage spawn or combat start, but in the combat too (not in triggers + sequencers) with ridiculous situations like enemy Wizard CCed by stun had whole prebuff package (~8 spells) constantly refreshing every round. Also instant buff refresh when you out of line of sight even a bit. Would avoid this as plague in the future.
I personally found all the raise deads/bankruptcies/forced reloads in SCS to be immersion-breaking
To be honest SCS is not very hard...
Never encountered that before. But you could have tried to use ctrl+4 or 5 to switch character animations. Or just ShadowKeeper to change his animation back to a human fighter.