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On the creation of Icewind Dale 2:
Last edited:
Josh Sawyer: "Existing data structures were hijacked for most of the retrofits. The thing that seemingly was impossible, true 3E multiclassing, was actually pretty easy when I asked Danien if we could expand the character data to include 4 class ID slots and 4 level slots."
Didn't they freak out at Beamdog when somebody mentioned IWD2 multiclassing?. But I suppose they're still introducing bugs to their enhanced editions, so expecting them to tackle IWD2 was a bit much.
-Source code being lost and all that.
If the trial chambers bother you, it doesn't take long to slaughter the monks.Every time I try to replay IWD2, I completely lose my will to keep playing once I get to the Monk Monastery. The Ice Palace deals the first blow to my will carry on, but the goddamn Monastery just massacres it. Which is a damn shame, because I'd really love to go through the Chult and the Severed Hand again.
Is HoF worth playing? Is it really? I think I should wait for the EE, experience the changes with a balanced party, and then go through HoFEE. If I play the original HoF now, I'll probably get burned out and not play the modded version.
I think it's better to wait a couple of months, focus on real-life stuff, and then go back.
Do I have to go through HoF with the party I've finished the game with?
Do you have an idea if IWD2EE has a chance of cooperating with IWD2 Tactics?
yeah, to make it properly 3rd ed they needed enemy/creature Spot and Listen checks - and that would work as it does by the bookCode:rand = [rand 5-100, increments of 5] if (![Enemy BLIND]) { enemyDiff = max( ([Enemy CREHIDEM.2DA->HIDEMOD] + [Enemy WISBONUS] + [Enemy CLASSLEVELSUM]) * 5, 0) if (enemyDiff + rand < HIDEINSHADOWS) { // Succeed (continue checking) } else { // Fail } }
Difficulty is enemy's detect skill + wis bonus + level * 5 + a random number from 5 to 100 compared to your skill. So a level 10 enemy with no skill points and 10 wisdom still requires a minimum of 55 hide in shadows to beat and a maximum of 150 hide in shadows to be sure of beating it. And that's only for being seen, there's also the equivalent for being heard vs. move silently.
Definitely completely fucked. The "fix" in that thread just fixes lower move silently being better, effectively in vanilla you would always (except very early game with low enemy levels) pass the move silently check and fail the hide in shadows check and with that fix you just fail both.
Usually I don't have any problem with the demons, because most of the times you can bring them down before they decide to fuck you in the ass, but those damned Greater Feyr always teleport after the first or second attack. And all of this wouldn't really matter if only the game were able to handle a kill outside of the arena correctly. But NO, that's too much to ask, so that fucking golem absolutely must bug out every single time that happens. Still, after hours of pain and sweat, I finally did it:Yeah, it's uber annoying. I'm not sure what the rationale behind it was, it's not like those demons can't teleport on their own, they have dimension doorlike innate abilities. You can edit out the arena behavior with NearInfinity, file 41parena.bcs comment out lines 49 and 61 -> compile -> save. They will still be teleporting, but with dimension door instead of that scripted arena nonsense. And with dimension door they only teleport to creatures they have in their line of sight, so no cross-country teleporting.
yeah, to make it properly 3rd ed they needed enemy/creature Spot and Listen checks - and that would work as it does by the bookCode:rand = [rand 5-100, increments of 5] if (![Enemy BLIND]) { enemyDiff = max( ([Enemy CREHIDEM.2DA->HIDEMOD] + [Enemy WISBONUS] + [Enemy CLASSLEVELSUM]) * 5, 0) if (enemyDiff + rand < HIDEINSHADOWS) { // Succeed (continue checking) } else { // Fail } }
Difficulty is enemy's detect skill + wis bonus + level * 5 + a random number from 5 to 100 compared to your skill. So a level 10 enemy with no skill points and 10 wisdom still requires a minimum of 55 hide in shadows to beat and a maximum of 150 hide in shadows to be sure of beating it. And that's only for being seen, there's also the equivalent for being heard vs. move silently.
Definitely completely fucked. The "fix" in that thread just fixes lower move silently being better, effectively in vanilla you would always (except very early game with low enemy levels) pass the move silently check and fail the hide in shadows check and with that fix you just fail both.
in 2nd ed variants used in earlier games they possibly had a level-based check for detection? and reused it here?
but is HIDEINSHADOWS (sneaker's Hide skill + mods) * 5 (which would be in line with the rest) or not?
if it was multiplied by 5, then the skill thresholds would be 11-30 (and fine = achievable)?
if not, that's obviously an error
Honestly, the battle square is the only part of the entire game that I don't enjoy and that I don't look forward to whenever I start a new playthrough. I love this game so much that I'm able to have fun even with the fell wood and the magma chamber, but the battle square sucks so fucking much.
Subpar? The short sword, bracers, and spear are the best items you can get up to that point, and there isn't anything better in the near future. The club does less damage than the flaming star and Belib's everlasting torch, but it hits more reliably. I don't really care about ammunitions, but you get 20 arrows +5 and 20 darts +5 that deal additional 2d6 fire damage. There are also the darts that give you 2 additional attacks per turn, but I don't remember if they do anything else.Then skip it instead of coming here to whine about it... problem solved !Honestly, the battle square is the only part of the entire game that I don't enjoy and that I don't look forward to whenever I start a new playthrough. I love this game so much that I'm able to have fun even with the fell wood and the magma chamber, but the battle square sucks so fucking much.
Only the first fight is mandatory and the loot is subpar.
To avoid golem bugging out, you have to wait a bit with killing the teleported enemy. The golem has to be near the locked room with the rest of your party when thr final blow lands.Usually I don't have any problem with the demons, because most of the times you can bring them down before they decide to fuck you in the ass, but those damned Greater Feyr always teleport after the first or second attack. And all of this wouldn't really matter if only the game were able to handle a kill outside of the arena correctly. But NO, that's too much to ask, so that fucking golem absolutely must bug out every single time that happens. Still, after hours of pain and sweat, I finally did it:Yeah, it's uber annoying. I'm not sure what the rationale behind it was, it's not like those demons can't teleport on their own, they have dimension doorlike innate abilities. You can edit out the arena behavior with NearInfinity, file 41parena.bcs comment out lines 49 and 61 -> compile -> save. They will still be teleporting, but with dimension door instead of that scripted arena nonsense. And with dimension door they only teleport to creatures they have in their line of sight, so no cross-country teleporting.
The game is a mixed bag. I wish I could say it's a flawed masterpiece, but I don't think it is.
Can't say anything beyond that, only expand on it. Every single element falls flat at one point or the other.What would you say about it beyond mixed bag?