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Minsc voiceset in BG2 = too loud = a complete nightmare

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I was always picking up Minsc in BG2, but I had never played this game with English voiceset, as I am a foreigner.

What the hell with his voiceset ? Far too loud, always screaming around. A complete nightmare.

I arrived to the point I'm trying to never select him alone (always with another character) so he does not start screaming around LOUDLY.

Good thing that in a few hours of playing I'd be able to get rid of him for Sarevok.


On the other side, in my "local" version of BG2, Nalia's voice is VERY annoying, and much more bearable in english...


Anyone else think there is a distinct lack of spiked weapons?

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Flail
Flail +1
Morning start
Morning star + 1

And then that morning star that makes you go berserk. Compared to the other weapon choices, spiked weapons just seems like it was tacked on to simulate variety.

New party composition

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I'm thinking of doing a heavy RP run with a Thief/Mage dual (I've just always liked the class combo in theory) and I wanted to include an evil bard in my party composition, so I was thinking Eldoth (since I've never used him before) and Skie. I've never even gotten close to Skie, and my bad memory had me thinking she was a mage or something, but another thief? I also wanted Xzar and Monteron, since I've never finished the game with them.

So it is looking:

Thief/Mage DC Charname--(spellcaster/scout/backstab)
Xzar--------------------Mage (I am not dualing him because it doesn't fit his personality imo)
Monteron--------------- Frontliner (traps/locks)
Kagain------------------Tank
Eldoth------------------(spellcaster/wands/ranged)
Skie--------------------???

I guess, ideally, Skie could do traps and locks, and Monteron could do backstabs along with my charname (I really hate making Monteron do traps and locks, but for RP reasons, I'd like charname to have that role). What traps level do you need to get up to Baldur's Gate? Does anyone know what Skie's thieving stats are like at level 5 or 6?

Thinking about this yesterday sounded awesome. It looks like a train-wreck now.

Question about Blades Defensive spin

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If you are a blade...

And you activate defensive spin...

While holding the Spiders bane...

Do you win the grand prize?

How to patch?

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I just downloaded Baldur's Gate through beamdog. It the first time I have used beamdog. I am a little confused on how to download patches for the game. I have a feeling that it doesn't happen automatically since when I go to the game properties to the detail tab it still just says version 0.1.0.0
Can anyone give me a quick tutorial on how to install updates? Thank you for your time.

ETA on BG II EE?

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I might jut buy it on GOG now, it is on sale for only $6.

Evil Ranger Kit

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I mostly play evil and found it very refreshing that the Blackguard kit opened the paladin class, which never appealed due to the alignment restriction, to my options. Now, I'm also interested in a evil-only ranger kit and if anyone thinks it's a good idea to have an evil ranger kit.

For a name, since the other ranger kit names aren't too flashy, I'd go with "Loner" - a woodsman who was not born with a deep connection to nature, but found to it later in life. Loners often suffered a loss or failure in their city life and withdrew from society to the solitude of the woods. They are bitter and generally dislike the company of people and learned the ways of nature to avoid them - so I guess stealth bonus - and more defend their chosen solitude than nature - ranged weapon bonus, maybe minor backstab multiplier since they try to kill intruders without making contact - the classic "shoot first, ask questions later" behavior.
For the "slightly weird, unsocial woodsman" flair, I'd give the kit a bonus for axes instead of dual wielding or - not sure if it's possible - the ability to backstab with an axe (a bit slasher movie-like). They aren't as much in touch with nature as regular rangers, they are just in the woods because no-one else is there. So they don't understand animals either - instead of Charm Animal, they'd get the ability "Enrage Animal" (which makes the target go berzerk and attack friend and foe alike).

The Black Pits - A *Short* Review

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"Death to you all!"

Black Pits soloed. Insane difficulty. Yup, just like that! Took me about 6 hours, but at least I finally played it. So I bet you're all anxious to hear what I thought about it? Well... it was okay. It wasn't especially good. It didn't suck... unlike the rest of the game.

In fact, I actually kind of liked The Black Pits. The battles were challenging and fun. The characters were fully voiced and believable enough. I got to see some really clever scripting with the NPCs. Baeloth is enjoyably silly in his own psychotic way. The prisoners got a couple laughs out of me. Uhm... I liked the fact that it actually worked. I liked it when it was over. And... that's about it. Just the little things, really. Unfortunately, these don't make up for a lack of character interaction and gameplay. The Black Pits is about as simple and bare-bones an adventure as you can get (and believe me, it DOESN'T get any more simple than The Black Pits). All I do is: I fight a battle, rest and check all the shops, talk to the beholder to get a hint on the next fight, then I go back to the arena and do it all over again... 15... more... times. It gets REALLY repetitive, REALLY fast. It's easily the 4th lamest quest in the game, just above Rasaad's Dark Moon Temple sidequest.

Overall, I did get one worthwhile thing out of The Black Pits. I haven't had this much fun with a battle in a long, long time. It almost felt like Throne of Bhaal again... ALMOST. I would say that I was impressed, but let's face it: I'm not. You guys have set the bar so low at this point that even The Black Pits looks like a work of art compared to the rest of that god-awful, broken-down, bug-infested, journal-entry-vanishing lockup dragfest of a game that is Baldur's Gate: Crashing Edition. In The Black Pits there are no crashes, no lockups, and no major bugs to speak of. It REALLY works.

Note: This was on Patch 7 (1.0.2014 with *HOTFIX*).

[spoiler]


Screenshot 1:

Image Hosted by ImageShack.us


Yes, I did use my imported character from the endgame of Baldur's Gate: Enhanced Edition (after correcting his HP). I didn't want to bother with the whole "creating a party of nobodies" and grinding levels after I was so burned out with the bugs/crashes/lockups/etc in the vanilla game. I wasn't even trying to solo The Black Pits; I just wanted to beat the new content and be done with it. One thing that really sucks is that you not only lose your familiar, but ALSO the Find Familiar spell is wiped from your spellbook when you start The Black Pits. And none of the shopkeepers sell it! Good thing I can just kill Nimbul and get it again.

This HI-LAR-ious adventure was brought to you by the fact that The Black Pits allows certain overpowered Baldur's Gate 2 items to be sold in its stores. My favorite example being the Improved Cloak of Protection +2, an item from THRONE OF BHAAL. This wonderful little cloak not only gives you Improved Invisibility for free (freeing up a precious 4th-level spell slot), but it also grants you access to the spell Improved Haste. Yes. I said Improved Haste. This is a 6th-level spell that you shouldn't even be able to cast in this game! Not only does it free up a 3rd-level spell slot (Haste is now useless for anything outside of party buffing), but it also turns my fighter's already insane 4 attacks per round into a godlike 7 attacks per round!!! I managed to drop the beholder so fast that he couldn't even get his anti-magic ray off at me. I even managed to chunk that crazy gnome who teleports in and attacks you after killing Baeloth.

My other favorite item is the Amulet of Power, a hideously overpowered item even in Baldur's Gate 2. This necklace actually REDUCES the time it takes to cast a spell and it works for all spell-like abilities! So a 6-second Draw Upon Holy Might turns into a 5-second cast and Enrage becomes insantaneous. Combined with the godlike speed granted by Paws of the Cheetah + Haste, I can literally run around the arena, dodging fireballs and outspeeding both spells and projectiles as I setup my buffs, then bullrush the backrow casters to death in a split second. And there's absolutely nothing they can do about it.

Then, as if the game wasn't easy enough with the addition of overpowered kits and items in the Enhanced Edition, it's made even MORE laughably easy by the fact that you can actually bypass the level cap and import your level 10 Black Pits character into the vanilla game WITH all of his uber Black Pits gear in tow. I'm now such a god in terms of gameplay, that I can solo all of the major and endgame boss battles on Insane difficulty without breaking a sweat. And I did. I'm not even kidding here. Anything you want to fight: Baeloth, the rakshasa, the beholder, phoenix knights, Drizzt, Sarevok, the demon knight, Aec'Letec, you point and it dies. THAT'S how powerful this build is people. I'm only sad that I couldn't battle Elminster in this game because he honestly wouldn't stand a chance.

One very useful thing that level 9 mage gives me in The Black Pits is access to 5th-level spells, which would be impossible under the Baldur's Gate level cap. Spell Immunity and Protection from Lightning are some of the best spells to wear in these fights. And thanks to a magic ring I bought, I can cast Minor Spell Turning for free. The AI is set up so that it detects whatever buffs or immunities you're wearing and changes tactics to compensate. For example, the rakshasa couldn't touch me with his Chain Lightning and Fireball attacks, so he started meleeing and backing off. And since his combat skills are no where near those of a high-level Fighter, he gets torn apart! Baeloth wasn't worth much either. He just stood there the whole time, completely stunned by the fact that he couldn't touch me, until I finally got around to bashing him with my +3 maces. Oh yeah, did I forget to mention that? Apparently the Enchanted Weapon spell is bugged and creates permanent +3 weapons instead of temporary ones. So I can toss my Krotan's Skullkrusher +2 and equip a +3 mace in the offhand for free. Whatever.

I especially liked the group of Red Wizards imprisoned before the 10th fight. Their voices are all hilariously over-the-top and they have some clever scripting in their character interaction. These guys crack me up. Although I think poor Lucius got the short end of the stick since he never talks.

You'll also see some things here that you wouldn't expect: Trolls, Fission Slimes, Flame and Frost Salamanders, Clay Golems, Wraiths, Shambling Mounds, Fire Elementals, etc. There's even a battle with traps, but I won't spoil where they are. Watch out for backstabbing thieves too. They hurt a LOT.

Some of the enemies like to cheat a little, and I mean blatantly cheat. But this just adds to the excitement. For example, the Fire Giant has some strange power that lets him bypass Stoneskin and create Earthquakes that bypass all protections and deal up 50 points of damage! I actually had to beat him by using hit-and-run tactics because I didn't dare engage in melee for too long and risk getting killed. The final battle was very well scripted. You get to fight Baeloth, his rakshasa, his dwarf fighter, and when his minions die, Baeloth calls in the beholder to wipe you out. Even after he's gone, Baeloth continues to summon in flesh golems to slow you down. Even after killing him, the game doesn't end and you have to stave off a crazy gnome and an army of Duegar before the djinn teleports away. It's just so much fun... so much fun.

[/spoiler]
Screenshot 2:

Image Hosted by ImageShack.us


There comes a moment when everyone wants to indulge that inner selfish nature we all share, that feeling of domination and absolute power over others, that one instant where you can become death incarnate in a videogame and just lay waste to absolutely everything that crosses your path! Well, the Black Pits lets you become your own avatar, if only for a little while. And it lets you have loads of fun in the process. I say play through it at least once and I'm sure you'll enjoy it. But after experiencing this game as a whole, there's only two outcomes that I'd ever want to see happen:

1.) Overhaul Games loses the rights to the Baldur's Gate franchise and moves on to something else. They've already demonstrated that they're incapable of quality assurance and beta testing, and that they're not the right people for the job. As good as Baldur's Gate is, it's not its sequel. I'd rather not live to see one of my favorite computer games of all time ruined by Lucas-grade managers.

2.) They do their next game RIGHT. No premature releases. No copping out on content. Just do it RIGHT. And that means good writing, creative thinking, and quality assurance of the 90's grade; of major videogame company grade. I WANT to like your games, I really do, but you're making it very difficult for me with all of these bugs. Wake up.

Tips for being Chaotic Evil?

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Hi, I'm a newcomer to the Baldur's Gate series but I've thoroughly enjoyed my last two playthroughs in the Enhanced Edition; once as a Chaotic Good char, another as a Neutral Evil one.

However I found that due to the many restrictions based on a low reputation (store prices, Neutral characters leaving, Flaming Fist etc.), I've had to play my Neutral Evil character pretty much the same way as a Chaotic Good or Neutral one, albeit with a touch of deviousness behind every action. When I first set out to create him, I envisioned a social Darwinist, a Nietzschean ubermensch, someone who took what he wanted, when he wanted it. He was a Libertarian, and wouldn't stand the Flaming Fist telling him what he could or could not do. He was also contemptuous of the Gods, so no donations, no Talos, Helm or Umberlee bullcrap.

I could deal with the lowered store prices, Jaheira leaving, but the defining obstacle was definitely the Flaming Fist routing me at every turn, especially at early levels when they're hasted and I haven't even encountered the damned spell scroll. So in the end, I had to play it, at the best, in more or less the same way as a Neutral Character. I ended up going out of my way to "help people", just to get those government agents off my back. It was... unsatisfying to say the least.

So I'm looking to start my latest playthrough as a pure Chaotic Evil character, someone who can realise the aspirations I set out for my original Evil character. I'm simply looking for ways to circumvent the Flaming Fist; are there any mods out there specifically for this? Is there any way I can use Shadowkeeper to do something, perhaps to nerf the Flaming Fist enforcers by some measure? Can I alter the reputation at which Flaming Fist dogs jump me? Any console commands that would be helpful?

I strongly believe that Baldur's Gate has the narrative depth to pursue this kind of rewarding role-playing experience. I simple have a small problem with its gameplay mechanics. Any help is appreciated :)

In case of "tl;dr": I hate the Flaming Fist. How do I get rid of them?

If NPC mages are assigned to a specialist school....

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What school should Imoen, Nalia and Aerie be assigned to?

Imoen -> Enchanter b/c high Cha
Aerie -> Abjurer b/c high Wis
Nalia -> Not sure, maybe Transmuter?

What's the point of Fighters (instead of Paladins/Barbarians)?

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I started a solo playthrough as an Inquisitor and, I've gotta tell ya, being immune to all of the nastiest spells is NICE. On top of that, my Paladin save throws are so high that I can resist almost everything thrown at me that I'm not already immune to.

So my question is, is the extra damage you get out of a Fighter worth losing all of the free immunities you get as a Paladin (or a Barbarian that uses their rage ability)? Personally I would say no.

Old player, need advice on BG:EE

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I played the original releases of the Baldur's Gate series and would probably have to put them down as the best games I ever played (especially BG2). I immediately knew I had to pick up the Enhanced Edition, but cannot seem to get started. The thing is, I have done it all before. I have made PCs of every class (including the dual-/multi-class combos), used all the (original) NPCs and completed the trilogy countless times. I know there are a few new NPCs available in the Enhanced Edition, but I have not been able to play a character that far yet. I keep making new characters and find myself bored by the time I get to the Friendly Arm Inn.

Do other old fans have any advice on how to return to this game?

A guide to new magic items *SPOILERS*

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This is a list of all the new notable magic items in BG:EE.
I am not including underwhelming ones like daggers +1 and stuff like that


Weapons:

Bastard Swords

Albruin +1 (Immunity to poison, +2 damage bonus, detect illusion once per day, "silver" attribute) - Simmeon (part of Dorns storyline), just outside Baldurs gate, near Quayle.

Scimatars

Wakizashi +1 - dropped durin Dorn's ambush, when he joins you.
Ninjato +1 - Baldurs gate sewers in cocoon near ogre mage and carrion crawlers
Scimitar +1 - Ogre mage in bg sewers [v1.1.2014]
Rashad's Talon +2 (Standard scimitar +2) - Cloakwood 2, on cliff overlooking sea in the south of the area

Long swords

Harrower + 1 (+1 longsword which is +3 vs undead) - 2 locations: Zeela (one of the amazon warriors) outside the exit of nashkel mines drops it, also Elkart, in the blade and stars inn

Katanas

Katana +1 - Ogre mage, 3rd floor of cloakwood mines

Great Swords

Rancor +1 (+1 greatsword, which gets +1 to hit when you have killed someone) - Dorn's starting sword

Staffs

Neera's staff +1 (+1 staff with a small chance to damage target with extra fire damage, and a small chance to damage Neera with fire damage instead) - Neera's starting staff
Quaterstaff +2 - Laskal, Cloakwood 3

Halberds

The chelsey crusher (Halberd +2, Sets attacks per round to 1, +4 damage bonus) - Found on ignot the gnoll, in area to the East of Gnoll fortress

Clubs

Club +1 - Krum, area east of gnoll fortress.
Night Club +1 (Thac0 +1,+2 at night) - in a chest in entar sivershield's garden in Baldur's gate [v1.1.2012]
Might oak (Club +2) -Shadow druid leader, cloakwood 3, inside treehouse.

Slings

Sling of unerring accuracy (+2 to hit) - 2 locations: Black lily, thieves guild (purchasable), 2nd floor of spurlging sturgeon

Flails

The Thresher (+2 Flail) - Sorcerous sundries (purchasable)

Spears

Spear +2 - Baldurs gate north, Merchant's league doorman

Maces

The Stupefier +1 (Mace with 25% chance to stun target for 1d4 rounds no save) - 2nd floor of burning wizard inn, beregost

Axes

The golden axe +1 (10% chance of casting dispel on target) - Fenton, middle west bg, in locked house in south east corner.

War hammers

Hammer of dawn +1 (User is under nondetection) - Brathlan (guide in the hall of wonders)

Ammunition:

Darts of Acid/Fire/Ice - High hedge (purchasable)
Bullets of Electricity/Fire/Ice - High hedge (purchasable)
Beruel's retort (Throwing axes +1) - Blacksmith in Beregost (purchasable)

Armour:

Rugged leathers +2 (-15% move silently penalty) - Neera's personal quest
Karaj studded leather +3 - Chest on bottom floor of durlags tower
Magma bulwark +2 (Plate +2, Lighter than regular plate) - Container in the Undercity
Elven chainmail (Can cast spells while wearing) - The cleric in the fight with Simmeon [v1.1.2012]

Items:

Amulet of spell warding - (+2 to saves vs spells) -Kryll, Area south east of Nashkel mines (part of Dorn's storyline)
Moonlight walkers (+2 bonus to AC) - Rasaad's starting equipment.
Belt of antipode (100% resist frost, but 100% vulnerability to fire) - On Gorion's body after ambush
Glimmering bands - Gamaz - Cloudpeaks temple (part of Rasaads quest) - +2 to hit bonus
Buckley's Buckler (+1 CON) - Friendly arm inn (purchasable)
Adoy's belt (+5 to saves vs polymorph/pertification) - Adoy

Cursed items

Iron thorn ring (turns you into a zombie) - 2 locations: Bandit camp (in a hut), Cloakwood 2 same location as Rashad's Talon
Big fisted belt, Cursed belt of hill giant strength (sets strength to 19 but int to 6) - Cloudpeaks temple (part of Rasaads quest) inside a locked chest in acolytes quarters.
The Ossifier *cursed* (+1 quaterstaff which casts barkskin on the target when you hit) - Aleppo discount store
The gold digger + 1 - (Removes 10g from your inventory every time you hit) - Aleppo discount store
Backbiter +3 - Orsmadi (Larswood druid)

Misc:

Gem bag - Neera's starting equipment
Potion case - High hedge store (purchasable)
Scroll case - Firebead quest reward (beregost) [v1.1.2011]

Scrolls

High hedge, Feldepost's inn and Sorcerous sundries all sell new spells

Notable others:

Find familiar - Nimbul
Spell thrust - Venkt (bandit camp tazok's tent)
Fireshield (red) - Kysus (assassins outside cloakwood mines)
Fireshield (blue) - Resar (thieves guild)
Spider spawn - Niemain (2nd floor sorcerous sundries)
Detect illusion - Hallacan (Gullykin ambush)
Remove magic- Andris (ice caverns) or red wizards, in area to north of bassilisk area
Stoneskin - 2 available - dezkiel (ice caverns) or a red wizard in Adoy's encave (neera's quest)
Minor sequence - Top floor of iron throne building
Wraithform - Sakul, Underneath candlekeep

Notable extras:

All these items already existed in the game, but these are additional copies of them.

Extra gauntlets of weapon expertise in bandit camp chest in Tazok's tent
Extra golden girdle - Simmeon, just outside bg, near quayle (part of Dorns storyline)
Extra fallorian's plate +1 - Simmeon, just outside bg, near quayle (part of Dorns storyline)
Extra boots of avoidance - Melkin, Baldurs gate duchal palace area
Extra Destroyer of hills girdle - SW Baldurs gate merchant (purchasable)
Extra boots of speed - Kill Lothander (Baldurs Gate)
Extra Robe of the Evil Archmagi - Baeloth [v1.1.2012]

Other:

Ankheg plate now stacks with rings of protection
Rings of wizardry no longer stack with themselves. (so you cant equip more that one on the same mage)
Ogre mages will now drop normal katanas or scimitars unless otherwise specified. Katanas are not affected by the iron crisis.

Item Codes

Huge thanks to Kaigen for putting these together

[spoiler]
Albruin +1: SW1H34
Wakizashi +1: SW1H47
Ninjato +1: SW1H49
Harrower +1: SW1H79
Katana +1: SW1H44
Rancor +1: SW2HD1
Neera's Staff +1: STAFN1
Quarterstaff +2: STAF18
The Chesley Crusher +2: HALB13
Club +1: BLUN36
Night Club +1: BLUN38
Mighty Oak +2: BLUN37
Sling of Unerring Accuracy: SLNG11
The Thresher +2: BLUN39
Spear +2: SPER05
The Stupefier +1: BLUN41
The Golden Axe +1: AX1H19
Hammer of Dawn +1: HAMM13

Dart of Fire/Ice/Acid +1: DART09/10/11
Bullet of Fire/Ice/Electricity: BULL07/08/09
Beruel's Retort +1: AX1H18

Rugged Leathers +2: LEAT25
Karajah's Leather Armor +3: LEAT09
The Magma Bulwark +2: PLAT24
Elven Chain Mail: CHAN12

Amulet of Spell Warding: AMUL25
Moonlight Walkers: RSBOOT
Belt of Antipode: BELT16
Glimmering Bands: RSBRAC
Buckley's Buckler: SHLD33
Adoy's Belt: NEBELT01

The Iron Thorn: RING47
Big-Fisted Belt: BELT15
The Ossifier: STAF25
Gold Digger +1: SW2H22
Backbiter +3: SPER03

Gem Bag: BAG02
Potion Case: BAG06
Scroll Case: BAG03
[/spoiler]

The no reload challenge (spoiler warning)

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One of the most fun thing to do in BG is to play with no reload.

The point of the thread is for you to describe your attempts (failed or successful)

I'll start with mine (i just list the significative attempts, not the ones in which i died after 5 minutes). All these playthrough were on core rules difficulty (save for leveling, to get max hp)

- Fighter/mage/thief. Solo. Died in baldur's gate (level 5/5/6) from the mages upstairs of the magical shop (forgot their were casting horror...)
- Berserker. Solo. Died at level 6 from an ankheg, ambushing me while resting
- Inquisitor. In group of 4 (imoen, minsc, viconia). Still in progress (in cloakwoods)
- Berserker / mage (dual 7/8). Solo. Sill in progress (in catacombs at candlekeep). I should succeed it with this one (unless i do something dumb), as he is now 7/8 and almost unkillable (berserker kit is awesome)

My next try will be a solo sorcerer.

Some advices for those who want to try it :
- i find solo play easier than group play (as defense is paramount in no reload, and much easier to get on one character than on 6)
- very good knowledge of the game is necessary.
- when playing solo, never roll to save against a deadly effect (paralysis, horror, charm....) -> you need to get immunities (potions, items, abilities,spells) or you will die.
- always have an invisibility potion ready, as a panic button






Steam key for Beamdog buyers

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Pray the gods favour us this day and we are given Steam keys for us unfortunate sods who bought it through their website. Please devs, give us steam keys!!

New BG:EE Portrait!

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Hello!

Some new portraits came out of the approval system. Here's one by Jason Manley, artist to the stars.

Toot toot taroot

As mentioned earlier, all of the new Jason Manley portraits will be available for free in the BG:EE for PC and Mac, and will be a DLC item for iPad and Android to make up for the lower price.

Will you play Baldur's Gate Again?

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As the hours count down to the arrival of the Mac version of BG EE and the latest patch update I ask myself the question will I play the original Baldur's Gate again now that I have my hands on the enhanced edition? Although the original CDs have served me well for almost fifteen years, is it time to make space on my hard drive and shelf for something new? Or is it worth keeping for nostalgic purposes?

What will other people be doing?

Katanas. Do they worth it?

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Well, title says it all. I wanted to start a Blade with katanas for RP, but now I'm swaying towards F/M with Scimitars... Or long swords, since they are just so much better (This discussion is NOT about Blade vs. F/M!). Probably take one pip in BG2 for Celestial Fury.

So katanas... How I see them:
PROs:
1. They are badass cool.
2. d10 dmg for one hand.
3. Pretty good speed factor (but not that much)
4. Celestial Fury.

CONs:
1. Rare. By the time you get a decent one, you are already able to choose from many badass long swords.
2. Have lower THAC0 bonuses than most other weapons in the same game (this also goes for bastard swords in BGEE, but at least we have some different +1 ones with some minor bonuses)
3. In BGEE there's only one katana +1, so no dual wielding.
4. Best katana in BG series (Hindo's Doom) is only +4 even when upgraded, and it get's it's ass kicked by Spectral Brand, Angurvadal, Foebane, Purifier, Flail of Ages and almost all the other top weapons.
5. Apart from Celestial Fury (and Dak'kon's Zerth Blade if you are a bard or F/M) no cool bonuses.
6. Oh, and you can't buy a katana from your starting money in Candlekeep.

So, what do you guys think?

How true to D&D should BG be?

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This is something that interests me. Personally I view BG not as a D&D game, but rather a game that uses D&D rules out of convenience. Some of you however are rule police and seem ready to point out an erroneous rule in a heartbeat. I'm interested in how many sit on which side of the fence and how you all feel about it.

This isn't directed at any feature request or anything, I'm just curious.

Tresset's Shadowdancer bugfixes.

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For the impatient people who can not wait for the next patch to try a less buggy shadowdancer and have requested it.

Some documentation of my process can be found here:
http://forum.baldursgate.com/discussion/16394/bug-shadow-dancers-bugs#latest
You may want to go there to read about what I did to fix these bugs.

The bugs I fixed to the best of my limited ability are Shadowstep, Slippery Mind, and Backstab progression.

Read the readme included for installation information and some minor documentation of what the fix does and when it works. I would recommend starting over from the beginning if you already have a shadowdancer game going.

Make sure you uninstall my fixes once the official fixes come out. They will probably interfere with the patch when it comes out and must be manually removed from the override folder.

Enjoy.

(How much to bet that the official fix comes out tomorrow?)

Edit: Also this fix would not be possible without @horredtheplague. Gotta give him credit because I basically did what he said.
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