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Prediction: Beamdog and the end of the Infinity Engine

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There will likely be only one infinity engine game produced after Siege of Dragonspear. Below are the documented reasons for each case.

1. Adventure Z:

We know from the devs that Beamdog's Adventure Z is up next and that it will be a departure from previous games and that it will involve sharks somehow.

Given the description I highly doubt that this will be an infinity engine game. An underwater D&D adventure game would be new and unprecedented, but probably too radical a departure from what the infinity engine has delivered before.

Given Trent Oster's bad experience with Nintendo, my first guess is that this adventure z game involving sharks is more likely a mobile phone game than a console game. PC/Mac/Linux possible if the design makes sense for it.

Conclusion: Adventure Z = not infinity engine

2. Baldur's Gate 3 and other Infinity Engine Intellectual Properties:

The siegeofdragonspear.com FAQ states:

Q: Why didn't you make this expansion in a new engine instead of the Infinity Engine?
We wanted to create a cohesive, old-school gaming experience that meshes with the parent games, and we wanted to bring people the experiences that only the Infinity Engine offers.

The devs are already defending their engine choice before the game is even released. This is an indication that the devs have long been thinking about a new game engine and are only using the infinity engine for siege of dragonspear for ease of use and continuity's sake.

The faq mentions that BG:SoD is not Baldur's Gate 3 and other interviews confirm Beamdog's interest in making BG3. Wizards of the Coast has incentives to license games in in its current edition:5e The infinity engine was built for 2e and contains that ruleset's baggage. Why garner additional interest for a brand new game in a deprecated ruleset?

Conclusion: Adventure Z = not infinity engine, Baldur's Gate 3 = not infinity engine, Other IP = not infinity engine

3. Icewind Dale II Enhanced Edition:

Trent Oster said:

"The move to 3rd Edition rules would invalidate all the character classes and require a pretty thorough rework of the entire game to bring in the features from our Infinity Plus Engine. At minimum, nightmares abound."

You can clearly see Trent's thoughts as a manager here. Why go through a lot of effort to work on brand new enhancements to an engine that can only benefit one game? That's time and money that doesn't have as much return on a Baldur's Gate compatible game. Why invest into a likely nightmare?

Icewind Dale II did not have as many sales as Icewind Dale. Take a look at these recent Amazon.com prices of the original games. Icewind Dale is more popular than Icewind Dale II.

[spoiler]image[/spoiler]

Why invest in a nightmare that will catch fewer sales?

The alternative would be to convert IWD2 to 2e, but that would anger people who preferred the 3e ruleset of IWD2. And go against Beamdog's current practice of minimal changes to games.

Conclusion: Adventure Z = not infinity engine, Baldur's Gate 3 = not infinity engine, Other IP = not infinity engine, Icewind Dale 2 Enhanced Edition = not happening

4. Planescape Torment: Enhanced Edition:

Amber Scott said:
It's pretty much a maybe. A lot of people in the office (including me) would LOVE to a Planescape update. It's one of my favorite games of all time. Trent has said "we'd like to, there are issues to work out first but we're interested" (I paraphrase). So nothing is officially in the works but maybe, someday, hopefully.
The original Planescape Torment was not a great seller despite having a cult following. Much of the problems that affect Icewind Dale 2 affect Planescape Torment even more. Outdated cutscenes, ugly brown and gray backgrounds, completely different icons: spells, items, paperdolls,

Torment has different engine features such as running which would need to be handled.

In order to bring the Baldur's Gate Enhancements, the engine would need to be converted to the BGEE one, but Torment was designed for single player and it shows. Having multiple Nameless ones show up at the beginning of the story would be weird story-wise. Having fully alive Multiplayer companions in the starting area wouldn't make sense in the story and would diminish the nameless one. A Kensai Half-Orc would trounce the Nameless One's combat abilty and a Sorceror at the beginning would be insulting towards the Nameless One's inability to become a Mage immediately and instead requiring several tasks first.

Unlike in BGEE, where the protagonist starts out as any class and race of choice and with Class Kits, Barbarian, Sorceror, Monk, and Half-Orc from Throne of Bhaal being available in BG1 for a long time through BGTuTu and Baldur's Gate Trilogy mods, the same cannot be said for Torment: To add any other classes requires a rewriting of the game. To add any kits requires a rewriting of the game.
The Planescape setting was discontinued upon the introduction of 3rd edition over 15 years ago. Wizards of the coast has little incentive to generate interest in a setting that isn't being supported. Even though Baldur's Gate is 2E, Forgotten Realms still maintains great popularity and is still producing game manuals and novels.

The Torment Trademark is owned by the producer's of the spiritual successor to Planescape Torment, Torment: Tides of Numenera

"The applications were both filed by Roxy Friday LLC, a company previously linked to InXile Entertainment founder Brian Fargo, who also happened to be the head of Interplay during the development of Meantime and, presumably, at least some of Van Buren. Roxy Friday is also the company that filed for a Torment trademark in 2012, prior to the announcement of Torment: Tides of Numenera."

InExile may not want anything to spoil Torment: Tides of Numenera's release later this year or in coming years. After great sales, PIllars of Eternity set out to make an expansion. Torment; TIdes of Numenera would likely want to make an expansion if sales turn out good. Business-wise, why would they want a spoiler on the sales for their expansion either?

It may be a legal issue to sell an Enhanced Edition of Torment while another company owns it's copywrite. Even if not, there's still the chance of being sued anyway. The copywrite owners may demand a fee over use of the Torment name for a Planescape Torment: Enhanced Edition

Why invest in a game that will have fewer features than Baldur's Gate & Icewind Dale, will require a lot of rework to be made viable, has more potential legal issues and fees associated with it, and had a bad sales record with the original game?

Conclusion: Adventure Z = not infinity engine, Baldur's Gate 3 = not infinity engine, Other IP = not infinity engine, Icewind Dale 2 Enhanced Edition = not happening, Planescape Torment Enhanced Edition = not happening

5. Baldur's Gate: Enhanced Edition Trilogy

Trent Oster Stated:

"It all comes down to the terms of the business deal. We are on the hook for two products, BG:EE and BG2:EE. So for now, we make two products. Down the road we'll likely try to convince everyone to do a all in one version. Can't see this happening for a while though. With Atari's bankruptcy, all new ideas are on hold until it shakes out.

-Trent "

Phil Daigle Stated:
2. Any chance in the future or an Enhanced Edition Trilogy game that combines bgee, bgSoD, and bg2ee in one game?


Yes, we would love to do that. Right now there are certain technical limitations for iOS and Android that don't allow for such a colossal game, but eventually that will change. If all else fails it could come exclusively to desktop.

We don't have a specific time frame to do build that, but it's something we've held in mind as a long-term goal since 2012. If it makes sense and we can do it, we will.
A game combining all the Bhaalspawn Saga into one game is something that the developers have repeatedly supported doing. Integration into one game is something that has long been proven with the Baldur's Gate Trilogy mod. BGEE and BG2EE both use the same engine with the same feature set, so integration is very viable.

A chance to get Interplay to allow changes to existing content would finally mean that players can get get the feature they've wanted for years: Keep your party from BG1 through the entire Bhaalspawn Saga and alter the start of BG2, integrated BG1 NPC project mod, integrated Ascension mod as well as other Enhancements such as 10 person parties, easy moddability for creating new classes, dual classes, and multiclasses, brand new massive quests, new areas, and more!

Even if Interplay never reneges on its insistence to no changes to existing content, Baldur's Gate Enhanced Edition Trilogy will still likely be made, new quests and areas not within BGEE, BGSoD, or BG2EE would give more reason to buy the combined game as would the integration of the new SoD NPCs into BG2EE. Engine features such as 10 person parties, moddable more single, dual, and multiclasses, subraces, and more could be added.

The main obstacles to an official Enhanced Edition Trilogy game would be money and time. If Siege of Dragonspear sells well, it paves the way for an eventual Enhanced Edition Trilogy game. Timewise and moneywise, it would make sense to wait some years after the release of Siege of Dragonspear to release this game after sales have died down somewhat.

6. Prediction:
Baldur's Gate: Enhanced Edition Trilogy will be released some years after a successful Siege of Dragonspear game release. After that, there will never be another Infinity Engine game commercially produced.

Stupidest things you have done in Baldur's Gate

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So... I just found a cool potion in this game that reminded me of a story from way back when I was like 13. I found this really cool looking potion in one of the bandit camp rooms. It was called an "Oil of Fiery Burning".

"Sweet! Maybe I'll shoot fire out of my hands or become like the Human Torch or something"
gulp
"OUCH!"

BG can be crazy hard sometimes, and when you are young the enormity of the game can confuse you. I also remember being fatigued and thinking how lazy my characters were and another time being shocked that my potion of healing wouldn't cure my poison.

There are so many areas where you can just screw up in hilarious ways as a new player. I'd like to hear some stories like this. Come share your growing pains and have a laugh or two at your noob past selves

Should IWD2ee be converted to D&D 5e?

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I own the core books for all editions of D&D (except 4e, of course) and it seems to me that 3e is closer to 5e than it is to 2e. Would it make sense for Beamdog to revamp IWD2ee to use 5e and then use their new 5e Infinity Engine Infinity Plus(!) to make BG3?

Jaheira and Aerie

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I've been playing through BG2EE recently with Jaheira and Aerie in the party. I've noticed a lot of times on this forum people will talk about how much they hate/are annoyed by both of these characters. I'm wondering if people who hate Jaheira also hate Aerie or vice-verca.

The reason I ask is because these characters are polar opposites. On one end you have Jaheira who is a strong willed woman who knows her mind and is not afraid to speak it. She is wise in the ways of the world and has seen much in her time with the Harpers. On the other end you have Aerie who is naive and innocent in the ways of the world. She hasn't seen much outside of the circus and is very timid.

Both of these characters can be romanced and neither of them is bad as far as abilities go. Their voices are very different as well. They are both far from being 1 dimensional characters and they each grow over the course of the game.

What I'm most curious about are the people who dislike both characters. If neither are appealing what characters do you find appealing and why?

The prince of demons

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I'm so tired of watchers keep..
Level 1- was perfectly fine.
Level 2- was quite interesting in its puzzles
Level 3-ARE YOU FUCKING SERIOUS? SPELL FAILURE ANDNO CASTING IN 2 ROOMS. 4 out of 6 characters on my team are at least magic heavy. A sorcerer, a wild mage, a mage/cleric, and a fighter/druid who uses a lot of self buffs against demons...
Level 4- was OK until I had to fight the guardians of the final seal.... I literally had to control y the siren group and the mage that kept cold coning my team. I couldn't hurt most'em....

The imprisoned one- how the fuck do you beat him. I didn't level set traps on imeon so I just can't spam traps. I tried to do of screen casting strategy I read about.only 1 ADHW hurt him out olmay cloudkills, ADHW, and IC... His magic resist was just too strong.

Tried direct confrontation, use mks to keep the other two demons at bay... Until he casted death, which killed them and then it was open season on Minsc and Jaheira.

Oh only Jaheira with the Spector scimitar seems capable of hurting him, with a full whopping of 2 damage, which doesn't matter since even if ADHW does land, he seems to heal back up shortly after. I've been spell triggering lower resistences, breaches, rrr, Pierce shield, spell strike...

I'm at my wits end here I can only assume I'm not equipped for the fight at all, and I wanted to end watchers keep before finishing SoA.


Charname- Sorcerer - 19
Armor- robe of vecna
Gauntlet- BoD ac4
Necklace- Amulet of power
Weapon- Sling of Eveready +5
Weapon- Staff of magi
Ring- ring of human influence
Ring- Ring of acuity
Boots- boots of Etherrealness
Belt- GGoU

Mimsc- level 20
Armor- PoB
Gauntlet- GoES
Helm- HoB
Necklace- PoPAP
Weapon- Angurvadal+4
Weapon- Lilarcor
Weapon- Sword of Chaos (until I get the sword that makes him immune to psionics
Ring- ring of regen
Ring- none
Boots- paws of the cheetah
Belt- Elves bane
Cloak- Cloak of mirrioring

Jaheira- 14/14
Armor- and platemail
Helm- Gift of Peace
Gauntlet- hands of Takkok
Necklace- None currently
Weapon- spectral Brand +4
Shield- Shield of Balduran
Ring- The guards Ring +2
Belt- Destroyer of the hills.

I've recently had some items just disappears off Jaheira.

Imeon- 18/7
Armor- None
Gauntlet- BoBS
Necklace- none
Weapon- Short Bow of Gesen
Weapon- changes depending on what's needed
Ring- none
Ring- none
Boots- Worn Whisper
Belt-none

I've always purposely left her empty, don't ask why, she just always felt like the least one who needed managing at all. I just give her a good boq, arrows, and invisibility spells and watch her play hide and seek.

Aerie- 16/14
Armor- robe of Invocation
Gauntlet- BoD ac6
Helm- Helm of the Noble+1
Necklace- Shield amulry
Weapon- Arla's Drsgonbane
Weapon- Cleric's Staff
Ring- Ring of the Ram
Boots- none
Belt- none
Cloak- none

Neera- 19
Armor- robe of goodman hayes
Gauntlet- BoD ac8
Necklace- metaspell influence amulet
Weapon- Erinne doing +4
Weapon- Quarterstaff +2
Ring- ring of earth control
Ring- none
Boots- none
Belt- none

I'm too lazy to type out her spell book or mine for that fact.

Plotbreaker and Friends

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Plotbreaker and Friends

Once upon a time, Necomancer posted this thread which I became a very active participant of. I said there I might come back and do Watcher's Keep... and I have. Unlike the SoA story which was a clusterfuck of improvisation, I have all the WK episodes finished even as I type this post up. Today I'm posting the intro and then one every day. Probably early in the morning CET.

Okay, now for the people who have NFC what I'm talking about. Plotbreaker and Friends is what I'm calling my story of a PnP SoA party with... different interests. I decided that with 19 SoA episodes, more to come with Watcher's Keep and perhaps even more with Throne of Bhaal, my story has earned its own thread. I've also taken the time to format all the old posts and polish them a little - there's a changelog further down so old readers don't need to scan for changes.

Anyway, the first party member is Tepp Resolox, sorcerer. His name is an anagram of plot exposer. The second is the human thief Sendany Mayocomb, whose name is an anagram of obeys any command. Lastly there's Luna Wafall (tall race) the cleric, anagram of lawful anal. I am quite fond of anagrams and I enjoy names that employ them, but do not expect the characters to perfectly (or perhaps even remotely) represent them.

And now the changelog for returning readers. It's small and rather unexciting. I've changed some lines that didn't feel appropriate and nitpicked myself in some places. I've added the meeting with Drizzt, but it's not particularly entertaining. And lastly, Tepp should no longer in any way flirt with Luna and Luna should no longer in any way kick him in the balls. Above all I would have preferred to have done this way different from the start, but what's done is done and I don't have a fraction of the energy to redo everything - it's way beyond what you could call editing. But enjoy!

Shadows of Amn

Episode 1: Our first public adventure
Episode 2: How not to tame your dragon
Episode 3: Restore Kangaxx' body? Nahh.
Episode 4: The nascent dragon harassment industry
Episode 5: Plotbreaking is for everyone
Episode 6: Blame Kangaxx for everything
Episode 7: How to not get anywhere
Episode 8: Planar plotbreaking
Episode 9: Deception
Episode 10: Consequences
Episode 11: The hunt for Jon Irenicus
Episode 12: Fish politics
Episode 13: Through darkness
Episode 14: Professional plotbreaking
Episode 15: Consequences. Again.
Episode 16: Professional plotfixing
Episode 17: The dragon and the demilich
Episode 18: Hot on the trail
Episode 19: In Imoen's name

Watcher's Keep

Episode 1: Mischief in the making
Episode 2: Fire is complicated
Episode 3: Measured responses
Episode 4: We do have names! (Part 2)
Episode 5: The power of poetry (Part 2)
Episode 6: A mockery of Helm

The (solo no-reload) adventures of Norgath, dwarven Bounty Hunter of Candlekeep

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With @semiticgod's exciting Spiders hunting after Melissan, @OlvynChuru's Jester continuing his pacifist mass murdering ways, and @bengoshi's archdruid Yahiko still going strong, I felt the need to try my hand again at an ambitious solo adventure. My other, more roleplayed run with a custom party is still in progress (and will be updated sometime soon I hope). In order not to confuse both journals, I decided to make a separate thread for this run. Besides, who knows what good not journaling the current run in a thread called We're All Doomed might do. ;)
Here is Norgath:[spoiler]image[/spoiler]As I said, this is going to be an ambitious run, i.e. one that includes metagamimg. However, whether I want it or not, I always incorporate some roleplaying in my gaming, so it would be foolish to expect myself to behave differently this time. I have particular difficulty doing evil things with good characters, much more so than doing good things with evil characters. Therefore Norgath's Lawful Evil alignment is convenient. It allows him to do evil things (such as the Assassinations mod quests in BG2). At the same time his lawfulness and his calculating mind (note the excellent mental stats) ensure that his good actions make some sense to me as well. The physical stats are optimized for survivability purposes, with 19 CON, 20 with the Tome, minimizing the penalty to saves vs death when the Claw of Kazgaroth is equipped. CHA is a bit of a dumpstat, though I could have gone all the way to 2, and optimize INT and WIS. With 7 CHA (after the Tome), Norgath will just be an almost stereotypical blunt, surly Dwarf.

The most important mods I'm playing with are Ascension, QuestPack with its revised Hell Trials, Song & Silence, Rogue Rebalancing, SCS I and II (v21), Wheels of Prophecy, and aTweaks. Besides those, Thalatntyr's Item Upgrade in BG1 and Weimer's Item Upgrade in BG2 allow Norgath to get some items upgraded by Thalantyr and Cromwell respectively. Assassinations, Back to Brynnlaw, and Sellswords offer a couple of new adventures in SoA. Finally, I'm using a number of tweaks from BG2Tweaks and BGTTweaks that facilitate different aspects of gameplay. Most consequential are the Un-Nerfed Thac0 table, maximum HP at level up (but also max HP for all enemies), and importation of gear from BG1 into Irenicus' Dungeon.

The storyline.

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The storyline in the I was really nice, and iron's crisi, planned, could sound realistic, in a similar european dark age context, warriors, clerics, mages, adding some spells and creatures. In the II the storyline was really bad, nothing realistic, they did add monks and too many different history context, ending wearing a medieval armor with a monk in a shi-fi looking place. But the gameplay was better. Whitch storyline do you like more.

An analysis on Necromancy (Focus on IWD:EE but may apply to other games).

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So, today I've decided I'm going to try and act like I know what I'm talking about and do an analysis on Necromancy spells within the infinity engine games. I'll go through each class that has a necromantic flavor and then compare wizard and cleric spells and abilities. Also, this primarily focuses on IWD:EE but information can be relevant to BG:EE and BG2:EE especially if you import IWD:EE's spells to them.

Classes:

Classes suitable to perform necromancy in my opinion are Wizards and Clerics as the top contenders followed by Blackguards, Bards, and Sorcerers. Monks can also have a necromantic flavor with the Dark Moon Monk and modded kits.

Human Wizards have access to the Necromancer specialist. They gain saves vs necro spells, one extra spell a day, and an increase in chance to scribe necromancy spells by 15%. They lose access to Illusion and Enchantment spell schools and have a -15% chance to scribe spells from non-necromancy spell schools. The Wizard seems to focus more on the "Black Magicks" side of things. Will go into more detail later. They can learn animate dead as a 5th level spell at level 9.

The Cleric is a divine spellcaster and is more suited for the "Master of Life and Death" type of necromancer. If you're good or neutral aligned you turn undead which first fears them but at later levels can outright destroy them. If you're evil you may rebuke undead. This will still fear them but instead of destroying them you dominate them under your control. Unlike the wizard, you lose out on many spells depending on your alignment. Good Clerics gain many life spells such as the powerful Resurrection while evil Clerics gain necrotic spells like Destruction and Wither. Neutral Clerics gain some of both. Will go into more detail later. Clerics learn animate dead the earliest as a 3rd level spell at level 5.

Blackguards make fine unholy warriors but certainly lack in the spells department. You won't be casting animate dead until level 13. Despite this, the Aura of Despair, Poison Weapon, and undead immunities make the Blackguard a great character if you want that black magic feel while being a primary melee character. Like the Cleric, they also gain the ability to rebuke weaker undead.

Bards learn the wizard necromancy spells but at a slower rate as they only start beginning learning the arcane from level 2 onwards and can only learn up to 8th level spells. They only gain one 8th level spell at level 29(!) which makes them not-so-great for a legit primary necromancer. There are mods you can use such as Song and Silence which adds a Dirgesinger Bard which has great necromantic flavor which a debuffing bard song and a SLA to animate dead at level 10. Unfortunately the Song and Silence kits only seem to currently be working in BG:EE and BG2:EE. IWD:EE the kits do not work to my knowledge. So, as a Bard, like the Blackguard, you will gain the ability to learn animate dead at 13. Keep in mind Bards level very quickly with their rogue level-progression.

Next are Sorcerers. It may be argued they can be equally good necromancers (well, they can actually); however, they do not have a great necromantic flavor as the Wizard has the Necromancer specialization and the Cleric has dominion over the dead as a modal ability. If you already have a scroll-learning character in IWD:EE it may be nice to have a sorcerer so they can innately learn all the necromancy spells. It may also be useful if you don't know where to find certain necromancy spell scrolls within the game. They learn animate dead as a 5th level spell at level 10.


Forgot about Monks on my initial writing of this. So Dark Moon Monks combine dark magicks and martial arts. They can use frozen fist which is similar to chill touch. As they level they may also cast Blindness, Blur, Vampiric Touch, and Mirror image.

Multi-Classing and Dual-Classing:

Unfortunately this is where my knowledge falls short. I do not know much about Dual classed characters and how I would create a necromancer. However, I do have some knowledge on multiclassing.

If you're seeking to multi-class I would say the best way to go about being a "True Necromancer" is to be a Half-Elf Cleric/Mage. This way, you gain all the arcane and divine spells along with turn/rebuke undead. If you want to focus on life spells, go good. If you want destructive spells, go evil. Then, if you want to generalize, go neutral.

The spells you will be using as a Necromancer:

Here is a list of all the necromancy spells used by both divine and arcane means. The arcane list was provided by @Merina in her thread, here: http://forums.beamdog.com/discussion/41493/wizard-spell-lists-icewind-dale-enhanced-edition#latest

In the divine list I note any alignment restrictions as well as any comparisons to the arcane list.

Necromancer:

1 Chill Touch (Necromancy)
1 Larloch's Minor Drain (Necromancy)
2 Ghoul Touch (Necromancy)
2 Horror (Necromancy)
3 Hold Undead (Necromancy)
3 Skull Trap (Necromancy)
3 Vampiric Touch (Necromancy)
4 Beltyn's Burning Blood (Necromancy)
4 Contagion (Necromancy)
4 Spirit Armor (Necromancy)
5 Animate Dead (Necromancy)
5 Summon Shadow (Conjuration/Summoning, Necromancy)
6 Darts of Bone (Necromancy)
6 Death Spell (Necromancy)
6 Lich Touch (Necromancy)
6 Soul Eater (Necromancy)
6 Trollish Fortitude (Necromancy)
7 Control Undead (Necromancy)
7 Finger of Death (Necromancy)
8 Abi-Dalzim's Horrid Wilting (Necromancy)
9 Energy Drain (Necromancy)
9 Wail Of The Banshee (Necromancy)


Cleric:

1 Cause Light Wounds (Neutral or Evil only)
1 Cure Light Wounds
2 Aid
2 Cause Moderate Wounds (Neutral or Evil only)
2 Cure Moderate Wounds
2 Slow Poison
3 Animate Dead (Both Wizard and Cleric get this. Cleric receives at level 5, Wizard at 9)
3 Cause Disease (Similar in function to Contagion, Disease does strength damage while Contagion does Str, Dex, and cha)
3 Circle of Bones (Neutral or Evil only)
3 Favor of Ilmater (Good or Neutral only)
3 Holy Smite (Good or Neutral only)
3 Unholy Blight (Evil or Neutral only)
4 Cause Serious Wounds (Evil or Neutral only)
4 Cure Serious Wounds
4 Death Ward
4 Lesser Restoration
4 Neutralize Poison
4 Poison (Evil only)
4 Unfailing Endurance
5 Cause Critical Wounds (Evil only)
5 Cure Critical Wounds (Good or Neutral only)
5 Mass Cause Light Wounds (Evil only)
5 Mass Cure Light Wounds (Good or neutral only)
5 Raise Dead (Good or neutral only)
5 Slay Living (Neutral or Evil only)
5 Undead Ward
6 Dolorous Decay (Druid Only?)
6 Harm (Evil only)
6 Heal (Good or Neutral only)
7 Destruction (Evil only, stronger version of Finger of Death but touch range)
7 Finger of Death (Shared on both Wizard and Cleric list)
7 Greater Restoration (Good or Neutral Only)
7 Regeneration (Good or Neutral only, similar to Trollish Fortitude)
7 Resurrection (Good only)
7 Wither (Evil only)

Mods of Note:
http://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1?_ga=1.95594267.602184538.1431381712

Tome and Blood adds Elves to be able to become Necromancers along with the Revenant Bloodline for scorcerers and two sub-kits for necromancers. The Pale Master is much like it's 3.5 counterpart and gives you undead immunities as you level as well as a d6 hitdice. The Pale Master is Neutral and Evil only. For Good and Neutral you can be the White Necromancer of which I can assume is based on Pathfinder's class by the same name. It gives you raise dead as well as a number of healing spells to your spell list.

http://www.gibberlings3.net/sns/

Song and Silence adds the Dirgesinger bard so if you want to use that in BG:EE or BG2:EE you're perfectly available to. Also, if you use this version's shadowdancer they have summon shadow which is also an undead type creature.

http://gibberlings3.net/forums/index.php?app=downloads&showfile=706

Divine Remix adds the Strifeleader of Cyric Cleric kit. If you want that death god flavor for your Cleric Cyric is a pretty good way to go.

http://www.gibberlings3.net/iwdification/

IWDification adds many of the spells from IWD to BG:EE and such.

http://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1

Keep and eye out on this mod. It's soon™ going to also overhaul the wizard kits and so necromancers will auto-learn necromancy spells! Also has cool cantrips for each mage specialization among either neat stuff!

http://forums.beamdog.com/discussion/18620/mod-beta-monastic-orders-of-faerun/p1

http://www.shsforums.net/files/file/1099-a-frosty-journey-the-iwdee-kitpack/

Both of these mods also contain a monk of the Order of the Long Death which make other good death-themed martial artists.
@elminster thanks for the link n_n

Ending notes and biases:

Soooooooooooooooooooooooooooo

I personally cannot decide which type of char I like more between pure Cleric, pure Wizard, or Cleric/Mage. Wizard definitely has the better offensive spell collection as a lot of the Cleric's spells are healing or protection spells. However, Clerics gain animate dead at a much earlier level, 5 compared to 9. This with the ability to rebuke undead as en evil cleric makes it a tough choice to make. On the wizard side you gain badass spells like Soul Eater that kills enemies and turns them into skellybros which is super special awesome! Also, EE keeper is fun. Sometimes with the TnB mod I'll make a Cleric/Pale Master and such.

If I got any information wrong or have any input I'd super be appreciative of any comments and such n_n

Where do i find Rasaad in BG2:ee?

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i haven't seen him yet and been through almost all of athkathla... i would like to recruit him as early as possible though and can't find anything about him on google and the likes so where can i find him? also did they add any new companions besides neera, dorn and rasaad?

Which BG1 minor NPC would you have liked to have returned in BG2 OR SIEGE OF DRAGONSPEAR??????????

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I've been thinking about some BG1 NPCs who had interesting stories or fun cameos. I personally would have liked to see many again. I'm sure many share this sentiment, but I don't know which characters seemed most popular.

So now I want to see what characters stuck in the minds of most players. I'd like to see some people share what characters from BG1 they would have liked to see in SoA or ToB, and perhaps a word or two about how they would like the reunion to go down (ie place, situation, moment, etc.)

It could be anyone, from Eltan Sivlershield to Larry, Darryl and Darryl

I'll post one of mine below and eagerly await your opinions!

Jan Jansen Quest (Spoilers)

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I've played through BG1 more times than I can remember. I've only played through BG2 5 or so times. I don't know why but I just like the freedom of BG1, the large open areas. I've come to love BG2 recently though, I love the rich and dense areas. They may not be vast and open but they are chalk full of story and flavor. I think I was intimidated by how much there was to do.

I usually play though with the core party for BG2 (Jaheira, Minsc, Imoen) and pick up the first NPCs I run into after that (usually Aerie and Nalia). Recently I've been playing around with different NPCs, plus I wanted to try out the EE NPCs.

I picked up Jan Jansen. Jan is a great NPC abilitywise. His Thief levels keep increasing so you can have him do more than just pick locks and find traps, plus those crossbow bolts he makes are great and he starts with great equipment. I didn't much care for his personality. Those long, made up stories that go nowhere and barely have anything to do what is going on with the party. I figured he was just a goofy character with no depth, a Minsc that isn't charming with nothing more to him...by Bhaal, I was so wrong.

I was surprised when we started his personal quest. He immediately dropped the goofy facade and a real character came pouring out. I really felt sorry for him. I felt his pain in losing the girl he loved so much because he couldn't give her all the things she wanted and deserved. I felt his anger for that bastard who raised his hand to his own daughter.

I finished the quest and cured the poor girl who was on her death bed. I think 'She is going to realize the mistake she made in going for financial security rather than love' and then the game punched me in the gut so freaking hard that it still hurts. Of course, we all know what happens next. She f*cking goes back to that piece of garbage! And what's worse, Jan can't convince her what an epically terrible decision she's making. He can't do anything to stop her. All he is left with is keeping tabs on his former love and her daughter and hoping he will be there quick enough to help next time. But we all know he won't be. We know that bastard is going to go back to his old ways and we know he is going to go too far and we know that we can't do anything about it!!

Never in a video game, with the exception of The Last of Us, have I felt something so deeply. It has been 3 days since I've played through that quest and I still think about it and I still get emotional about it! How in the nine hells do you do this to me Bioware?! How do you rip my soul out with freaking text and sprites?!

Am I just a big baby? I still get a little misty when I'm talking with Jaheira about how she misses Khalid and struggles with her feelings for me. Did anybody else feel the same way I do? Regardless, there is no question in my mind that this is one of the best video games in the history of ever.

Saved game database?

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Is there some place where players upload their saved games (for BG:EE & BG2:EE)? My Google searches have been in vain.

Beamdog is looking for a 2D artist. This is your chance!

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Unbelievable that this has been missed on the forum.

Artists and rangers everywhere, this is your chance. To WORK FOR BEAMDOG. To WORK ON A BALDUR'S GATE game, FF####!

http://ca.indeed.com/cmp/BeamDog/jobs/Artist-7b8b6fd4500d9ec6?q=2D+Artist

Beamdog, the company behind Baldur's Gate: Enhanced Edition, is in search of a 2D artist. You'll work as part of a tightly-knit team where you'll have a voice—not be a small cog in a large corporate machine. Beamdog has just announced its first project created entirely in-house, the expansion Siege of Dragonspear, and more original content is on the horizon. If you'd like the chance to work with top-notch writers, artists, programmers, and developers in the video game industry, this is the job for you.
Main Tasks and Responsibilities
• Producing and participating in graphic creation for our games
• Creating textures, illustrations, and concepts based on project needs and requirements
• Demonstrating creativity and adaptability to different game and graphical styles (pixel, cartoon, realistic, illustration, etc.)
• Ensuring art quality meets expectations and direction from the Leads/Art Managers
• Mentoring other Artists and offering recommendations and advice to local and remote teams
Skills and Profile
• Motivated, knowledgeable, and passionate about video games
• Proficient technical skills and expertise working in Photoshop and Illustrator, with experience in the Adobe Creative Suite
• Independent and versatile (from designing characters and environments to logos and in game items)
• Thorough and organized, allowing you to work within ambitious goals and to see a project through to its end within given deadlines
• Understanding of technical Pipelines and all the processes required to make a game
• Ability to take feedback and willingness to collaborate with multidisciplinary teams
• Skill in 2D Animation a plus
This position reports to the Lead 2D Artist and Art Director.
Please submit your resume along with your portfolio as an attachment or a link.
Required experience:
• Pixel precise artwork such as UI.: 2 years




If I were an artist, I would kill (a dragon) for this job!

Porting balance changes between EEs

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So there's been some cross contamination IWDee and BG2ee 1.3.

Overall I think it can be positive for the franchise if the rule set can be unified to provide predictability for new players (and old) and generally a more challenging game experience with multiple viable strategies without any particular strategy being obviously superior to any other.

The benefit of the balances that already exist is that they're proven in their alternate game.

Examples that I can think of that id like to see ported across:
- better spell progressions for paladins, rangers and bards. These classes need a buff in BG and this makes them more engaging
- fom rings preventing haste. Web immunity is so powerful before you include haste in the equation, it's just ludicrous with it
- new Druid shape shifting and new Druid spells. Druids need a buff
- new bard songs
- new cleric spells and alignment restrictions on some spells
- BG progression of Grandmastery (as a defacto buff to multiclass fighters and other warriors)
- no bonus xp for higher difficulties (except HoF but that could do to lose the insane bonus)
- consistency between spell effects generally leading to more balance (nerf to sleep) and less tedium (BG duration on PfE).
- ranger/cleric not mysteriously unlocking all Druid spells but instead on spells of the levels the ranger has access to

Obviously I'd be fine if there were options so people can play the way that they want but the default settings should provide a challenging, balanced and engaging experience and the above adjustments would go a long way to realising that.

So, my shapeshifter just saved my party from complete annhilation

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I know that shapeshifters are commonly rated alongside wizard slayers and beastmasters as the 3 worst classes in BG/IWD, so I decided to take a moment to sing a little praise on one's behalf.

This is the shapeshifter in my current IWD party:
[spoiler]image[/spoiler]

In my current IWD playthrough, I directed my party to trigger the infamous "sleep trap" on the left side of the 1st level of Kresselack's tomb - I did this knowingly, as I steadfastly refuse to metagame in my playthroughs. However, unbeknownst to me, the most recent IWD patch has apparently "upgraded" the trap from a sleep trap to a virtual death trap, as fallen party members now no longer awaken upon being hit for the first time, enabling the swarm of skeletons to freely whack away until the character is dead.

Upon triggering the trap and seeing the skeletons close in, my shapeshifter quickly shifted into her werewolf form. A split second later, everyone else in my party lay comatose on the ground - but my shapeshifter remained on her feet, because her form's magic resistance had enabled her to resist the spell. Then she proceeded to singehandedly rend one skeleton after another bone from bone.
[spoiler]image[/spoiler]

Although she wasn't able to save every member of my party, she succeeded in holding off the skeletons just long enough to allow two members to regain consciousness and rejoin the fighting - preventing me from having to cast a "Power Word: Reload" spell. ;-)
[spoiler]image[/spoiler]

So for me at least, shapeshifters have proven that they should not be mentioned in the same breath as beastmasters and wizard slayers.

EE OSX Versions: Beamdog, GoG, App Store?

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I have been running a wineskin version of BGT forever. However, with my retina MacBook Pro I am having trouble getting the widescreen mod to work. Now that most of the mods I use seem to work with the EE version, I thought it might be time to give it a try. I have a couple of questions from those who are running the game on a Mac before I purchase.

1. Is the game the same no matter where you buy it? I have bought a lot of stuff from GoG and I also see that it is in the Mac App Store.

2. I read a couple of reviews on the Mac App store that the game was unplayable with a retina Macbook Pro. Something about text and text tooltips too small to read. Anybody running on a rMbpro and have a good experience?

So Drizzt is only the 6th strongest swordsman in Faerun.

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So I was just checking out some info on Drizzt's weapons, seeing if they match their representations in BG and I found this little list

According to Ed Greenwood, the top swordsmen in the Realms are in order: the human Harmel Artru of Sembia, the half-elf and son of Alustriel Maethrammar Aerasume of Silverymoon, the human Loaros Hammarandar of Narubel, the human Ember Tsartaera from Aglarond, the human Skoalam Marlgrask from Chessenta, and the dark elf Drizzt Do'Urden.

He does state the ranks change very quickly, because the skill levels are so very close.

Artemis Entreri, ranks around ninth.

Now I tried to do some research on these guys and gals and guess what nothing pops up, so there are no books on any of them, all I found where base descriptions of the characters, In a Ed Greenwood quote.

So I was just wondering if you guys know anything about any of them?

Also on another note, don't you feel Drizzt is a little underleveled? He's a level 10 fighter, 5 ranger, 1 barb and with the 2 level adjustment from being drow, so that's 18. With all he's done, he should really be in the 20's by now.

Are fully voice acted dialogs such a good idea?

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I'm beginning to suspect that the reason Enhanced Edition NPC dialogs are usually short, 'modern' or otherwise unsatisfying is because when they were written, the writers knew that they would be fully voice acted.

For instance, look at this gem from Minsc:

"Don't ask questions better left to aged sages. Boo is so quick and evasive and there is ever so much of Minsc to search, there is no hope of getting us apart!"

Could the original writers be so creative if they were constrained by full voice acting?

Does anyone agree, am I completely off here?

Why do mages always turn lich when looking for eternal life/unlife?

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All the main evil mages turn lich and I wanna know why this is?
Larloch, Szass Tam both creepy undead things, falling to bits, why is lich the go to option? If you don't mind being undead, why not just get bitten by a vampire. By all accounts vampires lords are extremely strong creatures, I doubt they would lose any of the spell casting power they had before, they would still gain the benefit of eternal unlife and would have have the bonus of not being a gross corpse looking thing that is falling to bits.
Yes vamps have that annoying weakness to sunlight, but surely a powerful mage could find a way to counter that, also the hunger factor, but eating a few unwary travelers or an adventurer now and then shouldn't be a problem for a mage willing to become undead in the quest of eternal life/unlife.

Would capturing a genie and wishing for immortality work?

Maybe binding an extremely powerful demon and forcing it to grant your wish?

Are there any other, less rotting corspey options for mages seeking to live/unlive for ever?
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