|
Site Navigation Main News Forums
Games Games Database Top 100 Release List Support Files
Features Reviews Previews Interviews Editorials Diaries Misc
Download Gallery Music Screenshots Videos
Miscellaneous Staff Members Privacy Statement
|
|
Here's a little something from the IWDII forums:Damien Foletto (Puuk)Swords in the game
Short sword, long sword, great sword, bastard sword, and scimitar. That's it for swords.
Feats like Aegis of rime, can you take them multiple times? Or only once?
It can only be taken once.
Critters following you
Well, we can't really make the critters follow you from area to area very well (although, in a couple of areas it has been scripted to do that - for special reasons). However, if you're in a fight with a bunch of critters and decide to leave the area to take a rest, when you come back, the critters will have rested as well - i.e. they'll be healed up just like you.
Dragons
I don't want to spoil the discovery, but I will say the possibility of dragon(s) is quite possible - with a definite maybe. Will the AI be different than that of, say, BGII? Most likely. Different designers and scripters. The AI for any of the critters is all based on the scripting (and what the designers would like their critters do, of course). Hope that has the possibility of maybe answering part of your question - to some degree of perhaps.
The half-dragons are new renders and animations, never before seen in an IE game. Same thing for the feyrs, bugbears, and hook horrors.
Diplomacy and Bluff
INT will affect your response options to certain npc's. Also, CHA has a direct affect on diplomacy, intimidate, and bluff skills. The CHA bonus is added to the appropriate skill total, which the dialog then checks to offer you certain responses as well as NPC responses.
The game takes how many points you have in either diplomacy, intimidate, or bluff (dependant on what the dialog is looking for), AND adds that number to the CHA modifyer. If that number exceeds the minimum required to get the particular dialog response or starting condition, then that appropriate response/dialog string pops up for you to choose.
INT checks are a different animal, and does not have any relation to the diplomacy, bluff, or intimidate checks. An INT check could happen to see if your character is smart enough to possibly know a particular language, or military tactic, etc. This check is also done in dialog, similar to the above skill checks.
Bonusses
Expect to see bonuses that give plusses to stats. No item will set your stat to a specific number - it just doesn't work well in 3E.
Killing Townspeople
You sure can, but it'll make the game REALLY short - and you'll get the message, "You are not a winner." (or something like that)
Does a drow have ot be evil?
No, drow can be any alignment you want.
Dave MaldonadoSneak Attack
You can only sneak attack a monster once per rogue.
Currently, if a PC can somehow get him or herself undetected by the enemy again, he or she can get his or her sneak attack on again.
Wizard feats?
There are no wizard or sorcerer-only feats, really.
There are some feats that require spell-casting capability in one capacity or another, though bards can get those. Some allow for some elemental (water/cold, air/electricity, fire) specialization; for example, Aegis of Rime requires the ability to cast at least two of a list of water/cold spells (e.g. Frost Fingers and Ice Storm) and gives the PC Cold Resistance: 5 and a 20% increase to all Cold Damage he or she inflicts.
There are also the focus feats (two of each, normal and greater) that increase a caster's DC (so a target has a harder time resisting his or her spells) in a certain school o' magic, e.g. Spell Focus, Enchantment.
Hrm. Armored Arcana, Spell Penetration (and Greater SP), Subvocal Casting, and Combat Casting, too.
Two weapon fighting
Currently it's "Rangers can fight with two weapons as if they had the feats Ambidexterity and Two-Weapon Fighting if they are wearing light or no armor only."
There's nothing preventing a ranger from taking the actual feats, no.
Some Q&A
Q: Are the ranger TWF and Ambi feats 'virtual' or 'real' (do they go away when wearing heavy armor)? If so, can the ranger still buy the real feats as normal to be able to dual-wield in heavy armor?
A: Currently it's "Rangers can fight with two weapons as if they had the feats Ambidexterity and Two-Weapon Fighting if they are wearing light or no armor only."
There's nothing preventing a ranger from taking the actual feats, no.
A: What are the little black bars under the portraits (on the interface)?
Q: I believe they'll be HP bars.
A: Will we be able to bind ctrl-, alt-, or shift- key combinations as we can normal keys?
A: Not that I know of, no.
Q: Are there any entirely new (not very similar to any of the current ones, such as stun, confuse, sleep, feeblemind, etc.) negative status effects? If yes, please list some.
A: I don't think there are any "entirely new" ones, no.
Q: Will the CLUAConsole be active upon purchase, or must we wait for a patch?
A: It's currently active; I couldn't say whether or not it will remain so.
Q: What is the current ammunition size for throwing daggers? Are bullets, bolts, etc. at 40?
A: Daggers, axes, and hammers are 10, darts 20, arrows & bolts 40.
Q: How much more HP do creatures have in HoF mode?
A: Currently it's as IWD.
Q: Will helmets protect from critical hits?
A: Currently, yes.
Q: Oh, any chance we'll find an ability inducing or stat improving tattoo parlor in IWD2?
A: Chance = 0%.
Q: How does Dodge work with a Barbarian's Uncanny Dodge?
A: They're different abilities. One is a simple armor class bonus; the other gets better as the barbarian increases in level (e.g. at 2nd it's the Dex bonus to AC, at 5th he can't be flanked, 10th he's +1 against traps, +2 at 13th, +3 at 16th, and so on). Both can sit on the same character without a problem.
Q Does the dash feat stack with barbarian/monk increased movement?
A: Currently, yes.
Q: Is dash and/or fast movement be limited to no or light armor only?
A: Currently, no.
Q: Heck, how will Uncanny Dodge work in IWD2 anyway? Will there be different levels of this ability?
A: Yep; covered in the Dodge/Uncanny Dodge bit above.
Q: Will some of the classes get other benefits (i.e. free feats) to compensate for the ones that can't get implemented (paladin's mount, animal companions, and familiars, for example)?
A: In some cases. We've tried to balance the classes as well and fairly as possible considering the limitations of the engines and on our time; I think it's turned out well.
Q: Which weapon proficiencies will wizards and sorcerers start with?
A: Simple weapons: Crossbow, Mace/Club, Missile (darts, slings), Quarterstaff, Small Blade (daggers, short swords).
Q: Will the armor selection stay as it is, or are you considering implementing the full-range of 3E armors?
A: The armor types are chain mail, hide, leather, studded leather, plate mail, full plate, splint mail, and scale mail. Oh, and "robe." ^_^
Q: Are ranged touch attacks (mainly from spells) auto-hit, or will there be a to-hit roll? If so, will it be possible to crit and/or sneak attack with them?
A: Yes. And assuming I understand the question, touch-based spells currently don't do any damage from the touch itself, so no.
Q: It was said that Improved Critical doubles the threat range; does this mean it'll be weapon specific (like in PnP) like Focus and Specialization ?
A: No.
Q: Druid shapeshifting. When,how many?
A: Subject to possible change, but currently:
* 5th level: Wild Shape Arctic Boar. The druid gains the ability to shapechange into an Arctic Boar. This transformation also heals some damage. The druid can Wild Shape 1/day.
* 6th level: The druid can Wild Shape 2/day.
* 7th level: Wild Shape Winter Wolf. The druid gains the ability to shapechange into a winter wolf. The winter wolf is resistant to cold, moves quickly, and has a bite attack. This transformation also heals some damage. The druid can Wild Shape 3/day.
* 9th level: Wild Shape Polar Bear. The druid gains the ability to shapechange into a polar bear. The polar bear has extremely powerful claw attacks. This transformation also heals some damage.
* 10th level: The druid can Wild Shape 4/day.
* 12th level: Wild Shape Dire Bear. The druid gains the ability to shapechange into a dire bear. The dire bear has even more powerful claw attacks than the polar bear. This transformation also heals some damage.
* 14th level: Wild Shape Dire Panther. The druid gains the ability to shapechange into a powerful dire panther. This transformation also heals some damage. The druid can Wild Shape 5/day.
* 16th level: Elemental Shape Fire Elemental. The druid gains the ability to shapechange into a fire elemental. The fire elemental is highly resistant to fire and can burn opponents. This transformation also heals some damage.
* 18th level: Elemental Shape Earth Elemental. The druid gains the ability to shapechange into an earth elemental. The earth elemental has powerful fist attacks. This transformation also heals some damage. The druid can Wild Shape 6/day.
* 20th level: Elemental Shape Water Elemental. The druid gains the ability to shapechange into a water elemental. The water elemental has powerful fist attacks. This transformation also heals some damage.
* 22nd level: The druid can Wild Shape 7/day.
* 26th level: The druid can Wild Shape 8/day.
* 30th level: The druid can Wild Shape 9/day.
Q: Are there any misc items that don't fit under any of the previous IE item categories?
A: Not really. There are a few items that have similar effects, though, like Belib's Multiple Tool (which can be be equipped as a dagger but also aids in picking locks and disarmed traps).
Q: Are elves immune to charm or do they have +2 saving throw bonus to enchantment, and if so does half-elves also share that bonus.
A: In the game, both elves and half-elves are currently immune to sleep and have a +2 save vs. enchantment.
Q: Are there thief traps?
A: No thief traps, though ghostwise halflings can set snares (not damaging traps).
Q: With the characters having different move rates is that applied to monsters too ? I seem to recall some monsters being faster than others in IWD. Will this be carried over to IWD II ?
A: Yes. You should see those will o'wisps go! ^_^
Cat's Grace and Bull's Strength
Cat's Grace (Transmutation)
Level: Brd 2, Sor/Wiz 2
Range: Touch
Duration: 10 minutes/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
This spell grants the target creature a 1d4 + 1 dexterity bonus for the duration of the spell.
Bull's Strength (Transmutation)
Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2, Lathander 2
Range: Touch
Duration: 10 rounds/level
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: None
This spell grants the target creature a 1d4 + 1 strength bonus for the duration of the spell.
BriareusDual Wielding
One other thing to consider with DW is that you can gain the benefits of two magic weapons. There are weapons that have some pretty nice abilities, and being able to use both at the same time is very nice.
Sword Damage
In IwD2, melee attack damage is also increased by your strength modifier. So, a character with an 18 strength has a +4 bonus. That means that if they're swinging a sword that does 1d6 points of damage, their damage range is 5 to 10 points of damage.
Robes and Armor
Robes are "armor" in that they use the same slot as your typical leather armor.
Romances?
No romances in IwD2.
|
|
|