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From the IWD2 forums:Josh SawyerFighters and Intimidate
In IWD2, fighters do receive Intimidate as a class skill; if they didn't, characters with low Int would have nothing to spend their skill points on.
Spellcast and expertise
Expertise is a "modal level" ability that is turned on and off at your whim (but only at the beginning of a new round). You can have Expertise active at any level and do anything without turning it off. However, its benefits and penalties only apply when appropriate. Ergo, you can have Expertise "on" when firing a bow, but you gain neither benefits nor penalties from it. Hmm... I'm not sure if it applies the benefits when spellcasting or not.
Other 'not once per day' abiliteis
Power Attack, Hamstring, Arterial Strike, Rapid Shot... some other ones, I think. You click on the feat, select the level, and it just stays on until you choose to turn it off or select a different level.
interface
It looks like Scott "Bugmaker" Everts and Darren "Bug-making Approver" Monahan finished up a "really final for reals, we mean it this time" change to the interface. Mmm hm.
http://feedback.blackisle.com/images/iwd2hpbar.jpg
The only change is the HP bar. Nothing else new. The HP numbers could always be toggled with the . key.
Dave MaldanadoPlayable NPCs
I'm certain someone else here wanted to do it before me, though all I know for certain is that when I asked about including it we were too far into development. Most seemed to like the idea, though, so it'll probably crop up in future titles.
And come to think of it, there are a couple of areas where the party gets help like that - just never quite like in Ye Olde Gold Box Games where Skullcrusher (or whomever) would follow you around as a proper party member busting heads for a time. Some "helpers" will shift from area to area, though...
Damien Foletto (Puuk)Turn Undead
Just make sure you have a cleric with a decent CHA (at least 14). It's all about turning.
Scott EvertsInterface
I should point out there is one more mundane change that probably no one noticed. The portrait character effects icons are about a quarter smaller. Since we made the portraits smaller, they had to be resized so your portrait wouldn't be completely covered with effects icons later in the game.
For the fun of it I tried to see how many effects I could put on a character at once and topped out at 12. That still left about a quarter of the portrait visible. Though I'd be surprised if anyone ever had more than two rows.
At least we got those health bars in. It was one of those things that we needed to do but kept getting shifted down the list for more important bugs. So I think its a good sign we're getting close.
It breaks down to 5 colors.
White- full health
Green- 3/4 health to under full health
Yellow- 1/2 heath to under 3/4 health
Orange- 1/4 heath to under 1/2 health
Red- under 1/4 health
Hope that makes sense.
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