RPGDot Network    
   

 
 
Icewind Dale II
Display full image
Pic of the moment
More
pics from the gallery
 
 

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


 
Icewind Dale II Forum

(PC: Single- & Multi-Player RPG) | Posted by Myrthos @ Thursday - June 20, 2002 - 06:12 -
Top
| Game Info | Rate this game | Homepage | Screenshots
From the IWD2 forums:

    Josh Sawyer

    Fighters 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 Maldanado

    Playable 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 Everts

    Interface
    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.
 
 
All original content of this site is copyrighted by RPGWatch. Copying or reproducing of any part of this site is strictly prohibited. Taking anything from this site without authorisation will be considered stealing and we'll be forced to visit you and jump on your legs until you give it back.