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More from the IWD2 forums:Josh SawyerRangers favored enemy list
Bugbears
Driders
Giants
Goblins
Harpies
Hook Horrors
Lizard Men
Ogres
Orcs
Salamanders
Shapeshifters
Trolls
Umber Hulks
Undead
Wyverns
Goblins
Here's the image of the goblins.
From left to right: goblin axeman, goblin archer, elite goblin axeman, elite goblin archer, goblin caster, goblin captain, and goblin w/worg.
A push it out of the door game?
The fact that your mind formulated this conclusion stretches the boundaries of my imagination. You aren't getting one thing you want. This engine's game logic has been sheared apart to make it a 3E game. Adding a rolling option is not difficult. It's simply something that we are not doing.
You absolutely refuse to accept the reasons I have repeatedly given for using the point buy system alone. You are not going to buy this product because of it. I have accepted that fact; not all games will appeal to all gamers.
Many game companies that make sequels to games that I have enjoyed. Often, the companies change the formula for those games in ways that are not quite appealing to me, but very appealing to others. That's fine. If Game 2 doesn't appeal to me, I simply won't buy it. I bought Game 1. That's what I paid $50 for; not Game 2.
What's to argue about? If the following things are of vital importance to you in a game:
* Rolling character stats
* Playing forest gnomes
* Having familiars and animal companions
* Having strongholds
* Having CNPCs and CNPC romances
* Driving motorcycles
* Shooting rocket launchers
* Turn-based combat
* First-person perspective
* Blackguards
* Bladesingers
* Paper dolls
* The ability to create magic items
* Breakdancing
DO NOT PURCHASE ICEWIND DALE II. You will not enjoy it.
Stat raising items
Yep. Many items raise attributes. You also get free ability score points every four levels.
Tex Yang (Bloodlust)(Un)dead spells
Animate Dead, Halt Undead and Control Undead are the ones that are in.
Banishment
Monsters get a will save against the banishment spell, so it might not be that easy to banish some things.
Tiefling stats
Tieflings can reach 20 for INT and DEX during character creation, but only up to 16 in CHA. They also start with 12 INT and DEX, 8 CHA, and 10 for all the other stats.
Damien Foletto (Puuk)Hide armor
Hide will be useful, as per the PHB (+3 to AC and +4 DEX bonus). And yes, there are magical ones.
Fighter as a conversationalist
Well, you can set your CHA to 14, which gives you a +2 to the modifier, then choose the skills Diplomacy, Bluff, and Intimidate when you level up. This should give you the better reactions in the game, even for a fighter. It's not really necessary to min/max your fighter to make him effective. I've got an aasimar fighter (named Bort) in my #1 slot with a 16 STR, 12 DEX, 16 CON, 10 INT, 12 WIS, and 14 CHA (aasimar's get the WIS and CHA bonuses). He does really well in dialogs, and, to further enhance him, I will take a level or two of Rogue, when he levels, so I can jack up his Diplomacy and Bluff skills even more. Very effective.
Demon Gating Spells
Gate = Pit Fiend
Cacofiend = Cornugon
Fiend = Glabrezu
These are the only critters that come with each spell. However, they are as close as possible to the Planescape Monster Manual abilities as possible - with 3E upgrades.
FYI - The glabrezus were originally from Planescape: Torment, same thing for the cornugons you'll see in IWD2.
Religion
Yes, religion will play a role, if the protagonist is able to choose a religion upon character creation - like clerics. And yes, there are dialog responses catered to paladins as well. As for paladins choosing a deity, I'm actually unsure. I'll look into it and get back to you.
When I say "protagonist," I do mean the character that is doing the conversing. Generally, that's the person in the #1 slot. However, we are looking into implementing a feature that lets the player choose their own protagonist and that person will always do the talking for the party, no matter what position in the line-up. It's not yet in the game, but it is something that is being looked into by the programmers.
Playing the game
Oh, I'm not playing the game in my off time - it's a regular work day for me. At this stage, designers go through the game much like the testers do, with a focus on the areas we designed. Since we know what our areas are supposed to do, we can nit-pick until it's working the way we envisioned. It's also a great opportunity to check out the rest of the game and give feedback (and find bugs).
As for the HOF stuff, from what I understand, yes, the XP will be increased as compared to the "regular" mode. XP tables are constantly being tweaked for balance, and this should remain true through the next four weeks or so. It's all part of the testing process.
Lastly, if you're planning on going through the game with 4 or 5 characters, they should reach a very acceptable level by end game, even by your standards, I'm sure. I'm playing with a full 6 character party, using all the sub-races that have level penalties, and they reach kick-ass levels by mid to late game (comparatively speaking to the areas that they are in). Having a party consisting of 4 to 5 should really bump your XP. I know there are a few in QA who use parties of 4 to 5, so it is very doable - although very challenging.
I personally don't know of any testers going solo. I suppose it's possible, but I can't think how, considering some of the crazy battles early in the game - let alone the middle and late. I'd be interested, after the game ships, if people were legitimatly able to get through the game soloing.
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