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Icewind Dale II Forum Update

(PC: Single- & Multi-Player RPG) | Posted by Myrthos @ Thursday - May 02, 2002 - 05:55 -
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Some updates from the IWD2 forums:

    Dave Maldonado

    Some Q&A
    Q: Is IWD2 going to use armor weight
    A: No, and yes. However, I don't think that the problem you may be worrying (though I'm only guessing here) about will crop up. Plate mail that's as light as leather still isn't as flexible (and thus arguably shouldn't allow the virtual feats), and junk like elven chain or whatever should be considered "light armor" in the engine (e.g. we set it up so that the game thinks they're just robes with a good AC bonus or something).

    Q: Is Lingering Song all there is?
    A: No, there are currently a number of them. Not enough that I have to take my shoes off to count them, but there are a few.

    Q: How will dispel magic work? Will it take into account the casters' levels in relation to each other in determining success.
    A: Currently, I believe an enemy may make a Will save in order to resist having his, her, or its affects removed. It doesn't take the caster or casting levels of the various effects into account - I'm not sure if that'd even be possible within the engine. That is, I think that once the effect hits and is determined and applied, it's not really tied to the original spell or caster.

    Q: What all does Spellcraft cover in the game?
    A: Whenever an NPC starts to cast a spell, any PC in line of sight with the Spellcraft skill makes a check to determine what the coming spell will be.

    Q: Am I right in assuming it's fairly useless for a bard?
    A: I suppose it's up to the individual player to decide whether or not it's useful for any PC. It'd be handy for any one PC to have, I think, regardless of class (especially since IWD2 doesn't have counterspells).

    Q: Have there been any major changes to potions with the change to 3e? Things like effectiveness ,and so on. Also are there any new potions, something in the style of the pst charms or so?
    A: Nope and nope. Well... maybe on #2, "sort of." There's the occasionally wacky thing like "iron rations" (which are basically minor healing potions), but nothing major or significantly game-play affecting.

    Q: Will there be protection spells along the line of "protection from magic energy" and "protection from elements"?
    A: Yes, there are.

    Q: Will there be more "hooded" robes? And will they be uber late in the game? Will there be alot more "caster" type items?
    A: The item distribution is still being tweaked, so I couldn't say at the moment. I don't think there are an exceptional number of "caster" items, though... most creatures that have them expend them (on your party! ^_^) before adventurers can get their grubby little hands on them, but there is a pretty wide variety and many are available in stores.

    Chad Nicholas (Briareus)

    HOF mode
    You'll have to beat the game before you can play in HoF mode.


    Turn Undead
    Turn Undead now has a limited number of uses, just as it says in 3E roolz.


    Monster Summoning
    There are nine Monster Summoning spells, one for each spell level. The spell list at PBG is not uptodate. Power Word:Kill should be whatever level it is supposed to be in 3E.
    You can snuff out any creature that has it's current hit points at less than 60 with that spell. A goblin or a god, it makes no difference.

    Touch based attack
    If you get hit by the touch-based attack and make your save, you'll have 1d4 HP. If you fail, you die.

    Tex Yang (Bloodlust)

    Changing party
    Yes, as long as you are not in a no-save zone, you can change your party to your heart's desire.
    No-save zones are basically when you're fighting and when there are spells active.

    Damien Foletto (Puuk)

    Abi Dalzim's horrid wilting
    Here's the reasoning why abi dalzim's horrid wilting can hurt the party if they're in the way: Powerful spells should have powerful consequences/repercussions, otherwise anyone with an IQ of 2 could fire them off. You should think before you fire, and plan you're attack. Having a spell that sucks the life (fluids, actually) out of living critters is damn powerful, and if it hurt only enemies, then it makes it too easy to use all the time. What can I say, we like to make you think instead of just react.

    Now, you may not agree with this, and that's fine, but that is pretty much our reasoning for making powerful spells like horrid wilting have consequences. So, the moral of this tale - make sure your party is the hell out of the way before you pop this spell off!
 
 
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