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Icewind Dale NWN2 Remake


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#126
carverjm

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I hope that someone can help me out.  When I am
finished with Dragons Eye I return to K. I speak with the evil Arundel
and go upstairs to talk to the actual Arundel but he is not there. So
now I can not continue on. What can I do to fix this? I have everything
downloaded and installed...help?!?!?!

#127
moodymage

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I'm sure this is listed somewhere but what kind of level range would you be looking at in a party of say 4 members?

#128
Eguintir Eligard

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the game is made for a party of 6 and unless they set a specific setting for smaller parties to gain more exp (less division of exp, a value the creator can set or ignore) you're going to have the same level range and likely get demolished by the enemies.

They may or may not have used this setup. EIther way I recommend doing what the campaign says because authors have enough to contend with without people ignoring the game setup instructions and then generating complaints about the erratice results they get.

#129
likeorasgod

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Well this suddenly makes a little since. I been trying 4 a few times and just get demolished at the Orc cave cause I haven't even made lvl 2 by time I get there or just made it. so I been doing 5-6 parties (Normaly I will drop out the mage and go with 5 cause the first person to get killed is allways my rang mage.) That and why the hell is my party even set on gaurd runnig around corners and attacking bad guys when half them are still fighting the groupe they first meet? I'm going to play with the AI some more and see if I can fix this. I tend to cheat at the orc cave with ressurection scrolls cause of how expensive the coins are and that half my part if not almost all gets killed in the first main room. I actualy gotten past thise part twice without the help and keep playing, but all the other times I have stopped and just went to anouther mod. Maybe the first few levels should have a more user friendly resurection system? Even when I face the goblins that stole the fish my mage tends to get killed straight off (like they target him first no matter what.) Once I get past this point and on with the adventure I have been enjoyihng, but have been keeping a 5-6 size party when I would realy like to try a 4 cause that is suppose what the combate is made up for.

#130
Luminus

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Icewind Dale is a hardcore game. It's not like in NwN2 where you just click on the monsters and if anyone dies they are resurrected when the battle ends. You have to be very careful and tactical.
A party of 6 is recommended.

Making the mod easier is not a solution for those that find it hard. That would only dumb it down. Personally I dislike even the coins, since they weren't in the first game.

If your mage is getting killed use Mage Armor and Shield spells or keep them in the back and focus on taking out the archers first. Or just lower the difficulty.

#131
likeorasgod

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I realy don't mind it, but it's stated that the game is made for a party of 4 combat wise and 6 is easy mode. Oh and yes I do go in there with what little level one buffs I can get on them first, but htey tend to be instant shot as soon as combat starts. LOL that and the dang cleric a few tries had this problem to so I couldn't even get a heal kit or cure light on to stop bleeding until after combat done. Oh and I have it on easy setting. I only have this problem with the goblins and Orcs in the first part. Just did a playthrough up to the pass and arrived at the village without any death. I brought the mage in after the orcs and level him up to the same xp. What I wouldn't mind is a short walk through of the first part to see if I'm missing anything cause as I said I normaly don't get level 2 until I'm half way through the Orc cave. All the other combat I don't have a problem with and pretty much don't need the coin cause I got enough chars with heal kits to keep them alive, it's just those first two battles that get me every time.

#132
Artemis Absinthe

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If you look for all the side quests in Easthaven you'll be 2° lvl before the orc's cave (Grisella's cellar, johen and the sea elf, the wolf in the shop, the old drunken fisherman and the goblins just outside the town).

I play it every time with hardcore settings and a party of 4 - 5 (wiz/rog, fighter, paladin and cleric).

If the wizard is the first char, when you step into the orcish cave, he'll be in the rear, because the game engine first load the main character and after place the other around him, so, orcs will target another character, not the mage.
If you place the melee character around the 2nd and 3th position in the party rooster(3th and 4th with a party of 6) they'll be in the front when a new area is loaded and mobs will target them.

In the orcs cave, the wizard is the most important char, by using spells like sleep, grease and color spray you'll be able to menage the cave more easily. Cleric is useful because of the summon and healing spell, so you don't have to use the 2 coin of life. Dwarf fighter with high constitution, a good armor and shield (and a mage armor, if you can) willl provide a good meatshield allowing you to resist the first orcs spawn.

For a good start, in front of the werehouse of the wolf's quest, there's the werehouse owner's house, in a chest there's a white wolf's pelt (540 gp at pomab's). It will grant a good amount of money for a decent equipment.

Of course it still need combat strategy. IWD is really a hardcore game. Characters with a level variations (tiefling, drows, genasi etc) will be hard to manage.

In the Orcs cave, the best is to set the party on follow and stay (with peaceful follow settings on), so, they will not run around, and, then, use one of the melee char as a decoy, in order to get the enemy where you want to fight them. Best is a narrow tunnell, so the wizard (and, eventually, archers) can be placed in the rear and the melee in the front (a line of three makes a good human wall). When the decoy char is back give the "attack" command.

The ogre is pretty tough, so, better use a summon spell as a meatshield and move the melee characters in flanking position, while the wizard put the orcs asleep.

Modifié par Artemis Absinthe, 06 octobre 2011 - 01:23 .


#133
moodymage

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I guess I didn't really ask my question properly. Is there a level cap on the game? Is 20 max and is it achieveable by endgame if you have a party of 6?

As for difficulty - I've soloed the original Icewind Dale through careful gameplay and tactics. Granted the NWN2 engine means things will work in a different way but I don't really have any problems with increased difficulty levels through having less party members.

#134
me and the devil

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Is there any informaton on when a final version will be available? I'm terribly impatient ;)

#135
dunniteowl

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I'd just like to add that in a party mix, with a cleric, at lower levels there is one spell that is often overlooked. Bless. Cast before you go into battle, it gives all party members a combat +1 or 2 to hit and acts like an armor class boost as well if I recall correctly. I do know that using Bless prior to combat (just prior, that is) has made all the difference in lower level mobs where that one extra point on the to hit roll can make a huge difference when a single blow will lay low a goblin or orc at those levels. I used to make a habit of having my low level clerics memorize Bless, Curse and Heal Light Wounds. Having a well armored cleric, running around getting coup de grace on slept or held opponents while the Fighter and Ranger or Rogue do the primary hitting and flanking with a Wizard to provide the quick area effect of sleep, grease and slow (though I prefer them to use scrolls if possible at lower levels,)

Just some random thoughts from many a battle.

#136
me and the devil

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@dunniteowl: Why memorize healing spells? in NWN2 clerics of good alignment can cast healing spells anytime in exchange for any other memorized spell. I always wondered when a cleric joined my group why the AI had put them in their spellbook.

#137
Luminus

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I believe, like in BG1, ranged weapons are king.
Rogue equipped with Shortbows/Longbows (Elf)
Cleric with Slings
Wizard Heavy Crossbows.
Hell even the Warriors are great with Throwing Axes.

When enemies get close switch to melee. I highly suggest adding a Ranger/Monk/Warlock and especially a Bard. Inspire Courage is awesome, plus all the other bonuses.

Modifié par Luminus, 23 octobre 2011 - 12:02 .


#138
Artemis Absinthe

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moodymage wrote...

I guess I didn't really ask my question properly. Is there a level cap on the game? Is 20 max and is it achieveable by endgame if you have a party of 6?


I think level 14 - 15. 
The original cap was 1,801,000 xp (AD&D 2ed), so rogue max level was 18, cleric 16, druid 14, wizard 14, fighter 15, paladin 14

#139
Jesse_the_Thief

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Hurry up and get this done already, I wanna play it. NOW NOW NOW

#140
me and the devil

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Though the upper post is a bit demanding.. I, too, hope this project has not died just before its last chapter :(
Any news on it? A little status update maybe?
Happy new year btw! ;)

#141
slowdive.fan

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The project has been on hold for the past couple of months due to burn out other interests. I only work on what I enjoy and currently I am playing through the OC, MotB, and SoZ. Since I have never played MotB or SoZ (too busy building) and finished the OC once back in 2006, I am enjoying playing again. Also, I am working on a Windows version of a Dungeon! board game knock off (C#) that will be open source. I'll most likely get back to finishing IWD in the first quarter of 2012 and it will definitely get done as I have already invested a TON of time in it. It'll just get done once I have the drive to finish it and/or others volunteer to help out with the scripting. Happy new year to you as well.

#142
M. Rieder

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A computer version of Dungeon! That's great! I loved that game as a kid.

#143
kevL

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dungeon?

the one where you walk around that coolio map and turn over the first card and roll 2d6, and if ya win you get the treasure???

You can be a rogue, wizard, or fighter (actually, hero, elf, superhero, or wizard)?? We used to use badly painted plastic miniatures and fudged rules to attack each other and take their treasures, haha :)

- but we called it "Mr. Liu's Dungeon" after the university prof. who showed it to us in the 70s, and not only that we had to actually replicate the maps By Hand and type out the cards! Then we'd tape all the map pieces together so they folded up ... when i finally saw the real packaged game, I have to say ours looked better ;)


Lol, someone wants $115 for it on eBay. ( a worthy diversion !)

#144
M. Rieder

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Yeah! Dungeon was great. I modded it when I was a kid by cutting out new cards and making up new magic loot. Tons of fun! Superhero rocks!

#145
slowdive.fan

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Yeah, the idea well be to make a toolset for easily adjusting rules, creating new monsters and treasures, and create new maps. And avoid copyright issues. Hopefully it'll be an open source project similar to Triple A.

#146
M. Rieder

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That is a really neat idea. Good luck!

#147
me and the devil

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Thanks for the update! You may enjoy some distraction and meanwhile I'll enjoy some impatiance ;)

#148
The Fred

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M. Rieder wrote...
Dungeon was great. I modded it when I was a kid by cutting out new cards and making up new magic loot.

Things haven't changed much, huh?
;)

#149
Raduziel

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Keep up, man! You're doing a terrific job! If everyone is enjoying as much as I am, you can rest assured that you're making lots of people very happy!

Can barely wait for the final part, but I totally understand your personal needs (including a break for Toolset). I'm glad to know that you want to finish it up.

Just some sincere motivation. See ya!

#150
Raduziel

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Just a quick question: the Heart of Winter and Trials of Luremaster contents will be included?