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It strikes me this mod is way different than SoA/ToB. Anyone care to tell exactly HOW much different? Lots of characters and NPCs are added, but is the storyline terribly changed. Any links or info appreciated. [img]graemlins/thumbsup.gif[/img]
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It is all the same..just new NPCs..o and more monster>>in Irenicus dungeon now are 3 Otyughs
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Seemed to me like there were several new scenes added using backgrounds from other games (IWD, BG1). Are you on the up-and-up, mister, or simply setting me up for a doozy of a surprie?
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I thought there were new areas as well, when I went to the DD web page there was some screenshots of areas thats not in the original game..
I thought TDD mod added: -a billion new races weps and items -new quests and areas -new spells Am I mistaken? |
<font color="gold">TDD mainly adds new quests, items, spells and kits.
For more info, click here. ;) </font> |
New spells, items, quests, areas, kits...
However, it looks so unfinished, so buggy, that I didn't bother to finish it. Example: There is a fort (FAI from BG1, interior is Radiant Heart building) where you get a quest to kill some trolls (trolls are the most annoying enemy in this game, and Darkest day adds literary hundreds more of them). Rather short, and when you return, the lord of the fort congratulates you and gives you a sword. But you don't receive it. He says you do, but you don't. I hope it was repaired in the patch. Whole mod is like that. Dialogs are very lame and unrealistic, Kagain appears to be single minded (I-want-to-kill-something). And do I have to remind you that it is just dialogs and detailed characters that we love in BG2? Overall, this mod is at much lower level than the original game. And it is too much of a download to be worth the time. |
Wow, Vedran, a scathing review. Glad I got it before I loaded it. Now I'll check further. I've only played SoA/ToB through 1 whole time, but I've played chap2 twice - so I know almost all of the sidequests. Anomen's "good" side and Jan Jansen being notable exceptions. That said, What mods *are* good? Any sagely advice?
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I do, however, recommend all of Weimers mods. Go to http://www.cs.berkeley.edu/~weimer/bgate/ ;) </font> |
I like all of the stuff we do at Forgotten Wars. Kelsey, Dungeon-Be-Gone, Flirt Packs, more on the way...
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I do, however, recommend all of Weimers mods. Go to http://www.cs.berkeley.edu/~weimer/bgate/ ;) </font></font>[/QUOTE]Maybe I'll go with Weimer then. Some of the forgotten wars ones looked cool - especially the one re-writing the game to begin with 4-5 level character. This is what I'm looking for - a new game written into the same background/character/setting/infinity engine system. As for the tactics mod, maybe I'll do that -- I think tougher enemies are a good idea as well as tougher AI - but I DO NOT use "insane" game modes - etc. As a DM, my theory is if you want a tougher battle design it better using the rules, don't simply double all the damage done to the party - how droll. [img]graemlins/1drool.gif[/img] |
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