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Old 01-03-2002, 03:15 PM   #1
Sir Kenyth
Fzoul Chembryl
 

Join Date: August 30, 2001
Location: somewhere
Age: 55
Posts: 1,785
OK, it seems to me that this axe is a bit inconsistant with the undead it kills. It works great on vampires and the occasional lich. It does not seem to work with ghouls, ghasts, skeletons, skeletal warriors, and mummies. I mean, they don't even make saving throws vs. death! I've even found the occasional vampire attacking shadow theives that didn't have to make a saving throw. I've noticed that the immune vamps all had a couple things in common. They had names and were not "generic" vampires. They also did not turn into gaseous clouds when killed. Maybe they wern't correctly created creatures? Anyway, is this a bug or am I missing some kind of limitation? I imagine the same thing is true with the mace of disruption, although I've never checked.
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Old 01-03-2002, 09:06 PM   #2
Puddifoot
Elite Waterdeep Guard
 

Join Date: December 14, 2001
Location: London uk
Posts: 5
Well its funny you should say that.
I found the same thing. Using the mace of dis. that axe, and especially sunstar(?) sword all of which apparently slay undead, with varying degrees of efficiency - I've experienced some of the graveyard mob having a suspiciously easy time... And you're right - usually the weaker foes too...
And while we're on the subject of grumbles ... i summoned some kobolds to fight for me in the under dark in SoA (this also applies for some creatures in Tob) and watched as some Koa Toa took off well over 20HP before it fell! Now, I happen to know that Kobolds are a 1HD beastie at the best of times. My point is this, its all very well tailoring the game to the level of the player... but kobolds with 3hd? And an Orc with more than 40HP at one point?!?
Why not just give bigger monsters from the off and not make the little ones ridiculous. (also orcs ALL with magic swords, shields, potions etc)
AD&D 'Realism'?
Maybe B. Gate is not the place for this but it is supposed to be a faithful AD&D game...
Sorry to go off on one SIR KENYTH but... maybe the axe not killing at apt times is part of this 'bias'...?
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Old 01-04-2002, 09:49 AM   #3
Sir Kenyth
Fzoul Chembryl
 

Join Date: August 30, 2001
Location: somewhere
Age: 55
Posts: 1,785
Thanks! I got the fixes from baldurdash. I highly recommend this site! Az. Edge had a LOT of bugs, and it's not the only thing! It works much better now. I was right. With the existing script, it only worked on a couple of undead and didn't give the -4 save modifier OR the extra damage. I never realized BG2 had so many bugs that they didn't fix. They must have been in some kind of hurry to get the game out!

You're right about the beasties. BG2 tries to make the game more interesting by levelling you up fairly quickly. The quest exp. given is HUGE! In order to keep things interesting, they had to keep the beasties tough enough. They didn't have enough time to develop a whole monstous manual of graphics. P&P D&D doesn't translate into an engrossing computer game unless you speed things up a bit and bend the rules. Think about it. Is it possible in P&P D&D to gain 20 or so levels in a little over a month? In order to make the time line of character development realistic, it would have taken well over a dozen games like this to accomplish. It's kind of like making a movie out of a book. You can do it, but it takes a lot of changes to make it feasable. What they need is a modular program. One that can have various modules "plugged" in. One that different people can build modules for! Can you imagine the on-line trade of adventures? Almost endless fun! Neverwinter nights is supposed to be like this. I can't wait to see!
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