03-11-2002, 11:25 PM | #21 |
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03-12-2002, 07:48 PM | #22 |
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Great stuff, Larry!!!!
I loved this last post especially! [img]smile.gif[/img]
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03-14-2002, 12:05 PM | #23 |
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quote: Thursday, March 14, 2002 Darren Monahan Interview Thursday, March 14, 2002, 05:22 | MageDragon The Armchair Empire has posted an interview with Darren Monahan, Producer for Icewind Dale II. ACE: Approximately how many different species of monsters are you aiming to include in the game? Any as of yet unmentioned beasts you’d care to fill us in on? Will there be any opportunities for dragon slaying in IWD2? Darren: I think nearly every monster used in BG and IWD is back and a bunch of new ones (several from Torment and Baldur’s Gate: Dark Alliance in fact). Bugbears, Feyrs, Hook Horrors, new demons, Driders, half-human/half-dragons, and much more, and yes, opportunities for dragon slaying do exist, perhaps in more than one situation. Wednesday, March 13, 2002 Wednesday, March 13, 2002, 16:35 | MageDragon Doug Avery (Associate Producer) has posted a development update on the Icewind Dale II site. Over the course of the past few weeks, we've really been concentrating on getting the interface completed. Artist Brian Menze is still working on the spell icons and they look fantastic, I can't wait to show them off. We are shrinking the character portraits down and putting them along the top of the bottom panel with their health bars underneath them. You will be able to hide either of the two panels of the interface, the bottom portion with the text window and command buttons or the top portion with the character portraits. That is just the main interface. We have also made the decision to cut the character kits and go with 3E multiclassing. This will make Q.A.'s job much easier and will keep the game way more consistent with our 3E goals. On the design front, Rob Holloway and John Deiley are almost completely done with their areas. All of the other designers are still polishing up theirs and concentrating on bug fixing. We've also gotten a lot of feedback from Q.A. and have implemented a number of their suggestions for the areas. Programming is where we have allocated most of our resources to implement all of the 3E changes we're putting in. On the production side we are answering interview questions from many sources and working closely with our marketing department on the box and going over the possibility of a collector's edition. Oz (Kevin Osburn) is, as usual, still beating on the buglist and working with Q.A. to get all of the outstanding issues dealt with. That's about it for this update. I'll keep you guys posted on what is happening periodically. I'll also be on the message boards to answer questions there. On the Black Isle Developer Boards Wednesday, March 13, 2002, 18:10 | MageDragon From the Black Isle Developer message boards. J.E. Sawyer (Lead Designer) Despanas: These are the Rilauven Despanas. Ahem. Actually, House Despana first appeared in a really, really old module (a Greyhawk module, I believe). Anyway, there is no connection between the IWD2 Despanas and the BG2 Despanas (if any). Size of Chult: The areas aren't incredibly large in size. The main area of Chult can be approached through two methods: sneaky guiley and slaughter everyone. If you go through in the sneaky guiley way, it can be a very interesting sneaky/explorey/talky area that takes quite a bit of time. If you slaughter everyone -- well, it's pretty difficult, but it goes much faster. Metamagic: I don't really understand this mentality; metamagic feats are neat, but they're not vital to a cleric or a wizard. Given the choice between taking Extend Spell and Toughness, I'd probably go with Toughness. Given the choice between, hmm... ANY METAMAGIC FEAT and Combat Casting, I'd take Combat Casting. Iron Will, Great Fortitude, Lightning Reflexes, Dodge, are feats that are useful to all classes. Frankly, if I played a wizard that didn't have access to metamagic feats, I wouldn't be too busted up about it. Okay. Your mage with a Quickened Fireball vs. my mage with Improved Initiative and Finger of Death. YOU = DED. Remember, that's a 7th level spell slot, and if you don't go fast enough to cast the spell, it doesn't matter if you have a Quickened one hanging around. Have fun making that 22+ish Fortitude Save. A wizard without metamagic feats can still be an awesome character. Current responsibilities: I am no longer designing areas for IWD2. I help oversee area design, but barely. Most of my efforts on IWD2 at this stage are in system implementation and balancing. Programmers implement the rules, so any changes to such things barely take away from a designer's area design time. Every once in a while, a designer may have to open up a few dozen creature files and make a change or two, but that's usually about it. 3E Multiclass: If it were to be done in the way that it had been done previously (adding new class IDs), yes it would be a big pain. If, however, it were done in a different way... perhaps it would be much less difficult. Paladins and monks: What I would suggest would essentially be three types of paladins, three types of monks: Paladin of Ilmater - Freely multi- to cleric and back. Paladin of Helm - Freely multi- to fighter and back. Paladin of Mystra - Freely multi- to wizard and back (yes, in fact, Mystra does have paladins, let's not even bring up the whole "only LG deities may have paladins" argument again) Broken Ones (Lawful Good Ilmateri monks) - Freely multi- to cleric and back. Old Order (Lawful Neutral monks) - Freely multi- to rogue and back. Dark Moon (Lawful Evil monks) - Freely multi- to sorcerer and back. It's slightly different than what is in the FRCS hardcover, but it's pretty close. Fighter feats: Hell, even if you just used five Martial Weapon feats, you have an additional six feats right there. For each of the five weapons, you can take Weapon Focus and for one of the five weapons, you can take Specialization. If there were six Simple Weapon feats, you could take focus in all of those as well. That's hardly an "awesome" use of fighter feats, but I think there are more than enough to fill a fighter's basket, even at high levels. Damien Foletto (Junior Designer) Monsters with ponytails in the following screenshot: The ones with pony tails are Yuan-Ti Half-Breeds. The pony tail is used as one of their attacks. Tex Yang (Quality Assurance) Sneaking through Chult: Oh on a quick note, for you sneaky fans out there, that particular path through Chult is a real kicker. To summarize: Players will be able to do the puzzles and figure all the bits and pieces out, or if they want to do it the old fashioned way, go on a killing spree and do it Conan style. Kevin Osburn Interview Wednesday, March 13, 2002, 17:49 | MageDragon PC Game Central has posted an interview with Kevin Osburn, Line Producer for Icewind Dale II. PCGC: About how many new spells, monsters, and items will we see in the game? Kevin Osburn: We have added a bunch of new spells in the game, bringing a grand total of over 300. Some spells have been brought over from BG2, while we have some newly created spells never before seen in an IE game. We have added several hundred new items into the game, as well as unique items only found in the improved Heart of Fury mode. There are a number of new monsters, from Bugbears, Driders, Feyrs, Hook Horrors, Will O Wisps, Worg-riding Goblins, and much more. You'll even see favorites from previous IE games, dragons, drow, undead and more. Gary Gygax Interview Wednesday, March 13, 2002, 17:39 | MageDragon Kcgeek has posted an interview with Gary Gygax, creator of Dungeons and Dragons. KCG: You have said CRPGs aren't "real" roleplaying - as online multiplayer games become fuller featured, do you foresee this changing? What kinds of technological advances are necessary to make "real" roleplaying via machine possible? Gary Gygax: First question is: To whom does one ROLE-PLAY when gaming? Obviously, CRPGs are not really RPGs at all, are they? Unless there is direct communication between the Game Master and the players, that communication affecting the GM's decisions on the results of actions other than random number results, there is no role-play of any meaningful sort involved, although some role assumption and playing within the bounds of the character set forth is possible. I foresee online gaming changing when there are good audio-visual links connecting the participants, thus approximating play in a face-to-face group. When AI approximates Machine Intelligence, then many online and computer-run RPGs will move towards actual RPG activity. Nonetheless, that will not replace the experience of "being there," any more than seeing a theatrical motion picture can replace the stage play. Tuesday, March 12, 2002 On the Black Isle Developer Boards Tuesday, March 12, 2002, 20:25 | MageDragon From the Black Isle Developer message boards. Doug Avery (Associate Producer) Development update soon and a deleted message: I don't know where it went. I talked to Kevin and Josh and neither of them deleted it. Hmmmm. The thread starter can delete it so maybe that's what happened? Anyway here is what I said: "I have the update ready to go, but our webmaster went home sick. She should be in tomorrow so the update will go up then. The update will include a news update from me, a new desktop, a few new screenshots and a new portrait. The latter to help you all forget my error and make you happy campers (and to hopefully buy me a little time before I see the cookpot)." That was it in a nutshell. J.E. Sawyer (Lead Designer) Attacks per round: There are animation limits in the engine that cause the number of attacks to max out at 5 (4 + 1 from dual-wield = 5). It least, I believe that's how it works. Friendly towns: There's Targos, the wandering village, Ahk Kyorl Kulg (the House Despana drow camp), the Black Raven Monastery, Kuldahar and... that's about it. Crossbow being a good weapon for an Assassin: Oh, it is, my friend. It is. |
03-16-2002, 06:52 PM | #24 | |
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03-17-2002, 09:56 AM | #25 |
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Some details about how multiclassing will be handled in IWDII, from the one and only J.E. Sawyer. as you can see they've taken the best elements of 3rd Ed D&D and applied them to IWDII.
Icewind Dale 2 will use 3E multiclassing rules. Unlike 2nd Edition, in which human characters dual-classed (start in one class, then stop in that class and start in a second, never to return) and demi-human characters split-classed (advance at an equal rate in two or more pre-selected classes), both humans and demi-humans have the same options available to them. All characters start game play with one class. Every time the character advances, the player has the option of advancing in the character's current class, or adding a level in another class. The amount of experience required to advance is based off of total class levels (character level) rather than individual class levels. For example, it takes as much XP to advance a character from level 4 fighter to level 5 fighter as it does to advance a character from level 4 fighter to level 4 fighter/level 1 rogue. Characters gain the full cumulative bonuses of all their levels instead of the "best of" between both classes. For instance, if a character has +4 BAB from his fighter levels and a +2 BAB from his wizard levels, he would have a +6 BAB, not +4. The same applies for saving throws. Hit points are not divided between classes. A character gets the total hit dice for each set of class levels he or she has. E.g., a fighter 7 / rogue 4 / wizard 5 would have 7d10 + 4d6 + 5d4 hit points, modified by constitution. Characters may multiclass to any class to which they do not have alignment conflicts, with the exception of the monk and paladin classes. Paladins and monks each have three orders that allow them to multiclass to one class and back again. For example, paladins of Ilmater, the god of suffering, may multiclass to cleric and back again. Dark Moon monks of Shar may multiclass to sorcerer and back again. No characters may multiclass into the paladin or monk classes after character creation. In theory, a character can take as many classes as a player qualifies for. However, this typically makes the character much less effective than a single or double classed character. In addition, when class levels get out of synch with each other, the character can be penalized XP. Without going into the details of the formula, a character is penalized a small amount of XP whenever one or more of his or her classes is more than one level away from another. There is an exception to this rule: racial favored class. Each race has a favored class which is ignored for the purposes of calculating multiclass XP penalties. For elves, it is wizard. For dwarves, it is fighters. For halflings, it is thieves. For gnomes, it is wizard. For half-orcs, it is barbarian. Half-elves and humans always ignore the highest class level they have. This gives them a range of flexibility that the other classes lack. EDIT: Paladin and monk orders: Paladins of Ilmater (LG): May multiclass freely to cleric and back. Paladins of Helm (LG): May multiclass freely to fighter and back. Paladins of Mystra (LG): May multiclass freely to wizard and back. Broken Ones (LG): May multiclass freely to cleric and back. Old Order (LN): May multiclass freely to fighter and back. Dark Moon (LE): May multiclass freely to sorcerer and back. |
03-17-2002, 10:09 AM | #26 |
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And here's some info on the types of races you can be in IWDII. As you can see, 3rd Ed has given them a lot of flexibility - you've even got planetouched races like aasimar and tieflings available, as well as being able to play full drow, duergar or svirfneblin races. From the Icewind Dale II Official Site.
HUMANS: AASIMAR Aasimar carry the blood of a celestial, the begotten offspring from the union of a mortal and a deity. Aasimar are usually good-aligned and fight against evil in the world. They typically have fair skin, golden eyes, and often a birthmark in the shape of the deity's holy symbol. Aasimar are blessed with insight and personal magnetism and are typically Paladins. They are considered wise and charismatic and are able to cast Sunscorch innately but at a cost to their experience points earned. Advantages: +2 to Wisdom, +2 to Charisma, Sunscorch 1/Day,and Acid, Cold, and Electrical Resistance: 5 points. Disadvantages: -35% Experience Points through 10th level (a little less than one level lower). TIEFLING: The infernal counterpart to aasimar, tieflings are humans with a hint of the diabolical in their bloodline. Though their appearance is mostly human, they often have tell-tale signs that belie their ancestry. Tieflings usually have dusky skin and dark or reddish hair. Though many sport small horns, cat eyes, or other bizarre features, most tieflings try to hide their abnormalities from humans. Tieflings are inherently intelligent and agile. They can also cast Blindness. These benefits come at the price of reduced Charisma and a cost to their experience points earned. Advantages: +2 to Intelligence, +2 to Dexterity, +10% to Hide in Shadows, Blindness 1/Day, and Cold, Fire, and Electrical Resistance: 5 points. Disadvantages: -2 to Charisma, and -35% Experience Points through 10th level (a little less than one level lower). ELVES: DROW ELF: Dark elves, also known as drow, are the subterranean cousins of high elves. Their black skin and pale hair are a curse for their allegiance with the spider goddess, Lolth. Drow societies are usually ruled by cruel priestesses of Lolth and their noble houses. Dark elves are known for their arrogance, cruelty, and penchant for civil war. They are also more intelligent and agile than normal elves, but they fight very poorly when outside during daylight hours. Advantages: +2 to Dexterity, +2 to Intelligence, Faerie Fire 3/day, 25% Magic Resistance +1% per level, 90% Resistance to sleep and charm spells, +1 Attack Bonus with large swords and bows (not crossbows), +5% Pick Pockets, +5% Move Silently,and +10% Hide in Shadows. Disadvantages: -2 to Constitution, -50% Experience Points through 10th level (about one level lower), -2 attack bonus, Damage, and Saving Throws when outside during the day, -5% Open Locks. WOOD ELF: Wood elves, like their close cousins, wild elves, are more nature-oriented than high elves. Wood elves are often xenophobic and reclusive; preferring isolated tribal life to grand cities. However, wood elves occasionally do venture out into the world and are legendary for their fighting prowess and bravery. Wood elves typically have olive skin and coppery red or greenish brown hair. Wood elves are stronger and more agile than normal elves, but lack in Intelligence and hardiness. Advantages: +2 to Dexterity, 90% Resistance to sleep and charm spells, +1 Attack Bonus with large swords and bows (not crossbows), +5% Pick Pockets, +5% Move Silently, and +10% Hide in Shadows. Disadvantages: -2 to Intelligence, -5% Open Locks. DWARVES: GRAY DWARF: Also known as duergar, the gray dwarves of the Forgotten Realms live even deeper underground than their shield dwarf and gold dwarf cousins. The duergar share little in common with other dwarves and practice slavery in their monstrous subterranean cities. Often motivated by greed and a thirst for power, gray dwarves are known throughout the Realms as devious, efficient warriors. Duergar almost always have gray hair and skin. Duergar are able to conceal themselves very well and are immune to paralysis. They suffer an experience point penalty as well as fighting very poorly when outside during the daylight hours. Advantages: +2 to Constitution, Invisibility 1/Day, Immunity to Paralysis, +20% to Move Silently, +4 Armor Bonus vs. giants, +10% to Open Locks, +15% to Find/Remove Traps, and +2 to saving throws vs. paralyze, poison, death magic, and spells. Disadvantages: -2 to Charisma, -50% Experience Points through 10th level (about one level lower), and -2 attack bonus, Damage, and Saving Throws when outside during the day. GOLD DWARF: In a time when the dwarven race is in sad decline, the gold dwarves of the Realms received a divine gift from Moradin, the Soul Forger. The father of the dwarven gods granted the Thunder Blessing upon his people, resulting in a slow growth of the gold dwarf population. Though its effects may not be felt for decades, gold dwarves are already starting to re-establish themselves in the Realms as shrewd traders and proud, if somewhat haughty, warriors. Gold dwarves gain bonuses again denizens of the Underdark but are less agile than normal dwarves. Advantages: +2 to Constitution; +1 attack bonus vs. drow, mind flayers, and driders; +2 to saving throws vs. paralyze, poison, death magic, and spells; +4 armor bonus vs. giants, +10% to Open Locks, +15% to Find/Remove Traps. Disadvantages: -2 to Dexterity HALFLINGS: LIGHTFOOT HALFLING: Unlike the more segregated strongheart halflings, the lightfoots of the Forgotten Realms are a common sight in human, elven, and dwarven lands. Lightfoot halflings are known for their incredible luck and their love of travel. They tend to be more gregarious than even their strongheart kin. Unfortunately lightfoot halflings are not as strong as normal halflings. Advantages: +1 to all saving throws; +2 to saving throws vs. paralyze, poison, death magic, and spells; +1 attack bonus with slings, daggers, and darts; +5% to Pick Pockets, +5% to Open Locks, +5% to Find/Remove Traps, +10% to Move Silently,* +15% to Hide in Shadows. Disadvantages: -2 to Strength. GHOSTWISE HALFLING: Ghostwise halflings are the feral, reclusive cousins of lightfoot and strongheart halflings. They are found most often in the southern forests of the Realms living in small communities. Ghostwise halflings are rarely seen in large cities, but occasionally set out to explore the world for reasons known only to them. Visitors to ghostwise settlements often report that the halflings have kinship so tight with their fellows that they can communicate without speaking. Ghostwise halflings are more agile than their normal kin and gain the ability set snares once per day. This comes at a cost to their experience points earned. Advantages: +2 to Dexterity, Set Natural Snares 1/Day; +2 to saving throws vs. paralyze, poison, death magic, and spells; +1 attack Bonus with slings, daggers, and darts; +5% to Pick Pockets, +5% to Open Locks, +5% to Find/Remove Traps, +10% to Move Silently, +15% to Hide in Shadows. Disadvantages: 35% Experience Points through 10th level (a little less than one level lower). GNOMES: DEEP GNOME: Also known as svirfneblin, the deep gnomes of the Realms are a secretive, mysterious race. Found in the deepest caverns of the Underdark, the svirfneblin live in constant fear of slavery or destruction at the hands or dark elves, mind flayers, and duergar. Deep gnomes are legendary for their ability to handle stone and gems. They have gray skin and gray or white hair. They are more agile than their surface dwelling kin and gain concealment abilities. These benefits are offset by their inability to deal with outsiders and a cost to their experience points earned. Advantages: +2 to Dexterity, +2 to Intelligence, 25% Magic Resistance +1% per level, Mirror Image 1/Day, Invisibility 1/Day, Blur 1/Day, Constant Non-Detection, +2 to saving throws vs. spells, +4 to armor bonus vs. giants, +1 attack bonus vs. kobolds and goblins, +5% to Open Locks, +10% to Find/Remove Traps, +5% to Move Silently, and +5% to Hide in Shadows. Disadvantages: -2 to Strength, -2 to Constitution, -2 to Charisma, and -60% Experience Points through 10th level (about one level lower). [ 03-17-2002, 10:12 AM: Message edited by: Memnoch ] |
03-17-2002, 10:17 AM | #27 |
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And last but not least, some critters you'll be facing!
A bugbear... ...a goblin worgrider... ...a hook horror... ...and a neo-orog shaman! The graphics look really cool... |
03-17-2002, 09:45 PM | #28 | |
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03-19-2002, 12:40 AM | #29 | |
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03-20-2002, 08:45 AM | #30 |
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On the Black Isle Developer Boards Tuesday, March 19, 2002, 15:36 | MageDragon From the Black Isle Developer message boards. Doug Avery (Associate Producer) Switching to 3E rules: I can assure you that it definitely was not for convenience. If we were looking for the simplest solution possible, why would we have changed anything at all about the engine? We are making the change to 3E because that was what we originally planned for. To get the game as close to 3E as possible. As we've gotten more and more time to finish the game we've made more and more changes in this direction. Right now, it looks like we're a hair's breadth from being completely 3E. 3E is also Dungeons & Dragons. I grew up on AD&D 1E and made the switch to 2E when it came out. It clarified some rules for me and I really liked the optional rules. I believe that 3E improves on the rules yet again and is much more consistent than the previous versions. J.E. Sawyer (Lead Designer) Multiclassing with Paladins and Monks: A paladin of Helm (not Tempus; there are no paladins of Tempus) can multiclass back and forth to fighter. No paladin can multiclass to any class other than the one specified by his or her order. Same for monks. No class may multiclass INTO paladin or monk; characters must start as paladins or monks. Two handed style not being a feat: Only two-handed style. Shields are a little more useful in 3E, and two-weapon fighting is not as useful. A greatsword does 2d6 damage and the user adds his Strength bonus x 1.5 to the total. A half-orc fighter with a 22 Strength and three attacks a round can do 33-63 points of damage. If that same half-orc fighter were using two longswords, he would get four attacks per round. The on-hand attacks would do 1d8+6 damage. The off-hand would do 1d8+3 damage. He does 25-53 points of damage. On top of that, he has to take a sucking chest wound of two feats just to do it without having massive penalties to hit. Rangers: Monte Cook helped design the 3E ranger and even he has written, repeatedly, that he was always concerned about how the class was balanced. That's why he created the Monte Cook ranger. That's why many people use it. That's why many third party 3E character generators allow you to select "Ranger" or "Monte Cook Ranger" from their list of classes. Three feats at first level? Does that sound like a reasonable starting point for a class? It's the most often-abused multiclassing combination. Are you a rogue? Would you like three feats, a hated enemy, and d10 hit points? Take a level of ranger, never to return. Rules do not exist for their own sake. Rules exist to create a structure in which "fun time" happens. If you want me to follow a set of rules just because they exist -- sorry, that's not a good reason. The 3E ranger is forced to have feats that have little or nothing to do with being a ranger (Ranger Ambidexterity, Ranger Two-Weapon Fighting). The 1st Edition ranger did not have any proficiency with using two weapons. On top of that, the 1st Edition ranger had d8 hit points. The only reason the 2nd Edition ranger had two-weapon fighting abilities was because of Drizzt Do'Urden. I have displayed this temporal chain before, but in case you missed it: * Unearthed Arcana is released. Rangers have no special abilities with two-weapon fighting. However, dark elves, listed in the book, do have special abilities with two-weapon fighting. * Crystal Shard is released. Drizzt Do'Urden, a dark elf ranger, uses two scimitars. * The 2nd Edition Player's Handbook is released. Rangers have special abilities with two-weapon fighting. Unlike almost every other class ability in the Player's Handbook, this particular class ability is not explained. It is simply listed as a class feature of the ranger. In 3E, rangers start with three feats, one of which makes sense: Track. If you do not want to wield two weapons, you are "wasting" two of the ostensible benefits of your class. However, if you are a rogue or sorcerer who happens to want the sweetest, cheapest deal in the Player's Handbook, you take a level of ranger and abandon it. That's poor design and class structure, plain and simple. Damien Foletto (Junior Designer) Demons and Pit Fiends: Demons in IWD2 are much nastier than in any IE game to date. Their abilities are as close as possible to the abilities they have in the Planescape Monstrous Compendium (with 3E updates). A Pit Fiend that actually acts like a Pit Fiend. Drow daylight penalty: As it stands now, Drow get a -2 to attack bonuses, damage and saving throws when in the daylight. Considering all the advantages they get, this is actually pretty minor. And no, the majority of the game does not take place in the Underdark. There are plenty of very diverse areas to explore. The penalty only applies to the outside, in daylight. Indoors the penalties do not apply (unless someone does a False Dawn spell or something like that).
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