BG1 NPC Project and the ability to switch between dual wielding and ranged without going into the inventory every time. I'd rather like playing as a stalker that specialises in dual wielding daggers and archery, but at the moment it's just too much of a hassle (I'm actually kinda hoping they do an enhanced Icewind Dale 2 only because then they'd probably have to put this feature into the EE engine as well).
@KidCarnival - Can't bring myself to get the lass killed. But seriously, who's bright idea was it to have Imoen go all soppy and deep and meaningful 3 times per map and every time you meet a new NPC.
I like the idea and it is a well made mod, but I think they went a little overboard.
I stopped playing before I got to Jaheira. I couldn't even imagine the sheer amount of nagging I would get coming from her direction. I'm sure I had a little vein popping out of the side of my head by the time I reached the Friendly Arm Inn.
Better weapon loadouts to allow you to switch between dual wield/ two handed weapon/ sword and shield more easily. It is easily the most annoying part of BG in my opinion.
Agree with @Scooter. Along the same vein, I was hopeful that 1.2 would finally allow us to customize the action bar. I assumed this was a change judging by screenshots of the new UI, but it seems the buttons were just shifted around a bit.
Surely this would be possible? I mean, if my Cleric/Ranger never uses Turn Undead or takes off his plate long enough to enter stealth, why shouldn't I have two extra quickslots for spells? Why must my F/M/T be reduced to only a single weapon slot, making it infuriating to swap weapons regularly? And my non-wand-users have never needed all three potion slots, I'd kill to use those for something else.
The game is pause-able, so improved access to the skills I regularly use shouldn't be a gameplay difficulty consideration. I really hope this is possible and being looked at.
@Madhax UI customization may not be possible, but there are a couple of workarounds available. For spells, it is now possible to keybind specific spells to hotkeys, so if you run out of spell slots on the toolbar, you can bind additional spells to keys you don't use for anything else (e.g. Stoneskin to "S").
For weapons, things are a little trickier. You can't add additional weapon quickslots to the toolbar, but you can mod the number of weapon inventory slots as of 1.2 using numwslot.2da. You cannot currently bind these extra slots to hotkeys, but there are hotkeys for "Equip Melee Weapon" and "Equip Ranged Weapon" under "Actions" in the assign keys menu. If you mod your F/M/T to have 3 weapon slots in his inventory and stick a dart into the third slot, it will not show up on the toolbar, but can still be brought to hand by pressing the "Equip Ranged Weapon" key if you have no other ranged weapons in your item slots.
Bards in BGEE and BG2EE could benefit from becoming more accurate to their actual D&D counterparts. They kind of got shafted in Baldur's Gate in terms of their song implementation, their song benefits, and their two-weapon style mastery.
(1) Ability to select avatar appearance, or at the very least unique avatars for gnomes instead of just using re-using the dwarf avatars. The Gnome Illusionist in particular just annoys me too much, enough that I always multiclass my Gnome illusionists just to avoid that bald-headed dwarf-in-a-robe avatar.
(2) Definitely better AI overall. It's certainly playable, but too predictable and easy to abuse.
(3) A larger magic item selection, particularly with weapons. One thing that I've always found frustrating is that if you are a role-player or a true beginners who doesn't want to 'cheat' via spoilers, you can easily choose to train with weapons that ultimately are substantially sub-par compared to other possible selections, or worse, unusable after a certain point in BG and again in BG2 as creatures become immune to its maximum available magical bonus. At the very least, every weapon type should have a magical version from +1 to whatever the highest bonus needed for the game happens to be.
(4) Uncapping or otherwise modifying THACO so that AC doesn't ultimately become meaningless. Not so much a BG issue, but still something I have always considered a design flaw.
I haven't read all the comments, so if it's been mentioned, please forgive me. But this series badly needs a quickload. It's a pain in the rear to cheese my traps by going "set trap->success, rest, monsters, re-load, set trap->fail, reload, set trap->success quick save set trap->fail *ouch! reload, etc"
I haven't read all the comments, so if it's been mentioned, please forgive me. But this series badly needs a quickload. It's a pain in the rear to cheese my traps by going "set trap->success, rest, monsters, re-load, set trap->fail, reload, set trap->success quick save set trap->fail *ouch! reload, etc"
There is a quickload, you just have to keybind it.
I haven't read all the comments, so if it's been mentioned, please forgive me. But this series badly needs a quickload. It's a pain in the rear to cheese my traps by going "set trap->success, rest, monsters, re-load, set trap->fail, reload, set trap->success quick save set trap->fail *ouch! reload, etc"
There is a quickload, you just have to keybind it.
I looked through the key bindings and didn't see it. Huh. Thanks!
Comments
More kits would be nice too...
I like the idea and it is a well made mod, but I think they went a little overboard.
I stopped playing before I got to Jaheira. I couldn't even imagine the sheer amount of nagging I would get coming from her direction. I'm sure I had a little vein popping out of the side of my head by the time I reached the Friendly Arm Inn.
I'm still happy as hell with it regardless
2) new spells
3) more areas
Surely this would be possible? I mean, if my Cleric/Ranger never uses Turn Undead or takes off his plate long enough to enter stealth, why shouldn't I have two extra quickslots for spells? Why must my F/M/T be reduced to only a single weapon slot, making it infuriating to swap weapons regularly? And my non-wand-users have never needed all three potion slots, I'd kill to use those for something else.
The game is pause-able, so improved access to the skills I regularly use shouldn't be a gameplay difficulty consideration. I really hope this is possible and being looked at.
For weapons, things are a little trickier. You can't add additional weapon quickslots to the toolbar, but you can mod the number of weapon inventory slots as of 1.2 using numwslot.2da. You cannot currently bind these extra slots to hotkeys, but there are hotkeys for "Equip Melee Weapon" and "Equip Ranged Weapon" under "Actions" in the assign keys menu. If you mod your F/M/T to have 3 weapon slots in his inventory and stick a dart into the third slot, it will not show up on the toolbar, but can still be brought to hand by pressing the "Equip Ranged Weapon" key if you have no other ranged weapons in your item slots.
More dwarves.
Perhaps a pyramid. It would look great in an isometric setting...
Just saying...
(1) Ability to select avatar appearance, or at the very least unique avatars for gnomes instead of just using re-using the dwarf avatars. The Gnome Illusionist in particular just annoys me too much, enough that I always multiclass my Gnome illusionists just to avoid that bald-headed dwarf-in-a-robe avatar.
(2) Definitely better AI overall. It's certainly playable, but too predictable and easy to abuse.
(3) A larger magic item selection, particularly with weapons. One thing that I've always found frustrating is that if you are a role-player or a true beginners who doesn't want to 'cheat' via spoilers, you can easily choose to train with weapons that ultimately are substantially sub-par compared to other possible selections, or worse, unusable after a certain point in BG and again in BG2 as creatures become immune to its maximum available magical bonus. At the very least, every weapon type should have a magical version from +1 to whatever the highest bonus needed for the game happens to be.
(4) Uncapping or otherwise modifying THACO so that AC doesn't ultimately become meaningless. Not so much a BG issue, but still something I have always considered a design flaw.
(5) Vanilla bard song worthwhile.