Hey, @Avenger_teambg, just out of curiosity: is Beamdog obligated to stick to the character templates established in BG1, or can you make lore-appropriate changes like making Safana a Swashbuckler, Montaron an Assassin or Branwen a Priest of Tempus?
The event video shows Imoen present and interacting with the party, but as a guide or quest-giver, not as a party member. Given her prominence in BG1&2, this seems to me significant.
I suspect we'll find that Imoen can't be included in the party for SoD, or can't be included until late in the game, because she (again) has some special role in the story. Presumably, if she's imported at the start, then she'll quickly be detached on some pretext (e.g. scouting ahead), and not be seen again until we encounter her in her special role.
It can't be reviled that Imoen is a Bhaalspawn in SoD though, so what is an innkeeper's fosterling up to?
There is the issue of her canonically duel classing to mage at level 7 though. If she is in the party all the way through SoD, she could be a thief all the way to level 12. So taking her away and have her duel class off stage might serve the plot well.
Should be Kagain rather than Dorn. Kagain fights for gold and nothing else, meaning he is more likely to fall into a neutral-good group. Dorn fights for a demon, something Harpers wouldn't approve of.
Does that mean that thieves/bards won't be able to go over level 12?
Yes.
Is this 100% confirmed? There's a big difference between a level 12 thief and a level 12 fighter.
When I heard the cap was ~level 12, I figured it meant 1 million xp. It doesn't break SOA in that the original NPCs have character files up to or about that same level. A couple of areas would have to scale in difficulty more based on level, including the starting dungeon, but at least they don't have to change the preexisting NPCs.
Unless something changes or there's something I am blissfully unaware of, there will be XP cap instead of the level cap. So you can get level 12th thieves, but not level 1th fighters.
Unless something changes or there's something I am blissfully unaware of, there will be XP cap instead of the level cap. So you can get level 12th thieves, but not level 1th fighters.
Aha! Are you here confirming, @Ardanis, that Thieves (and Bards) will be able to reach 12th Level (440,000 XP), not only Druids (300,000 XP)? I don't think that's been made entirely clear until now ...
Why is Imoen and Viconia the only ones getting new portraits except for the others? To me, i'm fine with the original portraits. The only character that needed a correct portrait was Viconia.
Probably because of their importance to the plot. It may be that some of the other important NPCs will also get new portraits (Safana) but they haven't been done yet.
My guess at the new XP limit is 600000 (or 610000) every class gets two additional levels during SoD, just like the 161000 limit in TotSC gave every class one additional level over the original BG limit of 89000.
My guess at the new XP limit is 600000 (or 610000) every class gets two additional levels during SoD, just like the 161000 limit in TotSC gave every class one additional level over the original BG limit of 89000.
I reckon that's too much. Two extra levels for everyone would make early-SoA too easy.
I hope they keep it down to (at most) just over 440,000.
I'm glad this topic already exists, this way I don't need to create it. This is more feedback than analysis, but I guess it fits the mold well enough. Here goes...
I love how damage feedback now prints out damage type, as well as the amount of damage absorbed by resistance. Very informative, but not overly intrusive. These are the sorts of improvements I can get behind!
It looks like companions now print out lines over their heads when they have a remark. Interesting, though I hope it's not overused. It would probably get annoying if it happened during every battlecry.
The ceiling height in the dungeons of the previous shots and the look of these trees are both reminiscent of BG2's art style, where environments are generally oversized compared to character sprites. This could be a little bit jarring in contrast with the BG1 areas that are also being used in Dragonspear. Personally, I think I prefer the dollhouse-esque look of BG1 areas.
Really nice touch with those fireflies, I love small, subtle flavor animations like that!
Refugees, crowded areas, public discontent. Maybe even police violence? Not sure, that beggar might just be sleeping. Regardless, it looks like we'll get some war themes and political intrigue. Great stuff!
It looks like Viconia has a new portrait, and it looks neat! I wonder if other NPC portraits will be redone as well.
As far as I can tell, the new NPC portraits seem to have a BG1 photographic portrait style to them, with maybe a small hint of the BG2 style in there. Very appropriate for an expansion that takes place between the two games.
The new journal update popups seem a little redundant when we already have a message box at the bottom. Also, I find them too in-your-face, I'm usually a fan of a more subtle approach.
Imagine getting one of those popups telling you Dreppin's cow Nessa is feeling under the weather and she needs an antidote. Doesn't quite seem appropriate, does it?
The health bars look like they would really crowd the screen in large battles such as this, and make it harder to see what's actually going on. I don't think I will be using them unless they address this problem. Which is fine, as they can be turned off.
Great use of the cyclops sprite, otherwise so rarely seen in IE games.
Edit: Looking back at this screenshot, I've just realized the cyclops was never in either of the BG games before. SoA had an ettin and ToB had fire giants, but that's about it. Does this mean Beamdog has free reign to use IWD sprites in Dragonspear? That would be pretty cool!
The new area art is simply beautiful! It's inspiring to see the evolution of Beamdog's area art from BG1:EE to Dragonspear. The improvement is very noticeable.
At least if they're going to replace portraits like it's some kind of fan mod, the Viconia one is pretty decent.
It should be, it's pretty blatantly based on Miloch's:
I do not know about you guys, but I'll still use Miloch's portrait. New Viconia portrait isn't bad, (10x better than her portrait from BG1) but Miloch's portrait still "rule supreme".
This image shows an incomplete party (4 members), therefore probably very early in the game, meeting Corwin outside Sorcerous Sundries. I reckon it's a fair bet that this is actually Corwin's recruitment scene.
I'm glad this topic already exists, this way I don't need to create it. This is more feedback than analysis, but I guess it fits the mold well enough. Here goes...
...
The new area art is simply beautiful! It's inspiring to see the evolution of Beamdog's area art from BG1:EE to Dragonspear. The improvement is very noticeable.
Great post! I enjoyed reading it. Thanks for that analysis.
@Gallowglass I disagree and think it will be 600000 ish, if we're playing for over 25 hours the least I would expect is two levels gained for pure class characters.
Another thought I had: I've never liked the blue BG:EE GUI, but this new one in Dragonspear looks pretty good and it's neutral-colored enough not to distract from the game. I think I'll be using it as my default BG1 GUI after the release.
But...he was trained by a Rashemi berserker lodge and has an Enrage ability...
Perhaps the way to think of it is that Minsc is indeed a Berzerker, but he's a "Rashemi Berserker", which is a special sort of Berserker more like a Ranger than a Fighter, and unique to Rashemi warriors (of whom Minsc is the only one in this part of the world).
Er ... and that's more-or-less the canonical explanation, IIRC.
@Nonnahswriter@Gallowglass Yeah, Minsc being a ranger actually makes perfect sense from a lore point of view. Rashemen is a wild, untamed land and every warrior there needs to know their way around nature. If anything, he'd need to be dualclassed. Play Mask of the Betrayer and you'll understand
Comments
I suspect we'll find that Imoen can't be included in the party for SoD, or can't be included until late in the game, because she (again) has some special role in the story. Presumably, if she's imported at the start, then she'll quickly be detached on some pretext (e.g. scouting ahead), and not be seen again until we encounter her in her special role.
There is the issue of her canonically duel classing to mage at level 7 though. If she is in the party all the way through SoD, she could be a thief all the way to level 12. So taking her away and have her duel class off stage might serve the plot well.
Maybe she gets sent to Hogwarts?
When I heard the cap was ~level 12, I figured it meant 1 million xp. It doesn't break SOA in that the original NPCs have character files up to or about that same level. A couple of areas would have to scale in difficulty more based on level, including the starting dungeon, but at least they don't have to change the preexisting NPCs.
I hope they keep it down to (at most) just over 440,000.
I love how damage feedback now prints out damage type, as well as the amount of damage absorbed by resistance. Very informative, but not overly intrusive. These are the sorts of improvements I can get behind!
It looks like companions now print out lines over their heads when they have a remark. Interesting, though I hope it's not overused. It would probably get annoying if it happened during every battlecry.
The ceiling height in the dungeons of the previous shots and the look of these trees are both reminiscent of BG2's art style, where environments are generally oversized compared to character sprites. This could be a little bit jarring in contrast with the BG1 areas that are also being used in Dragonspear. Personally, I think I prefer the dollhouse-esque look of BG1 areas.
Really nice touch with those fireflies, I love small, subtle flavor animations like that!
Refugees, crowded areas, public discontent. Maybe even police violence? Not sure, that beggar might just be sleeping. Regardless, it looks like we'll get some war themes and political intrigue. Great stuff!
It looks like Viconia has a new portrait, and it looks neat! I wonder if other NPC portraits will be redone as well.
As far as I can tell, the new NPC portraits seem to have a BG1 photographic portrait style to them, with maybe a small hint of the BG2 style in there. Very appropriate for an expansion that takes place between the two games.
The new journal update popups seem a little redundant when we already have a message box at the bottom. Also, I find them too in-your-face, I'm usually a fan of a more subtle approach.
Imagine getting one of those popups telling you Dreppin's cow Nessa is feeling under the weather and she needs an antidote. Doesn't quite seem appropriate, does it?
The health bars look like they would really crowd the screen in large battles such as this, and make it harder to see what's actually going on. I don't think I will be using them unless they address this problem. Which is fine, as they can be turned off.
Great use of the cyclops sprite, otherwise so rarely seen in IE games.
Edit: Looking back at this screenshot, I've just realized the cyclops was never in either of the BG games before. SoA had an ettin and ToB had fire giants, but that's about it. Does this mean Beamdog has free reign to use IWD sprites in Dragonspear? That would be pretty cool!
The new area art is simply beautiful! It's inspiring to see the evolution of Beamdog's area art from BG1:EE to Dragonspear. The improvement is very noticeable.
I do not know about you guys, but I'll still use Miloch's portrait.
New Viconia portrait isn't bad, (10x better than her portrait from BG1) but Miloch's portrait still "rule supreme".
I reckon it's a fair bet that this is actually Corwin's recruitment scene.
"I long to see fresh air again, and give Dynaheir and I some time to rest! Even mighty berserkers can tire of adventuring..."
Way to rub the salt in the wound, Beamdog, and remind us all that Minsc isn't actually a berserker.
Er ... and that's more-or-less the canonical explanation, IIRC.
Yeah, Minsc being a ranger actually makes perfect sense from a lore point of view.
Rashemen is a wild, untamed land and every warrior there needs to know their way around nature. If anything, he'd need to be dualclassed.
Play Mask of the Betrayer and you'll understand