it's a process that had started a long time ago, so people had enough time to complain i guess. it was a bug because of item descriptions (absurdly irrelevant for us veterans but equally important as actual functionality for new players) https://forums.beamdog.com/discussion/comment/464220/#Comment_464220
edit: but i honestly think that a few of the ioun stones, or maybe just one ioun stone, or maybe some other item should offer crit protection as a special, unique magical feature so that relevant classes could have it like they used to. a magical monk-only headband that crit-protects for example
Ran the list side by side with 1.3 BG2: EE versions list and I'm sorry to say they are identical, @bengoshi. What im interested in is actually the list you get in BG: EE, as it was largely different and omitted many of these choices, while offering some insignificant ones that are absent here... Is it changed?
BG: EE offers me: Carrion Crawler, Ethercap, Ghoul, Gibbering, Gnoll, Hobgoblin, Kobold, Ogre, Skeleton and Giant Spider.
Stupefier got a massive nerf (10% chance to stun for a single round, save negates). For once I welcome a nerf, that weapon wasn't fun at all. I had to mod it myself after a fight with a Demon Knight took like 15 seconds.
With the Health Bars, you can actually see how many life is left in creatures that are neutral (with blue circles), while before there was no such possibility (for example, when party members pre-beta attacked those with a blue circle, using Tab only showed their name, not "Injured", "Near Dead" etc).
Swashbucklers can now set 2 Pips on one Weapon right at Creation.
small change but 1 hit and 2 Dmg in times where your to hit is like 19~ish is life changing.
Another Minute one , Thiefs Start now with 100 gold and 9 reputation (on 11 Charisma) to previous 30 gold and 10 , its a change even if the most unmentionable one :P
Shiny! I like the pretty new icon, but will miss the old overpowered spell-capacity. It was broken in a fun way, even if this version makes more sense for the game he is playable in, and yes, is distinctly more flavorful.
Thank you a lot for "Recruited BG:EE NPCs now appear with experience close to the player's total" and expecially for "Recruited BGII:EE NPCs now appear with experience close to the player's total" That is an excellent change in terms of how can I distribute develop NPCs I meet and distribute their proficiencies and abilities.
My 8th level Avenger at the start of BG2EE met 7th level Minsc.
It makes the game more challenging, as it looks like it's harder now to get higher level versions of NPCs. Combined with possible additional XP from SoD, it should help us to develop NPCs as we exactly want them. It would help greatly with BG2 Mazzy, for example!
Oooh, does this mean that Spellhold Imoen might reflect the party level better? I wonder....
I hope so. One of the reasons I rarely add Imoen back to my party is that by the time I get to her, my party wizard is at a much higher level and knows many useful spells Imoen doesn't just because he/she was with the party when I found or otherwise had access to those spells.
I don't know how I missed it for so long, but I just noticed that the XP value of all greater basilisks is now set to 7000. All of them! 7k! Now if only they could still attack...
Thank you a lot for "Recruited BG:EE NPCs now appear with experience close to the player's total" and expecially for "Recruited BGII:EE NPCs now appear with experience close to the player's total" That is an excellent change in terms of how can I distribute develop NPCs I meet and distribute their proficiencies and abilities.
My 8th level Avenger at the start of BG2EE met 7th level Minsc.
It makes the game more challenging, as it looks like it's harder now to get higher level versions of NPCs. Combined with possible additional XP from SoD, it should help us to develop NPCs as we exactly want them. It would help greatly with BG2 Mazzy, for example!
Oooh, does this mean that Spellhold Imoen might reflect the party level better? I wonder....
Yes, it works towards Imoen in the Spellhold.
I wanted to ask if I understand correctly that the new "player's total" is an average XP of all party members, not only of the main character?
Thank you a lot for "Recruited BG:EE NPCs now appear with experience close to the player's total" and expecially for "Recruited BGII:EE NPCs now appear with experience close to the player's total" That is an excellent change in terms of how can I distribute develop NPCs I meet and distribute their proficiencies and abilities.
My 8th level Avenger at the start of BG2EE met 7th level Minsc.
It makes the game more challenging, as it looks like it's harder now to get higher level versions of NPCs. Combined with possible additional XP from SoD, it should help us to develop NPCs as we exactly want them. It would help greatly with BG2 Mazzy, for example!
Oooh, does this mean that Spellhold Imoen might reflect the party level better? I wonder....
Yes, it works towards Imoen in the Spellhold.
I wanted to ask if I understand correctly that the new "player's total" is an average XP of all party members, not only of the main character?
When you resolve the iron crisis (after you flood the Cloakwood Mine), all your metal non-magical weapons will no longer break at random. No more iron plague means no more brittle metal.
I think, from the story perspective, the issue is that Iron Throne ran the Cloakwood mine and were hoarding the good iron, they want bad iron coming out of the Nashkel mine that they do not control. Fixing Nashkel will have a slow effect, as it takes a while for the non-tainted iron to get into circulation. Releasing the hoarded iron from Cloakwood fills the market with good iron again, with a large, available supply.
We simply assume that any weapons the PCs had at this point were luckily not of a tainted Nashkel source, as there is no way to be sure of the origin of any given weapon.
When you resolve the iron crisis (after you flood the Cloakwood Mine), all your metal non-magical weapons will no longer break at random. No more iron plague means no more brittle metal.
But... surely you still have to replace your pre-existing weapons with newly spawned non-magical weapons? It doesn't make sense for the change to be retroactive! you could introduce "High Quality" versions of the items (IWD) after resolving the crisis with the same stats, except that they won't break!
Edit: I agree that by Chapter 4~ most players will have a lot of magical weapons to choose from and also agree that regular weapons should still break for several chapters after Nashkel Mines (Perhaps stop them breaing when starting SoD?)
I don't think the weapon change is necessary, both because everyone is using magical stuff by then, and because it would logically take some time for new weapons to be forged with non-crap ore.
By the same token though... the fact that any non-magical metal weapons can break before chapter 4 makes little sense either as many of those weapons were presumably forged before the iron crisis... so I guess it's a little nonsensical either way.
I don't think the weapon change is necessary, both because everyone is using magical stuff by then, and because it would logically take some time for new weapons to be forged with non-crap ore.
By the same token though... the fact that any non-magical metal weapons can break before chapter 4 makes little sense either as many of those weapons were presumably forged before the iron crisis... so I guess it's a little nonsensical either way.
I know this argument is a bit curvy, but of course some weapons have to break in BG by necessity - otherwise there'd be no need to stop the Iron Throne at all.
Comments
https://forums.beamdog.com/discussion/comment/464220/#Comment_464220
edit: but i honestly think that a few of the ioun stones, or maybe just one ioun stone, or maybe some other item should offer crit protection as a special, unique magical feature so that relevant classes could have it like they used to. a magical monk-only headband that crit-protects for example
-Nothing to hear here!
BG: EE offers me: Carrion Crawler, Ethercap, Ghoul, Gibbering, Gnoll, Hobgoblin, Kobold, Ogre, Skeleton and Giant Spider.
A pack of Fire Elementals + Fire Storms = this is the path of a solo druid now for ToB!
small change but 1 hit and 2 Dmg in times where your to hit is like 19~ish is life changing.
Another Minute one , Thiefs Start now with 100 gold and 9 reputation (on 11 Charisma) to previous 30 gold and 10 , its a change even if the most unmentionable one :P
That is an interesting item! We need more cursed items like this
I wanted to ask if I understand correctly that the new "player's total" is an average XP of all party members, not only of the main character?
When you resolve the iron crisis (after you flood the Cloakwood Mine), all your metal non-magical weapons will no longer break at random. No more iron plague means no more brittle metal.
We simply assume that any weapons the PCs had at this point were luckily not of a tainted Nashkel source, as there is no way to be sure of the origin of any given weapon.
Edit: I agree that by Chapter 4~ most players will have a lot of magical weapons to choose from and also agree that regular weapons should still break for several chapters after Nashkel Mines (Perhaps stop them breaing when starting SoD?)
Admitedly I use EEkeeper to get rid of exceptional STR from my fighters, but the /0 still never showed up before.
By the same token though... the fact that any non-magical metal weapons can break before chapter 4 makes little sense either as many of those weapons were presumably forged before the iron crisis... so I guess it's a little nonsensical either way.
I have a headache.