Skipping werewolf Island
MacHurto
Member Posts: 731
I am starting a run and I was seriously considering not going to werewolf island. It always makes me wonder why the hell does charname lose 50 days or whatever on a trip, with all the s*** going on around him. Unless you haven't yet cleared the Nashkell mines (and can assume that it is not your problem plus it is good to put space between you and your assassins) it seems out of place to go on that long trip, compared to any other quest. What do you all think? Do you justify it in your head cannon in any way?
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(The change is not in BG:EE 2.1 without SoD, only in BG:EE with SoD installed, and on Core Rules. But, I don't intend to ever revert to playing BG without SoD installed.)
Did somebody put it on the Redmine list and the developers acknowledge that it was a mistake to be fixed in the future?
I also thought it must be a bug at first, but after @Gate70 found it in the game code, I thought it must be an intentional "feature".
If they "fix" it, then I might go to Werewolf Island again in a future run. There's also an issue where the greater wolfweres' regeneration seems to be regenerating a lot faster and more than in the original TotSC, but nobody seems to know for sure what's up with that, including the devs, whom I've never seen admit that there's any problem at all. I've about gotten to where I prefer to just avoid having issues with the whole Werewolf Island scenario in the EE's by not going there.
They should have made you go there to get the Helm and Cloak of Balduran imo. Its waaay too easy to get those godlike items....I guess the butterknife of balduran was the more coveted prize >.>
@FrozenCells well, you can always argue you need money/power/items to find and fight irenicus before Spellhold. After the Underdark I agree it feels strange, unless you house rule that you dont know Bodhi has the lantern, so you are trying to find clues about it. In any case, no BG2 quest *alone* takes so many days. Spending a couple of days exploring something or helping a companion, might make sense. Nobody in their sane minds would take that ship and spend 50 days at sea in BG2 either.
In Baldur's Gate you are supposed to get a lot of things done: Clear out the Nashkel Mines, find and infiltrate the Bandit Camp, clear out the Cloakwood mines, etc. I guess you could rationalize it by saying that after revisiting Candlekeep, when the entire Flaming Fist is after you, it would make sense to hide away in a dungeon or on a distant island for a while but you'd still want to be able to return to Baldur's Gate in a hurry if Sarevok gets too close to seizing power.
Same thing with Watcher's Keep. In Shadows of Amn, you are supposed to save Imoen, and then to get your soul back. In Throne of Bhaal you are busy hunting other Bhaalspawn - there is really no time for investigating a large dungeon! I try to rationalize it by doing Watcher's Keep at the end of chapter 8 when the Tethyrian army is hunting for me; again to hide away for a little while.
EEs should have done something similar IMO, makes more sense that ToTSC content happens after Sarevok's demise as it was with the premade save in the original expansion pack.
As soon as that happened, I reloaded back to before I left for the island and skipped the whole thing.
It would be good to have a known bug list posted somewhere and this was on it.
I can probably think of a dozen reasons to go (RP wise) but I just really enjoyed the whole story arc of these folk on the isle.
TBH, I find that perhaps my MC is not the best "cure' for the whole affair but that's another matter.
Appreciate the heads-up on the SoD bug though.
I haven't purchased SoD yet so may hold off for a bit.
As for weapons to resolve the "bug", the Bastard sword you get at either the merchants quest in BG city or in a particular house (in UB) should help.
There are other weapons as well (Durlags Tower) that work on GWWs.
m2c
- "Flame Tongue" for one.
- "Staff of Striking" for another.
edit - possibly "Worlds Edge" (+3 - 2H Sword) but I have not verified that.
@Mush_Mush I hate doom guards. I skip them as much as I can. Same as with the rogues' maze
I'm sure there's something wrong with the regeneration because I could only get it down one bar and then it would go back to full health.
Also, the Bastard Sword +1, +3 against Shapeshifters wasn't in the house at Ulgoth's Beard. Where the hell did it go?
I do find it odd there's one dagger, one sword and three (or four, depending on patch) bastard swords that can harm them. This seems a bit lopsided, a silver mace, morning star or staff would have been more interesting.
Wand of Heavens works but whether that alone would overcome his regen I'm not sure havnt tried it. Also I believe he has some fire resistance so the wand's damage would be reduced. Coupled with his immunity to I think every weapon a cleric can weild it's highly unlikely.