eeeeee eeeeeeee if you want to play like a drow , you must pay 2 buck more eeeeeeee eeeeeeee if you want to play with another kits, you must pay 3 bucks more eeeeeeee eeeeeeeee eeeee eeeeeeee
BEAMDOG
We know that there will be both free and paid DLC. Only Overhaul knows what these DLC will contain. So stop making stuff up.
eeeeee eeeeeeee if you want to play like a drow , you must pay 2 buck more eeeeeeee eeeeeeee if you want to play with another kits, you must pay 3 bucks more eeeeeeee eeeeeeeee eeeee eeeeeeee
You should work on your writing, it is a pain to read. The interface is fine, I'd prefer the one from BG2, because the art design is more appealing. They already stated that many DLCs will be free, and subraces is something, that I would regard as a waste of time. The game already doesn't take your race into account most of the time, and adding subraces would just give some stat diversity and your subrace tag, which is unneeded. To make subraces useful they would have to write race-specific dialogues, for existing and new ones. Considering they are a a small company and they will work on BG2 soon, it is just too much of work.
And the manual is very well done, again considering the size of their company, and being a pdf not a bunch of paper pages gives the chance to update it, if necessary.
I can't wait to play this game again. It will be such a relief not to have to find every fix and mod to get it to be playable god knows I have had enough of that with Skyrim alone. Games really lose their immersion when you have have to stop playing them, go out and get a fix and then start again hoping you have a save game from an earlier spot. It's like a quest within a quest except their is no reward.
Plus I'm looking forward to what the modding community will be coming up with now that they have something to really work with.
yes you are right subraces unneeded but i dont understood what they made about 2 months
They took a 14 year old game made to work on a 17 year old operating system and are in the process of making it work on several different operating systems. Not to mention the added stuff.
They are a business so I don't see the problem with charging for extra content. They have however made the game moddable so you will be able to add new features for free eventually.
With the Bhaalspawn Saga being my only real foray into the world of Dungeons & Dragons I'm unfamiliar what these subraces (except half-elf and ork) might be, is there a list of standard D&D subraces? Or would Beamdog be designing their own subraces? And finally what advanatges would they bring to the game, would it be different than just roleplaying a drow by giving the PC elf dark skin and light hair? Pardon me for my ignorance.
I thought they would have added more kits for sure since it adds to the game without worrying about contract issues, or missing game resources, or even taking up much time. Anyway. I'm more concerned about the kits that are in the game already...have they been tweaked at all? Is the balance of the game going to be completely out of the window with some kits?
There was only an attempt to balance the Totemic Druid since animal spirits immune to normal weapons was simply too powerful.
Other than that there was only bugfixes.
Rebalancing other kits simply wasn't a big priority. There might be some tweaking to kits post-ship, but don't expect this to be a general tweaking to all classes, but rather just a few tweaks to a few select kits with problems.
There was only an attempt to balance the Totemic Druid since animal spirits immune to normal weapons was simply too powerful.
Other than that there was only bugfixes.
Rebalancing other kits simply wasn't a big priority. There might be some tweaking to kits post-ship, but don't expect this to be a general tweaking to all classes, but rather just a few tweaks to a few select kits with problems.
What about shapeshifters werewolf bonuses? Are they added to item (and other like helltest) bonuses?
With the Bhaalspawn Saga being my only real foray into the world of Dungeons & Dragons I'm unfamiliar what these subraces (except half-elf and ork) might be, is there a list of standard D&D subraces? Or would Beamdog be designing their own subraces? And finally what advanatges would they bring to the game, would it be different than just roleplaying a drow by giving the PC elf dark skin and light hair? Pardon me for my ignorance.
There are indeed many AD&D sub-races, I guess you can find descriptions fairly easily on the web. For instance, there are several halfing sub-races each one providing specific and slight advantages and/or drawbacks (one will have magic resistance, the other luck, another innate stealth, or lower constitution, weapon or armor restrictions, etc...). It adds further character customization and gameplay immersion, even more versatility and re-play potential. There are several mods that had already dealt with that.
At the moment Shapeshifters are just like they were in vanilla BG2. After BGEE is released I plan to make a plea for the Shapeshifter to be adjusted in a post-release patch. Someone (I don't recall his username) made some good suggestions for the Shapeshifter kit in the Feature Requests subforum, and I plan to bring that option to the attention of the developers and make my own suggestions.
My guess is that they did not include some of the the subraces, because it would require a major overhaul of story, romances, banters and they can't(or want to?) do that. Drow or a duergar in the middle of Sword Coast and in the biggest city with zealots of the Flaming Fist running around? Lol yea right. Even Drizzt - famous hero of Forgotten Realms has a hard time pulling this off. In Icewind Dale 2 they focused more on a hacking and slashing aspect of the game so it was much easier to pull off a dark dwarf or elf in a plot(which was weak anyway).
Oh, I'd love me some subraces. Tiefling, Genasi, Aasimar, Fey'Ri (Elven Tieflings, essentially, I'm pretty sure there's an Aasimar equivalent which @LadyRhian would know if anyone does), Gloamings and all...
And that's just the planetouched. From memory there were Aquatic, Avariel, Wild, Wood, Moon, Sun, Painted, Star Elves (and dark, possibly black and probably another million species). Gold, Shield, Grey dwarves, two types of halfling....
I'd also love to see some of the Multiclass kits implemented, and to correctly be able to apply a kit for any of the component classes (or, for a F/M/T F/M/C, any of the appropriate components within).
Having to wait a little for these to be implemented however wouldn't particularly bother me.
yes you are right subraces unneeded but i dont understood what they made about 2 months
They took a 14 year old game made to work on a 17 year old operating system and are in the process of making it work on several different operating systems. Not to mention the added stuff.
@elminster Someone mentioned the fact that katanas and ninja-tos aren't in the manual.
That's actually intentional. It's a guide to the Sword Coast, not Faerun. Katanas and other exotic weapons might be possible to find, but they're not "native" to the region, which is why they're not included in the manual.
There probably could have been a note saying that there are other weapons to be found if you look hard enough, but there was really no reason for Volo to include descriptions of every possible weapon when only certain weapons are "common".
Ranged weapon bonuses for having a high Dexterity are way more generous. Mundane (as in non-magical) long and composite long bows give away bonuses to damage and THAC0.
Not to mention that when using a ranged weapon, you have the advantage of being out of reach for your opponent.
I would even say that ranged isn't a fighting style per se - being a good shooter has nothing to do with fighting techniques.
There was a feature request a while ago that suggested some possibilities for ranged weapon fighting styles, which didn't offer damage bonuses but did give some other benefits (like conserving ammo, for instance).
However, that thread was posted about a month ago; rather a little late to have anything done about it.
Comments
iam saying not a big thing as i expecting
The interface is fine, I'd prefer the one from BG2, because the art design is more appealing.
They already stated that many DLCs will be free, and subraces is something, that I would regard as a waste of time. The game already doesn't take your race into account most of the time, and adding subraces would just give some stat diversity and your subrace tag, which is unneeded. To make subraces useful they would have to write race-specific dialogues, for existing and new ones. Considering they are a a small company and they will work on BG2 soon, it is just too much of work.
And the manual is very well done, again considering the size of their company, and being a pdf not a bunch of paper pages gives the chance to update it, if necessary.
and iam just overreacting
yes you are right subraces unneeded
but i dont understood what they made about 2 months
Plus I'm looking forward to what the modding community will be coming up with now that they have something to really work with.
?
There was only an attempt to balance the Totemic Druid since animal spirits immune to normal weapons was simply too powerful.
Other than that there was only bugfixes.
Rebalancing other kits simply wasn't a big priority. There might be some tweaking to kits post-ship, but don't expect this to be a general tweaking to all classes, but rather just a few tweaks to a few select kits with problems.
At the moment Shapeshifters are just like they were in vanilla BG2. After BGEE is released I plan to make a plea for the Shapeshifter to be adjusted in a post-release patch. Someone (I don't recall his username) made some good suggestions for the Shapeshifter kit in the Feature Requests subforum, and I plan to bring that option to the attention of the developers and make my own suggestions.
In Icewind Dale 2 they focused more on a hacking and slashing aspect of the game so it was much easier to pull off a dark dwarf or elf in a plot(which was weak anyway).
And that's just the planetouched. From memory there were Aquatic, Avariel, Wild, Wood, Moon, Sun, Painted, Star Elves (and dark, possibly black and probably another million species). Gold, Shield, Grey dwarves, two types of halfling....
I'd also love to see some of the Multiclass kits implemented, and to correctly be able to apply a kit for any of the component classes (or, for a F/M/T F/M/C, any of the appropriate components within).
Having to wait a little for these to be implemented however wouldn't particularly bother me.
i hate every drow char.
always play as a human
lolth is drows god want to their child ..
Someone mentioned the fact that katanas and ninja-tos aren't in the manual.
That's actually intentional. It's a guide to the Sword Coast, not Faerun. Katanas and other exotic weapons might be possible to find, but they're not "native" to the region, which is why they're not included in the manual.
There probably could have been a note saying that there are other weapons to be found if you look hard enough, but there was really no reason for Volo to include descriptions of every possible weapon when only certain weapons are "common".
Not to mention that when using a ranged weapon, you have the advantage of being out of reach for your opponent.
I would even say that ranged isn't a fighting style per se - being a good shooter has nothing to do with fighting techniques.
However, that thread was posted about a month ago; rather a little late to have anything done about it.