@ThacoBell: More viable than in vanilla. There's a bit more synergy between classes these days. Fighters get extra feats in IWD2, and in EE, there are cross-class feats that fighter levels can be used for. Likewise, lower-level spellcasters are a bit more useful, while high-level spellcasters aren't as overpowered. A Fighter/Mage/Thief would be able to take extra feats from its fighter levels to improve the rogue levels' sneak attack damage, and use the mage spell True Strike to land more of them, or use the Knave's Robe to land sneak attacks with spells. In vanilla, a Fighter/Mage/Thief would mostly be a fighter with weak mage spells.
If somebody wants to participate in the beta but doesn't have a copy of IWD2 and can't afford one right now, one free copy is being given away over on the GoG forums, among other games. You do have to have some good reputation on the forums though (the rules are outlined on the first page of the forum thread). The Community Giveaway GoG Edition Redux
I've barely played IWD2 but my experience with NWN1 & 2 would suggest that strength-based dual-wielders are better if monks don't get any fist damage progression beyond 1d8 even if they're allowed to go beyond 5 attacks. Dual-wielders can match their attack speed up to a point with high BAB and Improved Two-Weapon Fighting, with elemental damage bonuses and other on-hit weapon properties to boot. If you want monks to stay competitive damage-wise, use NWN2's fist damage progression (since monk fists don't progress beyond level 20 in 3.5e).
@Flashburn At high levels in IWD2EE, monks attack much faster than dual-wielders even with Improved Two-Weapon Fighting. Currently, monks in IWD2EE might be a bit too powerful at high levels. They definitely shouldn't have their unarmed damage increased further.
Monks' attacks per round currently scale like this:
Level 1-3: 2 attacks per round
Level 4-6: 3 attacks
Level 7-9: 4 attacks
Level 10-12: 5 attacks
Level 13-15: 5 attacks, plus a 20% chance after each hit to immediately make another attack
Level 16-20: 5 attacks, plus a 40% chance after each hit to immediately make another attack
Level 21-25: 5 attacks, plus a 70% chance after each hit to immediately make another attack
Level 26-30: 5 attacks, plus a 100% chance after each hit to immediately make another attack
The special additional attacks that have a chance of occurring at high levels come after a slight delay. At levels 26 and above, monks attack about 10 times per round, maybe a little more.
Hm. Monks may be able to attack faster but it would still seem that dual-wielding fighters have the upper hand due to their new level-based damage bonuses and the improvement to Weapon Specialization. I guess I'll just have to play it to find out.
Do I understand correctly that those wishing to play IWD2EE will need to have previously purchased vanilla IWD2?
It's $9.99 USD on GoG though, DRM free, and includes the soundtrack and other goodies.
Yes but my problem is that I currently have all my games on Steam, and I really like having all my games in one place. So I'm leery about doing GOG just for this one game, even though this EE project looks fantastic.
you can add non steam games to the client. and gog is the only way you can play iwd 2 and nwn 2 currently.
Yes, and that's what even has me thinking about it.
With IwD, love 2, 1 not so much. With NwN, love 2, 1 not at all. So IwD2 and NwN2 are precisely the two games I want to be able to play but cannot right now. So maybe getting them on GOG is something to consider.
Not to derail this thread or such, but don't want to create a separate thread just for one question either. Can someone please explain the difference between GOG.com and the GOG Client? Can I just buy games through the GOG website and then play them and keep them automatically updated, or must I use the client for all of these functions? Thanks in advance.
@kanisatha GOG offers both offline installers and their client. GOG Galaxy will automatically update your installed games just like steam. With the exception of not having linux support, that is. Which royally sucks.
Needless to say if you opt for the standalone game installers you have to install each game update manually as well. And I can tell you that's going to be nothing but a chore for large titles that often receive updates, such as Kingmaker. Many times I had to redownload the whole 15GB's worth of data only because Owlcat did not provide a separate update build for my current game version.
Ever since then I opted to purchase my computer games solely on steam. Their proton feature for running windows games on linux distros without having to deal with Wine is another reason.
As for IWD2... it's fine to buy it on either GOG or getting your hand on a physical copy somewhere. Amazon usually lists used copies for around €1.
@kanisatha GOG offers both offline installers and their client. GOG Galaxy will automatically update your installed games just like steam. With the exception of not having linux support, that is. Which royally sucks.
Needless to say if you opt for the standalone game installers you have to install each game update manually as well. And I can tell you that's going to be nothing but a chore for large titles that often receive updates, such as Kingmaker. Many times I had to redownload the whole 15GB's worth of data only because Owlcat did not provide a separate update build for my current game version.
Ever since then I opted to purchase my computer games solely on steam. Their proton feature for running windows games on linux distros without having to deal with Wine is another reason.
As for IWD2... it's fine to buy it on either GOG or getting your hand on a physical copy somewhere. Amazon usually lists used copies for around €1.
Thanks!
I still have my old CDs for both IwD2 and NwN2. But I would need to buy a CD/DVD drive to hook up to my computer to upload them.
Come to think of it: can this mod be used together with the GemRB open source engine for playing natively on linux (amongst other platforms)? 'This would be a godsend since calibrating IWD2 to work with Wine can be a drag at times.
Honestly, I went from "well its nice this is going to happen but without quickloot I don't think I'll..."
Oh it's in? I will be playing this.
I would rather wait till its release though, don't want to be a tester, I want to be a player, but I'm certainly grateful to those of us who are testing it.
i wonder if there is a way to make it so cheats can be a toggle in the menu. haveing to do a console command every time i want to turn cheats on is tedious.
Will 2DA editing be doable on top of this mod? I like some of the changes, but I've done my own customizations over the years that I've also grown fond of.
Could we get a component to freely enlargen the font? While there is the old Bigger Fonts mod for the IE's, which also works with IwD2. It sadly doesn't change all of the game's texts. Resulting in a wild mix of both giant and abyssmally tiny text. The original sized text remains extremely hard to read for glasses wearer such as myself.
@ThacoBell New classes would be pretty difficult to implement. There's a lot of hardcoded baggage that goes with new classes, like which windows open for the class during character creation or level up, the class's CLAB file, class name and description. It might be possible, but there aren't any plans to add this functionality right now.
Intrigued by the joinable NPCs, will there be enough for full good or evil parties so you could start off solo and then add NPCs, or is it more likely to be better to create an almost full party and then add one or two?
Intrigued by the joinable NPCs, will there be enough for full good or evil parties so you could start off solo and then add NPCs, or is it more likely to be better to create an almost full party and then add one or two?
Thanks!
It would probably be better to create an almost full party and then add one or two, or just create a full party.
Intrigued by the joinable NPCs, will there be enough for full good or evil parties so you could start off solo and then add NPCs, or is it more likely to be better to create an almost full party and then add one or two?
Thanks!
It would probably be better to create an almost full party and then add one or two, or just create a full party.
Will the joinable NPCs have interjections, banters, etc? I imagine it's easier said than done when the engine isn't exactly designed for companions. I remember the IWD2 NPC mod managed to implement them, although it worked differently to BG.
Either way, this looks amazing. This is going to be an absolute must have for me, if only for the quickloot function!
Comments
I'm not sure. So far there are no new races or subraces.
I've barely played IWD2 but my experience with NWN1 & 2 would suggest that strength-based dual-wielders are better if monks don't get any fist damage progression beyond 1d8 even if they're allowed to go beyond 5 attacks. Dual-wielders can match their attack speed up to a point with high BAB and Improved Two-Weapon Fighting, with elemental damage bonuses and other on-hit weapon properties to boot. If you want monks to stay competitive damage-wise, use NWN2's fist damage progression (since monk fists don't progress beyond level 20 in 3.5e).
The class rebalancing info you gave on the first page doesn't explain how much faster; can you give me some numbers?
Monks' attacks per round currently scale like this:
Level 1-3: 2 attacks per round
Level 4-6: 3 attacks
Level 7-9: 4 attacks
Level 10-12: 5 attacks
Level 13-15: 5 attacks, plus a 20% chance after each hit to immediately make another attack
Level 16-20: 5 attacks, plus a 40% chance after each hit to immediately make another attack
Level 21-25: 5 attacks, plus a 70% chance after each hit to immediately make another attack
Level 26-30: 5 attacks, plus a 100% chance after each hit to immediately make another attack
The special additional attacks that have a chance of occurring at high levels come after a slight delay. At levels 26 and above, monks attack about 10 times per round, maybe a little more.
Needless to say if you opt for the standalone game installers you have to install each game update manually as well. And I can tell you that's going to be nothing but a chore for large titles that often receive updates, such as Kingmaker. Many times I had to redownload the whole 15GB's worth of data only because Owlcat did not provide a separate update build for my current game version.
Ever since then I opted to purchase my computer games solely on steam. Their proton feature for running windows games on linux distros without having to deal with Wine is another reason.
As for IWD2... it's fine to buy it on either GOG or getting your hand on a physical copy somewhere. Amazon usually lists used copies for around €1.
I still have my old CDs for both IwD2 and NwN2. But I would need to buy a CD/DVD drive to hook up to my computer to upload them.
Honestly, I went from "well its nice this is going to happen but without quickloot I don't think I'll..."
Oh it's in? I will be playing this.
I would rather wait till its release though, don't want to be a tester, I want to be a player, but I'm certainly grateful to those of us who are testing it.
plus will this be able to support a 1920x1080 wide screen resolution?
Intrigued by the joinable NPCs, will there be enough for full good or evil parties so you could start off solo and then add NPCs, or is it more likely to be better to create an almost full party and then add one or two?
Thanks!
This game got so so many things right. Atmosphere and flavor were second to none.
It would probably be better to create an almost full party and then add one or two, or just create a full party.
Will the joinable NPCs have interjections, banters, etc? I imagine it's easier said than done when the engine isn't exactly designed for companions. I remember the IWD2 NPC mod managed to implement them, although it worked differently to BG.
Either way, this looks amazing. This is going to be an absolute must have for me, if only for the quickloot function!