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New Infinity Engine 2.7 beta release

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  • dzyngisdzyngis Member Posts: 44
    edited April 19
    Also, there is missing one character in IWDEE -Ilair (better has been described under link below), will he be returned?
    https://forums.beamdog.com/discussion/90612/who-the-hell-is-ilair-malavons-dome
  • metalmunkimetalmunki Member Posts: 68
    edited April 20
    I realise this is a general post of intent, rather than anything about future patches, but I'd like to reiterate some things I pointed out long, long ago and (AFAIK) have never been addressed in BG:EE. Admittedly, I haven't played in a few years now so if any of these have finally been sorted, let me know!



    • Miners in Nashkel Mines areas (AR5400, AR5401 ) shouldn't use 'miner slave' model. They aren't slaves (like in Cloakwood). They should just be commoners.
    • Ulgoth's Beard should be accessible first time only via a new area map exit on the Black Dragon Gate (AR0100) and placed NW above Baldur's Gate city on the world map. This will preserve the difficulty flow of the game without new players bumbling across the town too early, as well as line up with proper FR canon. The town has always been in the wrong place on the world map.
    • Exotic weaponry should be added to the merchant stock (AR4908) in the Nashkel Carnival (AR4900). There aren't really any other natural places for players who put points in things like katana/ninjato to get replacement weapons in the early game. It would at least make thematic sense that a travelling carnival would stock them, and as you've put the BG2 rules into BG1, this should be addressed.
    • The silver weapons available in the desk in the Wandering Eye's top deck (AR1504) should not be behind the hardest boss that they're useful against. It's too easy to arrive here without being able to beat Karoug and get stuck on the island. In fact, it makes little sense that lycanthropes would keep silver weaponry anywhere near by. Instead, I suggest that the sword and butter knife are moved to Dradeel's cabin (AR1505), perhaps even offered to you to help get his spell book back.
    • The door to AR4806 (Joseph's home) should not be locked. It discourages good-aligned players from finding the quest for Joseph's ring.
  • deadinsidedeadinside Member Posts: 72
    Lots of those things could have been "fixed", but thing is the original had those already and it was never addressed.

    1. Never considered the sprites used by miners to be a specific "slave" sprite. Just a "dirty miner" sprite. Changing them to commoner sprites would make even less sense.
    2. Part of the charm of BG is that you can go to areas not meant for your lvl and get wrecked.
    3. Access to exotic weaponry (especially ones added in BG2) should have been better handled, yes. I seem to remember there being a mod that addressed this issue and placed more items in certain stores.
    4. Another point that should have been better addressed. Should have removed the silver requirement thing entirely and done the werewolf/greaterwerewolf like in BG2 or implemented a workaround like the Tweaks Anthology does. As for the weapon placement, having useful items in awkwardly convenient places is a mainstay of rpgs.
    5. You should not be barging into private homes anyway as a good aligned character unless you have a specific reason to do so. Better to have added an NPC that would tell you about it, like that guy in Beregost that can inform you about local quests.
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