NWN2 progress

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deject
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NWN2 progress

Post by deject »

How far is everyone? I'm a few hours into Chapter 2,

Spoiler text:

I've about halfway fixed up Crossroad Keep, and I got the first special ability from that stone tree thing.

End spoiler text

Also, I'm a level 14 monk and I think I'll start getting Shadowdancer levels after I get to 16.
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Re: NWN2 progress

Post by FatherJack »

deject wrote:How far is everyone? I'm a few hours into Chapter 2,
It fucked up in Neverwinter and doesn't play the cutscene with Brelania after you return the wagon and say you solved the docks problem and won't let me into the warehouse, so I started again and will do the evil quests instead.
Tiefling Fighter, just met Neeshka.

Annoying, and no help from the forums.
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Post by friznit »

I've just reached the docks in the first bit having done the dungeon and fort thing. Had a bit of a bug with rescuing the boss of the fort from the graveyard - he wouldn't follow so I couldn't complete that one :x

Lawful Evil Half Elf Cleric (hehe, loving the oxymoron). It's great that this game actually lets you play evil properly and the party characters are developed enough that I actually want to abuse that damn tiefling tart and then rip her soul into shreds - damn she annoys me.
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Post by spoodie »

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Post by Nickface »

I just kicked the ass of those one things and the floaty armor thing in the warehouse, then I did the dwarf fighter dude's sidequest (on of them).
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Post by Sheriff Fatman »

I have just bought this (yes, with real money 'n everything). Any quick tips, pit-falls to avoid early on?

I am one of those people who will forsake hours of play and start again if I make any silly mistakes.
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Post by fabyak »

Sheriff Fatman wrote:I have just bought this (yes, with real money 'n everything). Any quick tips, pit-falls to avoid early on?

I am one of those people who will forsake hours of play and start again if I make any silly mistakes.
If the cleric asks you to hide his sausage... RUN AWAY
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Post by tandino »

I was loving it but have had to stop playing anything recently due to loads of Uni work raping my Druidic ass. I fully intend on catching up significantly during the Christmas break. But then I get my Wii with TLoZ: Twilight Princess so fuck knows where the time will come for me to embark on an epic NWN quest. I fucking will though. Between real world work and gaming, Christmas should be pretty OK.
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Post by friznit »

Sheriff Fatman wrote:I have just bought this (yes, with real money 'n everything). Any quick tips, pit-falls to avoid early on?

I am one of those people who will forsake hours of play and start again if I make any silly mistakes.
narf I've never been a die hard beardy follow all the rules person so I have no idea whether my Sword of Assrape +1 1D8 Crit 19-20/2 is better than a Fucknugget 1D6 Crit x3 etc. If it looks cool and kills the bad guy, it's good enough for me usually. What's nice is that so far the game appears to cater well for my bizarre character alignment, schizophrenic nature and moral struggle between abiding by the law of the land whilst slitting all the childrens' throats. By chapter 3 I will no doubt have no legs, have breathing difficulties, wearing some cool looking black armour and a cloak, and shouting Noooooo alot. In short, pick pretty much anything at startup - for once they've put enough thought into the game to make it fun to play something other than a Lawful Good Dwarven Fighter.
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Post by Dog Pants »

friznit wrote: What's nice is that so far the game appears to cater well for my bizarre character alignment
/beard mode activate

Lawful evil isn't a contradiction in terms in this context. The alignment system in AD&D uses two parts - lawful/neutral/chaotic and good/neutral/evil. The easiest way to explain it is by example: A lawful good character will be your archetypical Ned Flanders-esque paladin. Chaotic good would be more like a hippy. Chaotic evil would be a violent anarchist and lawful evil would be, say, a tyrannical businessman or a personal injury lawyer.
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Post by Sheriff Fatman »

friznit wrote:
(stuff)
Pfft, you should do more reviews :)

Good to hear that you play nasties. I usually end up doing this if I do a second play through.

I like evil priests :w00t:
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Post by Joose »

friznit wrote: narf I've never been a die hard beardy follow all the rules person so I have no idea whether my Sword of Assrape +1 1D8 Crit 19-20/2 is better than a Fucknugget 1D6 Crit x3 etc. If it looks cool and kills the bad guy, it's good enough for me usually. What's nice is that so far the game appears to cater well for my bizarre character alignment, schizophrenic nature and moral struggle between abiding by the law of the land whilst slitting all the childrens' throats. By chapter 3 I will no doubt have no legs, have breathing difficulties, wearing some cool looking black armour and a cloak, and shouting Noooooo alot. In short, pick pretty much anything at startup - for once they've put enough thought into the game to make it fun to play something other than a Lawful Good Dwarven Fighter.
on the whole, this :above:

however, there are some classes that some people should avoid:

If you like simple "hit goblin in face" type stuff, go for fighter, paladin or barbarian.
If you like massive boomy asploasions and stuff, but dont want to have to worry whether you have the right spells memorized for the right occasion, pick Sorceror. Warlocks are even simpler, as they are essentially just ranged magic blasters, but their spells are kinda generic.

other than that, pick what you like, none of them are gimped, exactly. Although anyone choosing Bard will have me pointing at them, laughing, and calling them a ponce.

The only other thing I should point out: multiclassing. Yes, you can multiclass almost any class with any other class. But a lot of the time its a bad plan unless you *really* know what your doing. In some cases, there are class combos that are just never going to work. Monk, for example, shouldnt be multiclassed with *anything*.
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Post by friznit »

I normally play faaabulous boring humong fighter cos most games before this was nearly impossible to complete without being able to bash things hard. I like the idea of a Saucerer (Ketchup of Death +2) cos I get confuzled by all the different spells. But ebil god person feels good.
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Post by Roman Totale »

I'm currently a Tiefling, Chaotic Neutral, Rogue(6)/Sorcerer(3). I've multiclassed with the aim of becoming an Arcane Trickster (in fact I have the prerequisites to become one next level now).

I'm currently at the bit where: you have to kill the Orc warlord near Old Owl Well

I'm really getting into this now, the only things that bug me are 1) as Friz mentioned, I have no idea what crit 19-20 etc means, and I find some of the item descriptions quite puzzling; 2) the conversation options with npc team mates are quite limited.

It still keeps crashing which is fucking me right off.
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Post by Nickface »

From my limited DnD knowledge (I never play, so I don't know exactly what everything means), here's what I've been assuming some of the numbers mean:

for damage:

xdy

you will do x times 1 - y damage. Basically, if you have a 1d8 weapon, it would be the same as rolling damage from an 8 sided die. So basically, 1d8 is 1-8 damage. Something like 2d6 would be 2 times whaver you roll with a six sided die, i.e. 2 - 12.

A critical is where you deal double damage, and if it says something like crit 19 - 20, it means that when you roll to determine a hit, if your 20 sided die lands on a 19 or 20, you deal a critical hit.

as for the +2 and all that jazz, I beleve those are added to attack bonuses rather than damage, but I really haven't got that part all figured out yet.
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Post by Dog Pants »

Nickface wrote:From my limited DnD knowledge (I never play, so I don't know exactly what everything means), here's what I've been assuming some of the numbers mean:

for damage:

xdy

you will do x times 1 - y damage. Basically, if you have a 1d8 weapon, it would be the same as rolling damage from an 8 sided die. So basically, 1d8 is 1-8 damage. Something like 2d6 would be 2 times whaver you roll with a six sided die, i.e. 2 - 12.

A critical is where you deal double damage, and if it says something like crit 19 - 20, it means that when you roll to determine a hit, if your 20 sided die lands on a 19 or 20, you deal a critical hit.

as for the +2 and all that jazz, I beleve those are added to attack bonuses rather than damage, but I really haven't got that part all figured out yet.
All correct. The +2 applies both to hit and for damage in AD&D (at least it did last time I played it), but only a naturally rolled 19 or 20 would cause a critical in this case.
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Post by Joose »

yup, all of the above is correct.

One thing that does bother me, and ive not worked out yet:

Spells with a duration are often described as lasting for x turns. As everything is done kinda in realtime, how long does a turn last?
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Post by FatherJack »

May help some, will report findings:

Beta patch 1.03 for English version only.
Reverter to 1.02 if it all goes bad.

Edit: Probably not worth it, as I found my problem was too many summoned animals - the patch crashed the game on trying to load another slot, so I'm removing it for now.
Last edited by FatherJack on November 23rd, 2006, 23:16, edited 1 time in total.
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Post by Sheriff Fatman »

Joose wrote:yup, all of the above is correct.

One thing that does bother me, and ive not worked out yet:

Spells with a duration are often described as lasting for x turns. As everything is done kinda in real-time, how long does a turn last?
Casting my fragile mind back to desktop AD&D, I think a turn is a standard across all mobs and PC's. Try to think of it as a 'I do this, then he does that, then I do this, etc' situation. Where each action as a whole (both the mobs and you) count as a 'turn'. It's where the GM rolls the dice for the mobs and you roll your dice for your character, and vice-versa.

You can only perform so many actions in a round (I think it is around 3.5 seconds). If something lasts X many rounds, then it will be active for X many rounds before it wears off.

I doubt this makes much sense, however my beard days are long gone and I don't really get it any more.
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Post by FatherJack »

In old (2nd ed) AD&D a "round" is about a minute and a "turn" is 10 rounds. Obviously the time is compressed somewhat in the games, to make them a bit more exciting.

Typical round-length actions, attacking once, drinking a potion take a few seconds in this game. This would make effects like (say) a 5-turn poisoning last for 20-40 seconds - which is quite a while given most battle are over before then.
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