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tk102

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Posted
  Tysyacha said:
I am perhaps the worst player to EVER play this game.

 

Why? The two characters I've actually stuck with have ended up

getting wholesale-slaughtered at that thug warehouse. It's great

that NWN2 has so many character creation choices, but it's driving

me absolutely crazy! *wails* Please help! Here are my 2 failures:

 

Tysy 1: Level 7 Aasimar Monk, put way too many points into Hide

and Move Silently (which don't work too well in this game. Deleted.)

 

Tysy 2: Level 5 Aasimar Bard, Level 2 Dragon Disciple (cool, but she still

got friggin' shredded at that warehouse. Deleted--she was very hard to play.

 

I'm thinking of making my third character a Human Barbarian or Sorcerer/

Dragon Disciple. Which one will get me past that friggin' warehouse alive?

 

What no fighters, rangers or paladins ? C'mon! You need a 1337 melee killer in there !!! If you are newer to the game, the 'recommended' button is there for a reason. Still, others may have some insightful tips about what youve chosen, I usually like to have them as support staff, but not the main deal :)

 

Plus its always worth beefing up your strength and healing abilities first, and have someone around that can pick locks, disable traps and identify items. Do that basic stuff and the fun will ensue.

 

mtfbwya

Posted

You know that you can rest in there, right? And what party do you have with you, Qara is very powerful with her fireballs, and Khelgar is good at mele. Im playing a chatoic good halfelf (but i have heard that halfelf is underpowerd, i havent notice anything, but you could try human instead), first 2 levels as fighter to get some extra feats, and the rest as a barbarian, i havent encounter any big problem with this characteh yet, and im half way throgh chapter 2.

 

@Stoffe

 

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Posted
  Tysyacha said:
I am perhaps the worst player to EVER play this game.

Why? The two characters I've actually stuck with have ended up

getting wholesale-slaughtered at that thug warehouse.

 

Some general tips about that place:

 

Keep your party members on a tight leash so they won't rush off and trigger additional encounters. Fight one group at a time and then heal and recuperate in between. Retreat if necessary to make some far-off enemy follow you instead of having your melee grunts rush to them and trigger additional enemies to spawn. Try to minimize the number of sneak attacks they can land on you as good as you can. I.e. if a thug is attacking one of your characters, make sure your character is attacking him back. Don't let yourself be surrounded or turn your back against someone unless necessary. And try to take out the enemy casters first, those lightning bolts can hurt a great deal unless you have electricity resistance gear on your group.

 

Use the broadcast commands (right-holdclick on the ground to make the context menu show up and then use the "Broadcast command" to give an order to all your party members. If you click on one of them you just give that party member an order) to make your group follow you if you retreat, or make them stand their ground while you scout ahead in stealth mode.

 

You can set up ambushes this way. Control Neeshka and tell everyone else to stand their ground, scout ahead in stealth mode to spot the next group of enemies and then set traps between you and them. Then have her use a cloudkill/stinking cloud wand at your end of the trail of traps and then get their attention and run back to the rest of the party. This way they will be weakened by the time they reach you. Remember that Neeshka can use scrolls and wands, so I tend to give her all those and let Qara and Sand do "real" casting instead. :)

 

As for who you bring, I'd recommend Qara for her high-damage AoE spells, Neeshka to deal with the large amounts of traps (and setting her own in place for the bad-guys) and either Khelgar as a meat shield or Elanee if she has learned Stoneskin yet (otherwise don't bring her as she's too fragile without it).

 

Oh and make sure your gang has the best gear you have found or can buy before entering the place. Deekin in the merchant quarter sells some pretty good gear, as does the gnome/halfling (can't tell which) merchant on the docks found behind Sand's shop just by the water's edge (easy to overlook). The gnome woman at the opposite end of the Docks district also sells some decent defensive gear.

 

If all else fails, remember the difficulty slider on the Options screen. Set it to Easy if you haven't already. :) (In any case I wouldn't recommend setting it to hardcore D&D or higher since there are too many bugs in the game with that to make it enjoyable.)

 

  Tysyacha said:

Tysy 1: Level 7 Aasimar Monk, put way too many points into Hide

and Move Silently (which don't work too well in this game. Deleted.)

 

Hide/Sneak seems to either be bugged or poorly implemented as you are detected way too often no matter how much skill points you dump into those skills (invisibility potions are much more reliable for sneaking around). Not only that, the way some of the missions that scream "sneak here!" are implemented (mostly Neeshka's quests) will totally screw you over if you try to sneak through them. Some NPCs will auto-start conversation with you when you get near even if they can't see you, which conveniently forces you out of sneak mode. Not only that, if you sneak around with Neeshka the game automatically jumps your main character to the place where your sneaking character is when dialog is started and initiates conversation with them instead. With predictable results as all the guards you've just carefully sneaked past now can see you. :roleyess: I have to wonder if the Obsidian designers left their brain in their other set of pants the day they designed those quests.

 

Unless things have changed drastically from NWN1 I think monks hand to hand fighting is fairly weak early on before you have gained a lot of levels, so you might want to consider using a pair of enchanted Kama's that early instead (which should still allow you to use Flurry of Blows) and only start going unarmed when you've gotten some more Strength, Wisdom, Feats and Levels.

 

Also know that the Aasimar race will weaken your character unless you know exactly what you are doing. While some minor elemental resistance and Darkvision is handy, and the extra Wis/Cha is very useful for Paladins/Clerics/Druids/Rangers/Monks you buy those at the expense of always being a level lower than everyone else, meaning you have less health, worse attack bonus, poorer saving throws, less Spell resistance, fewer feats and skillpoints and less spells (with potentially worse save DCs) than a character with a non-ECL adjusted race. Clerics and Druids can compensate for this with spells (which are boosted by the extra Wisdom), but other classes might suffer more from it.

 

  Tysyacha said:

I'm thinking of making my third character a Human Barbarian or Sorcerer/

Dragon Disciple. Which one will get me past that friggin' warehouse alive?

 

I don't think multiclassing one of the caster classes is a good idea in NWN2 due to the level cap. Every Dragon Disciple level you take will make your Sorcerer abilities suffer. If you play as a wizard, sorcerer, cleric or druid it's probably better to stick with that class exclusively. Unless you are looking for a greater challenge of course. :)

 

I'd also recommend that you try either a Cleric or a Druid if you stick with the Aasimar race and want good survivability, good melee combat skill and a fair amount of spellcasting. Sure, those classes can be a bit more restricting in the role playing aspect, but I think the Druid and Cleric are the two most powerful classes in the game if you use them properly.

 

At least my Aasimar cleric is pretty durable and she always seems to be the last (wo)man standing when the rest of the party members go down in particularly difficult fights. If you go with a cleric, put some serious thought behind which domains you pick since the extra spells and feats they grant can have a huge impact. Personally I prefer Air and Water, but there are other potent combinations as well. Just don't be afraid to use your buff spells in fights, a buffed up cleric can own any fighter of similar level in a 1 on 1 fight easily. :)

 

(And once you can cast Harm, Slay living and Destruction, use it and love it :))

 

  Zat said:

@Stoffe

 

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Ah, good, then the Githzerai will get some well deserved rest after our latest adventure (which she seemed to play a large role in) and I'll bring along someone a bit more survivable to AJH instead. :) Does Act 2 end when you are finished at AJH, or is that just an impression I've gotten?

 

I don't think Bishop will ever see much use in my group. His unbearable demeanor and our irreconcilable alignment differences (chaotic evil vs. lawful good) aside he doesn't seem all that powerful in a fight, just inflicting some minor damage from afar with the bow. I suppose I could switch him to melee weapons instead, but since he can only wear light armor it seems a bit risky to have him a close combat fighter.

Posted

Questions regarding Act 3:

 

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Posted
  Zat said:
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A resurrection rod? Good to know a high-level cleric can be substituted with a stick. :roleyess: Oh well, at least I can use those spell slots for something else then. :)

 

Considering that someone who's been disintegrated into dust still can be resurrected in the D&D universe that seems a bit forced. Though admittedly I think you need a True Resurrection or Wish spell for that, which I don't think is found in the game. It's a plot device, I'll get over it even if it annoys me every time a game perma-kills someone who have resurrect-equipped allies nearby in a world where resurrection is commonplace. :)

 

 

  Zat said:

 

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  Zat said:

I did all the recruits mission, then i continue with the main story until the point you are close to do the battle, after that i started to run out the keep, then in again to get it to 100%, so you can get the keep to 100% before the end battle, then still keep going around and looking for allies

 

Hmm. So does the fight at the keep (which I assume is what you do all the building and recruiting to prepare for) happen when the Keep time counter reaches 100%, or does the 100% just mean you can't do anything more to improve your situation at the keep before the fight comes, which comes as part of the main quest?

 

 

  Zat said:

No idea about the soldiers, i had so low recruit standard that i could have, so i would have a large force, but i dont think it mathers so much if the force are large or not, you can try to keep them elite then tell me what happend

 

Roughly how many troops had you managed to get at the end? It's hard to tell how well I'm doing if I don't know how what I have compares to what I could have had. :)

Posted
  stoffe -mkb- said:
Hmm. So does the fight at the keep (which I assume is what you do all the building and recruiting to prepare for) happen when the Keep time counter reaches 100%, or does the 100% just mean you can't do anything more to improve your situation at the keep before the fight comes, which comes as part of the main quest?

As far as I can tell, the 100% just lets you know that your castle upgrading time is "100% over".. you can still obtain allies however.. but no more constructing and what-not. :)

 

To be honest though, there's not really a whole lot more to do (battle-ready wise) once you reach the mark. Act 3 brings in more recruits, etc..

 

  stoffe -mkb- said:
Roughly how many troops had you managed to get at the end? It's hard to tell how well I'm doing if I don't know how what I have compares to what I could have had. :)

I had pretty low numbers until act 3 hit and then they swarmed in (at least in bigger numbers).. A High Recruit Standard netted me with not many troops but they were worth it (imo ;) )... I can't remember the numbers, but it was pretty low.. maybe 300+?? Low Recruit standards can net you thousands from what I read over at the boards but... seems to me it's just more corpses to clean up :xp:

Posted

Re: Recruiting

 

Rumor - You only get three "rounds" of recruiting. If this is true, then I recommend holding off until you meet up with

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Substantiated rumor - Keep standards high will not impact the number of recruits that you get. Additionally, maxing the standards along with the training will allow you to unlock a special training status. I hear this one a lot, but I've yet to see it with my own two eyes so.... What truly impacts your numbers is who (if anyone) you have heading up the recruiting. Based on the spoiler above, I guess that means holding off on any recruiting until act III.

 

Probably BS - The aforementioned "special training status" is accompanied by an elite unit of guards. Yeah right.

 

Pointers - Based on what I've been able to figure out thus far

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And FWIW, I'm currently on my 3rd playthough. Great game. Love the story. My only two complaints are buggy party AI during critical battles and the horrible, horrible voice actor they found to narrate the finale. Good lord!

Posted

Does anyone know if wizards can learn new spells through any other means than at levelup (like learning from scrolls in BG2)? Sand has an absolutely atrocious spell selection of lower-level spells and there seems to be nothing to do about it since you pick him up relatively late. Qara is so much more useful than him in battle it's almost silly. A wizard's strength compared to a sorcerer is meant to be greater diversity, but Sand doesn't know many more spells than Qara does, and she knows better spells and can cast them more often and is more flexible when using metamagic.

 

* * *

 

SPOILER ALERT! This rest of this post is more or less all spoilers pertaining to the keep! Consider this whole post a big, white box.

 

  Achilles said:

Rumor - You only get three "rounds" of recruiting. If this is true, then I recommend holding off until you meet up with LoH

 

Hmm, haven't seen anything that seems to indicate this. As far as I can see recruits and volunteers trickle in each time the keep time advances. Though you probably get more per time unit if you have the proper sergeant assigned to recruiting.

 

Nice summary of the sergeant strengths and weaknesses. Where did you find that?

 

  Achilles said:

After discovering this, I switched her role and saw my volunteer numbers climb through the roof (I had already maxed out my recruiting efforts).

 

Seems like the volunteers go up pretty quickly regardless of who you have assigned once you start getting your land security up decently. The number of volunteers you can have seems to be tied to the number of peasants you have (multiplied by 3), with the losses your units have suffered factored in. The recruit sergeant only seems to affect the number of recruits you get, not volunteers, unless I'm missing something. :) If your diplomacy is high enough you can stay at Elite standards and still get volunteers (which require you to get 30 peasants to form a village and then smooth-talking the major when he offers volunteers).

 

If I'm reading the scripts correctly you can get at most 600 troops.... 250 volunteers, 250 recruits, your 50 starting troops and the 50 the mercs add if you let them join.

 

 

  Achilles said:

Substantiated rumor - Keep standards high will not impact the number of recruits that you get.

 

Hmm, if I read the scripts correctly the max number you can recruit depends on the Eliteness level of your recruitment standards, like:

(250 - [color=PaleGreen]Recruited[/color]) * [color=Yellow]Standard[/color]

Where [color=PaleGreen]Recruited[/color] is the number of troops already recruited and [color=Yellow]Standard[/color] is a multiplier depending on your recruitment standards:
Elite: 0.2
Good: 0.5
Average: 0.75
Low: 0.9
Anyone: 1.0

 

This would only apply to recruits though, not volunteers. If it actually works this way in-game is another matter though. :) Your lieutenant does say after a while that they've recruited all they can unless you lower your standards, but I don't remember exactly at what value that is.

 

  Achilles said:

Additionally, maxing the standards along with the training will allow you to unlock a special training status. I hear this one a lot, but I've yet to see it with my own two eyes so....

(snip)

Probably BS - The aforementioned "special training status" is accompanied by an elite unit of guards.

 

I can confirm this. If you have Katriona and stick with the Elite standards you will get the choice of forming the "Captain's Company" elite first-in-last-out squad which will serve as an example to the others. This will boost the morale of the troops and allow your training level to display as "Best of the Best" on the keep report. There may be other factors involved as well (how trained your troops are and what weapons/armor they have I guess), but it happened. :)

 

 

  Achilles said:

What truly impacts your numbers is who (if anyone) you have heading up the recruiting. Based on the spoiler above, I guess that means holding off on any recruiting until act III.

 

Not necessarily unless you skip the keep entirely in act 2. Since you can flip Katriona around as you see fit you can start her out with recruiting along with the troops and then switch her over to whatever the troops are currently doing until you pick up the other sergeants. I've noticed that it may be a good idea to switch her over to Special Ops whenever you get a special mission since there are two types of victories to many of the missions, "Total success" which is only possible if one (or several) of the sergeants deal with SpecialOps, and "normal success". The Total Success usually means greater rewards and lower casualties.

 

 

 

 

  Achilles said:

Pointers - Based on what I've been able to figure out thus far Be sure to recruit and assign Jalboun before you start any of the special assignments.

 

Unfortunately you don't seem to have much choice in this unless you stay away from the keep until act 3, since you can only get Jalboun in act 3 and the special missions have keep time limits for not only when they appear, but how long they remain available. If you exceed that time limit the mission will just vanish and you won't be able to do it at all.

 

 

  Achilles said:

In act III you get to loot a dragon's hoard and how much you net is determined by who's heading up your special assignments.

 

Hmm, so that's why the lieutenant said that bandits attacked the greycloaks carrying the treasure and made off with some of it due to low security despite both my land and road security being at "Very high" on the report. Thought it was a bug. :)

 

 

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  Achilles said:

And FWIW, I'm currently on my 3rd playthough. Great game. Love the story. My only two complaints are buggy party AI during critical battles and the horrible, horrible voice actor they found to narrate the finale. Good lord!

 

Whoa, you've been busy. :) I've played the game a few hours per day since I got it, and I'm still not through my first playthough. I have to agree that the story has been quite nice so far, though there have been some annoyances but overall it's a very good game. I just hope they don't totally cripple its replayability like they did with PS:Torment by putting in a massively anticlimactic ending. That would be a shame.

 

As for the AI I just enable puppet mode for everyone and give them commands directly. More micromanagement required, but at least they do as I wish (most of the time. Seems like the AI can't keep hands off in some cases even in puppet mode). Then only the summons do stupid things that aren't my fault. :)

 

Does it matter in the end who you let take up residence in the tower, Startear or the NW9, is that just a matter of what kind of shop you would like to have available? Will Startear help out in the battle if you rebuild the tower for him?

Posted
  Achilles said:

And FWIW, I'm currently on my 3rd playthough. Great game. Love the story. My only two complaints are buggy party AI during critical battles and the horrible, horrible voice actor they found to narrate the finale. Good lord!

 

Good heavens, have you even slept this last week or so? :D I haven't even made it through Act 1 of my first playthrough yet. Of course, now that Jimbo's decided to start his own game, I'm going to have even less computer time. :)

However, I'm enjoying the game very much and know it's going to get a _lot_ of play time in the Jimbo/Jae home. Some of the characters have very sassy lines, which I think is just hilarious at times.

Posted
  stoffe -mkb- said:
Does anyone know if wizards can learn new spells through any other means than at levelup (like learning from scrolls in BG2)?
If you right-click on a scroll as Sand, there is a scribe-scroll option. I haven't tried it out yet, but I suspect that it will allow him to learn more spells. If it works, let me know! :)

 

  stoffe -mkb- said:
Nice summary of the sergeant strengths and weaknesses. Where did you find that?
Thanks. I pulled it out of the 4 sergeant assignment scripts. The devs were kind enough to include that information in the comments.

 

 

  stoffe -mkb- said:
Seems like the volunteers go up pretty quickly regardless of who you have assigned once you start getting your land security up decently. The number of volunteers you can have seems to be tied to the number of peasants you have (multiplied by 3), with the losses your units have suffered factored in. The recruit sergeant only seems to affect the number of recruits you get, not volunteers, unless I'm missing something.
That very well could be. I do know that I had almost none before the change and they were pouring in after, but there is no concrete evidence of a causal relationship. Good find on the rest!

 

  stoffe -mkb- said:
<snip>

This would only apply to recruits though, not volunteers. If it actually works this way in-game is another matter though.

Rumor debunked.:)

 

  stoffe -mkb- said:
I can confirm this. <snip>
Rumor no more. Whoot!!!

 

 

  stoffe -mkb- said:
Unfortunately you don't seem to have much choice in this unless you stay away from the keep until act 3, since you can only get Jalboun in act 3 and the special missions have keep time limits for not only when they appear, but how long they remain available. If you exceed that time limit the mission will just vanish and you won't be able to do it at all.
Bummer. Well, at least I know not to try it this time around. This was the playthough that I was going to use to test my theories. :(

 

 

  stoffe -mkb- said:
Spoilers
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  stoffe -mkb- said:
I have to agree that the story has been quite nice so far, though there have been some annoyances but overall it's a very good game. I just hope they don't totally cripple its replayability like they did with PS:Torment by putting in a massively anticlimactic ending. That would be a shame.
I have to admit that I haven't played PS:T, so I can't help you out there. I know that there are more than a few "the official 'the ending sucked'" threads over in the NWN2 forums, but I thought the end was fairly well done very much consistent with the theme of the story. Apparently the "dark side" ending is different than the "light side" ending, so we'll have to see if I feel the same after seeing that one.

 

  Jae Onasi said:
Good heavens, have you even slept this last week or so? I haven't even made it through Act 1 of my first playthrough yet. Of course, now that Jimbo's decided to start his own game, I'm going to have even less computer time.

However, I'm enjoying the game very much and know it's going to get a _lot_ of play time in the Jimbo/Jae home. Some of the characters have very sassy lines, which I think is just hilarious at times.

*confused* Sleep??? Oh yeah, I remember that! :)

 

Wait until you meet Daerred. Dunno why, but he puts me in stitches.

Posted
  Achilles said:
If you right-click on a scroll as Sand, there is a scribe-scroll option. I haven't tried it out yet, but I suspect that it will allow him to learn more spells. If it works, let me know! :)

 

Doh... that worked fine. Thanks, I guess that solution was too obvious for me to figure out myself. Only wish I had learned that earlier... and haven't let Neeshka use up all my fireball scrolls already. :)

 

(Did it work that way in NWN1 as well? Only played clerics, druids and sorcerers in that game, never wizards.)

 

 

  Achilles said:

I know!!! I ended up leaving my party over by the spawn-point and running over solo to initiate the dialog. Dispite every attempt to manipulate the AI (IIRC, even switching to puppet mode), they still come charging over as soon as the "fun" begins.

 

Did you put your party members under "Stand your ground" orders? Seems there is no way to make them not follow without using the voicechat commands (unless I'm overlooking something (else) obvious). At any rate the game seems to suffer from the same irritating tendency as KotOR of sometimes hard-issuing attack commands to party members that completely bypasses the AI scripts which you can't intercept, only react after it has happened.

 

Not to mention cutscenes conveniently clustering your party together in indefensible locations when they start, or jumping the main character to any place where dialog is initiated, even if it's halfway across the level and the dialog was triggered by a sneaking/invisible rogue clicking on a placeable or a door in a room full of hostile enemies. :roleyess:

 

 

  Achilles said:

 

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  Achilles said:

I have to admit that I haven't played PS:T, so I can't help you out there. I know that there are more than a few "the official 'the ending sucked'" threads over in the NWN2 forums, but I thought the end was fairly well done very much consistent with the theme of the story.

 

PS:Torment's ending described without involving the plot:

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Needless to say that kind of end ruined the whole game experience and I've only been able to bring myself to play PS:Torment twice (with several years in between) despite it otherwise being one of the best CRPGs I've ever played. Way to slap it in the player's face that nothing you've done in the game really mattered in the end.

 

I like happy endings. I violently dislike unhappy anticlimactic endings. :)

 

 

  Achilles said:

Apparently the "dark side" ending is different than the "light side" ending, so we'll have to see if I feel the same after seeing that one.

 

Don't think I'll ever see it since I can't bring myself to play some evil bastard. Much more rewarding to play as a good gal who gets to make a difference for the better. :) But if it's in line with the evil endings in other games I can imagine it's a "shortsighted power hungry" ending. :) (Encouraging the kind of character that deserves a LaCroix ending...)

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  stoffe -mkb- said:
(Did it work that way in NWN1 as well? Only played clerics, druids and sorcerers in that game, never wizards.)
I gave up on NWN1 part way through chapter 1. Something tells me that I should go back and give it another chance, but for whatever reason, I just didn't feel engaged even after 10+ hours of gameplay. :(

 

  stoffe -mkb- said:
Did you put your party members under "Stand your ground" orders? Seems there is no way to make them not follow without using the voicechat commands (unless I'm overlooking something (else) obvious). At any rate the game seems to suffer from the same irritating tendency as KotOR of sometimes hard-issuing attack commands to party members that completely bypasses the AI scripts which you can't intercept, only react after it has happened.
Yeah, I did. I'll look into voicechat next time. Thanks for the tip.

 

  stoffe -mkb- said:
Not to mention cutscenes conveniently clustering your party together in indefensible locations when they start, or jumping the main character to any place where dialog is initiated, even if it's halfway across the level and the dialog was triggered by a sneaking/invisible rogue clicking on a placeable or a door in a room full of hostile enemies. :roleyess:
Heh. On that note, don't quicksave in space between lengthy dialogs and boss-fights. Later in the game you have to go up against a big-time baddie after one of the longest dialogs in the game. Of course, I got wiped out, but lo-and-behold, I had my trusty quicksave. Unfortunately, reloading the quicksave allowed the baddie to be fully spawned and he would manage to kill off three party members before the game even finished reloading (not a good feeling to hear party members dying while you're still looking at the loading screen :(). Luckily I had a hard save from about 20 minutes earlier, so that worked out ok.

 

Btw, do not trust autosave or quicksave, if you haven't figured that out already. Autosave apparently has some sort of once-per-day limitation (exaggerating, but only slightly). Also, there have been a few times that I've quicksaved before shutting down, only to come back later to find that my only quicksave file was from much earlier. If it only happened once, I might think that I only thought I saved before shutting down, but it's happened a few times. Moral of the story: use hard saves.

 

  stoffe -mkb- said:

 

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Oh, I hear you and I wish I had the patience for that, but I gave up after the 6th or 7th try of doing it that way. FWIW
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  stoffe -mkb- said:

PS:Torment's ending described without involving the plot <snip>

I'm afraid that anything I say here could potentially taint the experience for you. I think I know how you'll vote, but I can't wait to hear your impression of the end once you get there.

 

  stoffe -mkb- said:

Don't think I'll ever see it since I can't bring myself to play some evil bastard. Much more rewarding to play as a good gal who gets to make a difference for the better. :) But if it's in line with the evil endings in other games I can imagine it's a "shortsighted power hungry" ending. :)

I'm the same way. I cringe everytime I make an evil choice, but I'm one of those people that can't leave stones unturned. After playing chaotic or lawful good the first two games (Druid and Paladin/Divine Champion/NW9 respectively), I feel terrible about killing people that I've already helped twice before.

 

On a funny side note: There are a few dialog bugs that are only apparent when playing evil.

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EDIT: Whoops...missed one. Sorry

 

  stoffe -mkb- said:

Does it matter in the end who you let take up residence in the tower, Startear or the NW9, is that just a matter of what kind of shop you would like to have available? Will Startear help out in the battle if you rebuild the tower for him?

There are a couple of class-specific side quests that you can get in the game. Paladins will get a quest from the church if you forego the monastery. Similarly, I imagine that monks will get a quest if you forego the church. As for the tower, you will get the special shop if you build it for The Nine, and I've heard that you will get a mage shop and the chance at wizard quest (class specific) if you make it a wizard tower. The Nine didn't do much to help (even though I did max out my NW9 PrC), so I doubt that the wizards will help either.

 

Spoiler re: the NW9 PrC:

 

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@stoffe-

 

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  Achilles said:
I gave up on NWN1 part way through chapter 1. Something tells me that I should go back and give it another chance, but for whatever reason, I just didn't feel engaged even after 10+ hours of gameplay. :(

 

I'd only bother with the Hordes of the Underdark expansion, that's the only one of the NWN1 + Expansions campaigns that was any interesting in my opinion.

 

 

  Achilles said:

Unfortunately, reloading the quicksave allowed the baddie to be fully spawned and he would manage to kill off three party members before the game even finished reloading (not a good feeling to hear party members dying while you're still looking at the loading screen :().

 

Nasty side-effect of the multiplayer-architecture of NWN. Creating the game world first and then spawning in the player while loading clientside stuff. If you have a slow computer it gives the game world almost half a minute of free reign to do what they want to your helpless characters. :)

 

  Achilles said:

Btw, do not trust autosave or quicksave, if you haven't figured that out already. Autosave apparently has some sort of once-per-day limitation (exaggerating, but only slightly). Also, there have been a few times that I've quicksaved before shutting down, only to come back later to find that my only quicksave file was from much earlier.

 

Seems like it's only autosaving when you use the world map. Maybe some quest-related autosaves as well, but it certainly doesn't seem to happen at regular intervals.

 

Speaking of bugs, are there any problems with Keep special missions carrying over from Act 2 to 3? I had ordered the fifth special mission (Mere undead patrols) to be carried out just before changing acts, so it didn't complete before the act ended. Now I think I'm roughly halfways through act 3 and I have not heard a word about the outcome of that mission, nor have I received any new missions (I think there are supposed to be at least 2 more). I'm starting to suspect I've run into a bug. :(

 

 

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  Achilles said:

I'm afraid that anything I say here could potentially taint the experience for you. I think I know how you'll vote, but I can't wait to hear your impression of the end once you get there.

 

Uh oh, that doesn't sound promising. Oh well I suppose I'll see it first hand soon enough. Act 3 seems to be much shorter than act 2, but perhaps I've gotten a false impression of much much remains to do. :)

 

  Achilles said:

I'm the same way. I cringe everytime I make an evil choice, but I'm one of those people that can't leave stones unturned. After playing chaotic or lawful good the first two games (Druid and Paladin/Divine Champion/NW9 respectively), I feel terrible about killing people that I've already helped twice before.

 

If I ever should play evil (which I won't) it would probably be the intelligent scheming evil type instead. The type who has a plan and don't mind walking over corpses to see it come to fruition, but won't run around insulting, mugging or killing people for no reason, drawing unnecessary attention to themselves and making enemies needlessly. Someone who can appear nice and charming but aren't afraid to backstab should it suit their purposes. Unfortunately CRPGs don't tend to support that PC villain type, catering more to the two-bit thug/bully variant who goes around being mean to people for no reason even if it obviously will come back to haunt them later.

 

 

  Achilles said:

 

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  Achilles said:

Spoiler re: the NW9 PrC:

 

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  jmac7142 said:
@stoffe-

 

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  stoffe -mkb- said:
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  stoffe -mkb- said:
I'd only bother with the Hordes of the Underdark expansion, that's the only one of the NWN1 + Expansions campaigns that was any interesting in my opinion.
I'll keep that in mind. Maybe I'll just find a wiki or something that will fill me in on the OC backstory. If you have recommended resources, I'd love to hear them.

 

  stoffe -mkb- said:

Speaking of bugs, are there any problems with Keep special missions carrying over from Act 2 to 3? I had ordered the fifth special mission (Mere undead patrols) to be carried out just before changing acts, so it didn't complete before the act ended. Now I think I'm roughly halfways through act 3 and I have not heard a word about the outcome of that mission, nor have I received any new missions (I think there are supposed to be at least 2 more). I'm starting to suspect I've run into a bug. :(

Not that I'm aware of. Interestingly, I'm pretty sure that I usually get that mission in chapter three. And unless my game is missing content, the Mere mission is the last one.

 

  stoffe -mkb- said:

 

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  stoffe -mkb- said:
Uh oh, that doesn't sound promising. Oh well I suppose I'll see it first hand soon enough. Act 3 seems to be much shorter than act 2, but perhaps I've gotten a false impression of much much remains to do. :)
I think it would be fair to say that it is shorter. Still a lot to do, story-wise, but I think you'll find that there's a lot less traveling.

 

 

  stoffe -mkb- said:

If I ever should play evil (which I won't) it would probably be the intelligent scheming evil type instead. The type who has a plan and don't mind walking over corpses to see it come to fruition, but won't run around insulting, mugging or killing people for no reason, drawing unnecessary attention to themselves and making enemies needlessly. Someone who can appear nice and charming but aren't afraid to backstab should it suit their purposes. Unfortunately CRPGs don't tend to support that PC villain type, catering more to the two-bit thug/bully variant who goes around being mean to people for no reason even if it obviously will come back to haunt them later.

You may be pleasantly surprised in this game, if only slightly. "Evil" seems to be much more about ambivalence, or at least it appears to be the case, thus far.

 

 

  stoffe -mkb- said:

 

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Well done! Have a cookie. :)

 

 

  stoffe -mkb- said:

 

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Minor Spoiler

 

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  stoffe -mkb- said:

 

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*gasp* you get to meet Nolaloth now! *happy dance*

 

 

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  Achilles said:
I'll keep that in mind. Maybe I'll just find a wiki or something that will fill me in on the OC backstory. If you have recommended resources, I'd love to hear them.

 

Don't know any story resources since I played all three campaigns already. Wikipedia probably have something, they tend to have entries about everything. Otherwise I can give you the bullet points of the NWN1 and Shadows of Undrentide storylines. I tend to remember pointless things like game storylines fairly well for some reason. :)

 

  Achilles said:

Not that I'm aware of. Interestingly, I'm pretty sure that I usually get that mission in chapter three. And unless my game is missing content, the Mere mission is the last one.

 

Yes, I found that out when checking the scripts and keep dialog more closely. It appears that Special mission 6 and 7 are bugged, a missing "break;" in in a switch-statement in a conditional check script prevents mission 6 (ambush Shadow Priests) from ever being given out, and improper dialog script parameters in Kana's dialog prevents both mission 6 and mission 7 (locate shadow reaver task force) from being activated properly (it tries to start mission 5 instead again with the result in my case of it being set from previous success to failure for some reason). The bad part though is that the penalties for not having completed mission 6 and 7 within the specified time interval remains, resulting in massive penalties to Land and Road Security every time update. Good work, Obsidian. :roleyess:

 

 

  Achilles said:

Re: Path of the Holy

 

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  Achilles said:

You may be pleasantly surprised in this game, if only slightly. "Evil" seems to be much more about ambivalence, or at least it appears to be the case, thus far.

 

From what I've seen the nice and charismatic "making friends" dialog options seem to hand out Good alignment shifts like candy, so it might be hard for such an evil player to stay evil for any length of time. The game's alignment system seems to run almost entirely on action rather than intent behind the action.

 

 

  Achilles said:

Re: Minor Spoiler about last area

 

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  Achilles said:

*gasp* you get to meet Nolaloth now! *happy dance*

 

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  stoffe -mkb- said:
Don't know any story resources since I played all three campaigns already. Wikipedia probably have something, they tend to have entries about everything. Otherwise I can give you the bullet points of the NWN1 and Shadows of Undrentide storylines. I tend to remember pointless things like game storylines fairly well for some reason. :)
That's kind of you to offer. Sounds like a lot of work though and I'd hate to put you through that when I can find something inferior but readily available elsewhere.

 

  stoffe -mkb- said:

Yes, I found that out when checking the scripts and keep dialog more closely. It appears that Special mission 6 and 7 are bugged, a missing "break;" in in a switch-statement in a conditional check script prevents mission 6 (ambush Shadow Priests) from ever being given out, and improper dialog script parameters in Kana's dialog prevents both mission 6 and mission 7 (locate shadow reaver task force) from being activated properly (it tries to start mission 5 instead again with the result in my case of it being set from previous success to failure for some reason). The bad part though is that the penalties for not having completed mission 6 and 7 within the specified time interval remains, resulting in massive penalties to Land and Road Security every time update. Good work, Obsidian. :roleyess:

Damn it! That's going to drive me nuts now. I don't suppose you've already scripted a fix??? :D

 

  stoffe -mkb- said:

 

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No, you would have noticed it. They made a point to make sure that you didn't miss it :D

 

I find it hilarious that you were able to prematurely close the quest, knowing what a hard time most people have closing it during normal gameplay.

 

  stoffe -mkb- said:
From what I've seen the nice and charismatic "making friends" dialog options seem to hand out Good alignment shifts like candy, so it might be hard for such an evil player to stay evil for any length of time. The game's alignment system seems to run almost entirely on action rather than intent behind the action.
Yeah, after the KotORs, VtM:B, etc, I guess I'm a little underwhelmed by the "evil" dialog choices. I do get to be pretty snarky, but like you said, my words don't seem to get me far. I'm also noticing that during key dialogs, I'm being pushed along down a certain path without much opportunity for roleplay. While not having "thug-4-life" forced upon me is refreshing, I do have to say that I think I enjoyed playing "good" more.

 

  stoffe -mkb- said:

 

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Well, there are final battles and then there are final battles. Without spoiling too much, let me just say you should go prepared for anything and everything. I feel they did a good job of breaking the mold in many regards (but then again, you've been around the RPG-block a lot more than I have, so maybe you will have seen this all before :)).

 

  stoffe -mkb- said:

 

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Hello peeps, long time no talky...

 

Been checking out this new NWN2 game for awhile now, played it through once... working on the second go around...

 

Was wondering if anyone here has made any fixes or sp mods, or started working on any sp mods for this game yet?

 

I was just wondering because the playability of this game seems to be running out really quick for me... I'm not sure why. Maybe because it doesn't have as many side quests in it as the first NWN game does. Maybe because it forces you to one conclusion at the end of the game (no good guy/bad guy ending), I dunno'...

 

anywho, all in all the game is pretty cool, it's got a couple of surprises in it...

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  Achilles said:

*confused* Sleep??? Oh yeah, I remember that! :)

*Achilles has heard the Siren Call of NWN2, and not only has he failed his Will save, he can't even find the die to roll....* :D

  Achilles said:

Wait until you meet Daerred. Dunno why, but he puts me in stitches.

If he's half as ornery as Jolee was, I'll enjoy the character. :)

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  Jae Onasi said:
*Achilles has heard the Siren Call of NWN2, and not only has he failed his Will save, he can't even find the die to roll....* :D
That may be one of the funniest things I've ever read :D

 

  Jae Onasi said:
If he's half as ornery as Jolee was, I'll enjoy the character. :)
Not so much with the ornery. To quote Dane Cook, he's a "silly, silly bitch". Almost foppish, as it were.
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  Jae Onasi said:
*Achilles has heard the Siren Call of NWN2, and not only has he failed his Will save, he can't even find the die to roll....* :D

Heh, that just reminded me of this.

 

@Achilles-

Daerred is the

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  jmac7142 said:
Heh, that just reminded me of this.
Oooo...that is good!

 

  jmac7142 said:
@Achilles-

Daerred is the

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Yep that's him :D

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