other suggestions?
Warning: Mild spoilers in this postAl17,
I firstly just want to congratulate you on a super effort. I downloaded the game (English language) only a couple of days ago, and am having a great time with it - well done!
So far I've done the 'Claire' quest and the 'Dwarf' quest only, so I'm only part of the way through the mod. The party is; PC Totemic Druid, Jaheira, Imoen, and recently Bolfain.
As per your request for suggestions and so forth;
(Please note that I have tended to avoid some discussion threads in this forum for fear of spoiling myself. As such, please excuse any comments here that may have been already addressed by other people elsewhere.)I'm not sure if this has been picked up in other bug reports, but the merchants of Trademeet at the start have some items for sale that are not lining up well with kit restrictions. My Totemic Druid can wear the Mechanical Plate, which I'm not sure that he should. Neither he nor Jaheira can wear the Gloves of Missile Snaring. Imoen can't wear the Theif's Armor available for purchase. Imoen can wield the Druidic Blade.
I think that this may have been addressed by other forum comments, but there does seem to be a 'dungeon crawl' feel about the game at times, with a sameness about the enemies confronted. Although it's quite logical to see one area inhabited by the same few creature types, introducing further variety would benefit the mod as the player might be forced to use different tactics.
In my experience to date, the game needs more creatures that attack with magical enchantment. I have been able to effortlessly defeat large groups of creatures due to their incapacity to inflict damage as they do not attack with magical enchantment.
I think that if you're closing off dungeon areas, as is the case with the Wyvern Pit and the Dwarf Mountain, there should be some treasures that will help the party. Scattered bundles of missiles (arrows, bolts, bullets {not an issue with Dwarf Mountain, but it was in the pit}, darts, throwing axes) would be handy for the first-time player. A
few (without overdoing it) antidotes or Protection from Poison scrolls would be a useful treasure in dungeons where there are large packs of enemies with poisoned attacks. Admittedly it might not be particularly logical, but it would be helpful. (In my party, everyone had access to 'Slow Poison', so this wasn't much of an issue - but other parties might struggle with the poison thing).
I did have quite some trouble getting a 'wandering-monster-free' rest. Often having used the bulk of my spells in dungeon-clearing fights, I would typically have my rest inturrupted once or occasionally twice, leaving my party very vulnerable towards the end. If you can tone down the chance of getting these fights, it would be nice, but if this is hard-coded, then please disregard this comment.
A couple of other minor thoughts: (1.) I'm not sure why the map of Trademeet is mostly in 'fog-of-war' mode at the start - is it possible to expose this map? (2.) Imoen's weapon proficiencies have changed from 'standard'
BG2. It was not until I was stuck in a dungeon did I realise that she was equipped entirely with weapons that she wasn't proficient in. It may be worthwhile noting this in the mod's manual.
Once again - thank you for your efforts with this mod. Most enjoyable, and I'm looking forward to getting further into it!
Edited by Cam_H, 07 August 2005 - 12:03 AM.