Frequently
Asked Questions
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Q: When is the
release date? Q: Who is developing
Baldur's Gate II: Shadows of Amn (BGII:SoA)? BioWare or Black Isle Studios? Q: Will BGII:SoA
use 2nd or 3rd edition AD&D rules? Q: Are you changing/adding
many AD&D rules? Q: Is the game
first person (like Quake)? Q: Is BGII:SoA
real-time or turn-based? Q: But turn-based
is so much better than real-time. Q: Can I assign
hotkeys to actions? Q: Will there
be more choices for character sounds, scripts and portraits in BGII:SoA? Q: Can I import
custom pictures for my character? Q: How many
frames of animation are there in the game? Q: Have the
character animations been improved in BGII:SoA? Q: Will the
paperdolls on the inventory screen be changed? Q: Will if be
possible to hide the interface? Q: What will
the new interface look like? Q: Will the
Rest button be moved? Q: Will it be
possible to exit cutscenes before they are over?General:
A: Street date is set for Fall of 2000 (3rd quarter).
A: BioWare Corp is the developer for Baldur's Gate II: Shadows of
Amn. BioWare Corp developed Baldur's Gate, Tales of the Sword Coast, and
created the Bioware Infinity Engine. Black Isle Studios is the publisher
for all of these titles and is developing both Icewind Dale and Planescape:
Torment using the Bioware Infinity Engine. Bioware Corp and Black Isle
Studios have been and will continue to work together very closely on these
titles.
A: The game will be using 2nd edition AD&D rules, much like the
original Baldur's Gate did. In this incarnation of the game, we will be
implementing some of the optional rules, such as character kits, to enhance
the Forgotten Realms experience. There will be a section in the manual
dedicated to explaining the basics, and the rules for the new player.
A: We will be adding new classes, spells and items, so that means
that we will be adding new rules to accommodate these additions. As always,
playtesting can and will change how the game is played, and this means
the rule set used as well. Fun and immersion are always our top priority.
A: No, the game uses an isometric (3/4 angle), top-down view.
A: The BGII:SoA engine (the BioWare Infinity Engine) is real-time
but the game is pauseable and actions may be assigned to characters in
your party at that time. This is just an option that a player may use
if the action gets a little "out of hand." In general, the AI scripting
will permit easy control over the six character party with minimal need
to resort to the space bar for pausing. For those of you that recall the
excellent Microprose game, Darklands, the real-time combat and pausing
system can be considered to be similar. X-Com 3 uses a similar pause feature
as well.
A: The game is real-time but we have provided options to permit a
pseudo-turn-based system. Beside using the space bar to pause game, you
can set options which will automatically pause the game, such as your
character being hit, reaching a low number of hit points, or their weapon
breaking. It can also be set to pause each time it is the character's
turn.
A: The hotkey system will be very unique and totally customizable.
You can set up different hotkeys to perform different actions with the
same weapon. For example, you can have a hotkey to fire normal arrows
from your bow as well as a hotkey to fire magic arrows. You can have a
hotkey to throw a dagger and a different hotkey for melee with your dagger.
In addition, you can set up hotkeys to cast spells.
A: Yes. We plan to provide additional sounds, scripts and portraits
for the player characters. You will also be able to use all the portraits
from Baldur's Gate. If you don't like what we offer, you can still import
your own custom ones as before. Also, the new character sound sets have
more selection sounds and special sounds, such as "Inventory full".
A: Yes. You will be able to import custom character portraits as well
as digitized speech for your character. The dimensions for the custom
character images are: 40x62 8-bit BMP for the main GUI (this is to allow
for the overlapping color to indicate character status) and 110x170 24-bit
BMP for the Character Sheet. Custom sounds should be 22 kHz, 16-bit mono
WAV files.
A: : At last count there were roughly 108,420 frames of character
and monster animations rendered for Baldur's Gate at BioWare for your
viewing pleasure. We are adding 171,000 more frames for BGII:SoA. This
does not include things like animated water, waving flags or other animated
objects of any kind.
A: Yes, each avatar now uses twice as many animations as in Baldur's
Gate making them look smoother.
A: Yes, the paperdolls have all been replaced with new versions in
BGII:SoA.
A: It is now possible to hide the left, right and bottom panels of
the interface, in any combination. The full-screen mode provides better
immersion into the game. When you press pause in full-screen mode, the
interfaces will reappear as they were last set, and disappear again when
you unpause.
A: The graphical user interface will feature a Byzantine brown stone
instead of the gray stone from Baldur's Gate. There have been literally
hundreds of improvments to the interface. Everything from General layout
and aethesthetics to cleaning up the functionality to improve the "ease
of use" of the game.
A: Yes, the Rest button will now be found on the main game screen.
The Guard/Protect button has been removed as most people did not use it.
A: We are planning to allow you to press ESC to skip the cutscenes.
Top
Q: What are
the minimum requirements for BGII:SoA? Q: Is a 3D required? Q: What 3D cards
are supported? Q: Does it use
a 3D engine? Q: What resolutions
are supported? What card do I need for them? Q: Will 3D sound
be supported? Q: Which version
of DirectX does the game use? Q: What is the
minimum/full install size? Q: How many
CDs is it? Q: Will there
be a DVD version at the time of shipping? Q: Will an editor
be included to simplify writing custom scripts? Q: Will I be
able to create my own dungeons and modules?Technical:
A: The minimum system requirements are currently a P200, 32 megs of
RAM and a 2 meg video card. As with any minimum requirement, it is the
minimum. Bigger is better, more is faster. For 3D, you need any 2 meg
3D card that supports OpenGL.
A: No. There will be 2D as well as 3D versions of all the effects
than can use 3D. If you don't have a 3D card, the 2D version will be used.
A: 3D is implemented via OpenGL. So any card that supports OpenGL
will be able to take advantage of BGII:SoA's 3D effects. We have found
that the TNT line of cards to be faster (due to a full good implementation
of OpenGL). As well, the 3Dfx line of cards will not run in a window,
so BGII:SoA will not run in a window if you are using one of these cards
to run the game.
A: Yes and no. The backgrounds are still 2D and utilizing the BioWare
Infinity engine. The Infinity engine has been updated substantially, and
one of the improvements is the inclusion of 3D support. This means that
certain things in BGII:SoA utilize the 3D support for visual enhancement
and speed. The most visible benefactors of this feature will be the spell
effects, but other things, such as "fog of war" and water, now use 3D
as well.
A: You can now play BGII:SoA in resolutions up to and including 800*600.
Technically, you can play at the 800*600 resolution with a 2 meg 2D card,
but ideally you need a 4 meg card to get a reasonable frame rate. You
can also choose to use the 640*480 resolution. There will also be unofficial
support for resolutions such as 1024*768 etc., which you can use by editing
the game's configuration files.
A: We plan to include 3D sound, most likely Creative's EAX and Aureal's
A3D.
A: The game will use DirectX 7.0 (which will be included with the
game).
A: : Although not finalized, it will be very similar to Baldur's Gate
in regards to install size.
A: We are not sure yet, probably four, five at the most.
A: We would like to do a DVD version. As it stands, we believe there
will be one, but we aren't promising anything.
A: We will provide documentation explaining how to write scripts.
We have not yet decided whether or not to include an editor.
A: No. The twenty editors and other tools used to create Baldur's
Gate are too complex for us to release. We are, however, working on the
multiplayer game Neverwinter
Nights, where allowing you to create your own modules is a major facet
of the design.
Top
Q: What level
will a new character be in BGII:SoA? Q: How big can
my party be? Q: How much
control do I have over my NPCs? Q: I loved Minsc.
Will he return? Q: How will
ability scores be determined? Q: Can I import
my characters from Baldur's Gate? Q: If I import
my character will I get to keep my ability scores? Q: Can I import
my multiplayer party? Q: Can I import
my character from Planescape: Torment or Icewind Dale? Q: Can I use
my Baldur's Gate II character in Baldur's Gate? Q: What is the
level/XP cap for BGII:SoA? Q: Why does
druid only get to level 14? Q: But won't
the druids be very weak compared to other characters? Q: What about
racial level limits? Q: Can I play
the assassin class? Q: Which kits
are there to choose from?Characters:
A: New characters created in BGII:SoA will start with 89,000 experience
points (XP), the XP cap from Baldur's Gate. Different classes will begin
at different levels, which for single-classed characters are:
A: When you start BGII:SoA, you create one character of your choice.
Throughout the adventure, you meet many different people who can join
your party. The maximum number in your party at any given time is six.
You can get rid of NPCs and get other NPCs to join you whenever you like.
Six does not include charmed monsters, familiars, or other NPCs that may
be apart of your party from time to time. We'll be releasing some interesting
party combinations of NPCs that you may want to mix to see what happens,
soon after the release date for the game. Some may not get along very
well - you'll see.
A: All NPCs have their own AI scripting, outlining their basic reactions
to basic situations. At anytime, the player may "override" what the NPC
is currently doing. AI may be turned off or on at will. The scripts can
be modified to some extent; they help create a NPCs personality and adds
to the immersion level of the game. There will be several levels of scripting
available. We want to allow players to be able to modify scripts not at
all (the scripts that come with NPCs should be quite adequate), a little
(e.g. load in cautious mage, aggressive fighter, etc.), or a lot (e.g.
if enemy gibberling sighted then cast magic missile at it). It will be
up to the individual player to decide how much to tinker with AI on his
or her party members.
A: Like in Baldur's Gate, NPCs with interesting personalities can
join your party. There will be 16 such NPCs in BGII:SoA, including five
which are returning from the original game. Four of these are Minsc (and
Boo), Imoen, Jaheira and Edwin. Each of these NPCs will have as much scripting
as all the NPCs from Baldur's Gate combined to make them more responsive
to the protagonist and the world around them. For instance, they may have
romances with the main character or betray him/her, and are now aware
of your sex. Other NPCs from Baldur's Gate, like Garrick, Coran, Tiax
and Xzar can be met but will not join the party. One of the new NPCs will
be a gnomish thief/illusionist Jan Jansen, who will invent different items
during the course of the game.
*Other new NPCs:
Nalia - human, dualed thief/mage (yes, there is a reason for the
T/M thing, not to worry),
Yoshimo: (human, bounty hunter),
Korgan: dwarf, battlerager (this is the only dwarven NPC, so no
good dwarven NPCs, sorry. Korgan is a blast, though.),
Haer'Dalis: tiefling, blade
A: Random attributes that have the minimum requirements for the class
chosen (with racial limits) are generated, so you can always play the
class you've chosen. You can modify the attributes on a 1-1 ratio (meaning
to raise one statistic 1 point you must lower another by 1 point). This,
of course, applies to the one character you can create - the rest will
join with the ability scores predetermined in the single-player game.
A: Yes, you can take your characters from the original Baldur's Gate
or from the expansion, Baldur's Gate: Tales of the Sword Coast. Because
there have been some changes to the rule set and character generation,
you may have to reselect certain skills during the importing process.
You can use either an exported character(s) or a saved game. All characters
are brought up to 89,000 experience, the XP cap from Baldur's Gate, unless
the character was from Tales of the Sword Coast. In that case, the character
may have up to 161,000, a perk for those that decided to purchase the
expansion pack.
A: Yes. You will be able to keep your ability scores, even if they
are over 18. You will also keep all your special abilities, gained through
the dreams.
A: Yes, you can import all characters that you created and start a
new multiplayer game. You cannot import any NPCs that joined your party.
A: No. At this time, you cannot import characters from these products.
A: No, characters from the sequel are not compatible with the original
game.
A: The current XP cap is set at 2,950,000, resulting in the following
maximum levels for single-classed characters:
A: Because at level 15 and onwards, druids will gain many new extremely
powerful abilities which are very difficult to implement properly. We
do not want to put in a "half feature", it's all the way or nothing. Maybe
in a possible expansion pack...
A: No. Duids will still be very powerful and fun to play. We have
added many new spells, such as Firestorm. They will also have new shapeshifting
abilities, which are even more powerful if you take the Shapechanger kit.
A: We have decided that we will not be implementing racial limits
in Baldur's Gate II: Shadows of Amn.
A: Yes, you can play that class as well as many others. We have added
20+ kits and classes to the already large list from the original Baldur's
Gate.
A: Although not final, and subject to change, the current list of
kits is: Fighter (Berserker, Wizardslayer, Kensai), Ranger (Archer, Beastmaster,
Stalker), Paladin (Cavalier, Inquisitor, Undead Slayer), Cleric (Priest
of Talos, Priest of Lathander, Priest of Helm), Druid (Shapeshifter, Totemic
Druid, Avenger), Mage (8 specialty mages as in Baldur's Gate), Thief (Assassin,
Swashbuckler, Bounty Hunter) and Bard (Blade, Jester, Skald).
Q: Can
I choose a kit for my cleric at the start of the game?
A: No. You must complete a quest in order to become a specialty priest.
Each priest type (including regular cleric) will have their own stronghold.
Q: Are
there any new classes?
A: Yes. We have added three new classes to the game, sorcerer, barbarian
and monk.
Q: What
are the new classes like?
A: The sorcerer will be spellcaster which gains new spell levels very
slowly, but will be able to cast much more spells per day than a regular
mage. The monk will be a kung-fu fighter with completely new animation.
The barbarian... that's a secret.
Q: Can my imported
character have a kit?
A: When importing a character, you are given the option of reassigning
the class and thus may choose a kit for that character.
Q: Will I be
able to change my class when I import a character?
A: No you won't.
Q: What kits
can multiclassed and dual-classed characters have?
A: Multiclassed characters are not permitted to use kits. Dual-classed
characters may select a kit for their first class.
Q: Can I be
a wild mage?
A: They are difficult to implement properly, but we they are quite
high on the "to do" list. They might be implemented if we have time. If
we do not have the time to put it in, it would be a great addition to
a mission pack, wouldn't it?
Q: What new
races have been added?
A: We have added the Half-Orc to the playable character races. These
big brutes make great warriors due to their strong physiques. The list
of playable character races are: Human, Elf, Half-Elf, Dwarf, Gnome, Halfling
and Half-Orc.
Q: Can I be
a Drow Elf?
A: Subraces have not been introduced in BGII:SoA. You can choose skin
and hair colours for your Elf which will make you look like a Drow, but
you will not receive any special bonuses or penalties for doing so. However,
you will have the opportunity to visit a Drow city and the Underdark.
Q: What changes
have been made to weapon proficiencies in BGII:SoA?
A: Instead of becoming proficient in groups of weapons, you will now
spend your proficiency slots on single weapons as in AD&D (eg. long
sword instead of all large blades). You can also learn weapon styles using
weapon proficiency slots. If you imported a character, you will need to
reassign your proficiency slots.
Q: What are
weapon styles? Does it have something to do with dual-wielding?
A: The weapon styles you can choose from are: one-handed weapon, two-handed
weapon, weapon and shield, and two-weapon. Two-weapon style allows you
to wield two one-handeded weapons, one in each hand (like Drizzt). You
select weapon styles from the same proficiency list as weapons. Each style
increases you combat abilities, for example, the two-handed weapon style
gives you faster attack speed and an increased chance to score critical
hits.
Q: Will Rangers
be able to use a weapon in each hand?
A: Yes. Rangers will know two weapons style and have fewer penalties
than other classes.
Q:
Will wizardslayer be able to use any magic items?
A: Wizardslayers may use magical melee weapons, but nothing else (like
armor or rings).
Q: Can
kensai use magical weapons?
A: Yes, they can.
Q: Are there
new weapons I can use?
A: Several new weapons have been added including the katana, wakizashi
and ninja-to.
Q: Will weapon
specialization be included in the game?
A: There will be five levels of weapon proficiencies: Proficient,
Specialized, Double Specialized, Master, and Grand Master of a weapon.
The base level, Proficient, is available for all classes. Rangers, Paladins,
and multiclass fighters can be Specialized. All other levels of proficiencies
are available only to Fighters.
Q: Have the
allowable character's skills changed in BGII:SoA?
A: Some changes and additions have been made to the character's skills.
For instance, the Stealth ability of Baldur's Gate has been split into
Hide in Shadows and Move Silently as in AD&D. Thieves will also be
able to Set Traps and Detect Illusions. You will need to redistribute
your skills when importing a character.
Q: How do I
use my character's skills and abilities?
A: When a character is selected he/she has a group of icons at the
bottom of the screen. These are the basic "attack" and "move" icons, as
well as class-specific ones. These will include such skills as the thief's
Hide in Shadows and Detect Traps. Secret doors and certain traps will
be "noticed" by a character with the appropriate skills. There are keyboard
hotkeys for the main actions and everything else in the game, which you
will be able to modify as you like.
Q: Can my thief
climb walls?
A: No. As the game is 2D, you cannot climb walls. However, certain
areas on the map are higher than others so it is still possible to gain
a height advantage.
Q: How will
thief skills improve with level gains?
A: Thieves will be able customize their character by allocating points
to the different thief skills at each level gain (as in AD&D, 2nd
Edition).
Q: Can my thief
Hide in Shadows?
A: Yes. The thief is invisible (to other monsters) until he/she fails
his proficiency check. The brightness of where the thief is standing is
sampled; as well, the number of visible enemies in the line of sight determine
the proficiency check to determine if the hide was successful. It lasts
a certain time, or until the next attack, which is a backstab (for extra
damage). This is sort of a modified AD&D Hide in Shadows - the first
time, we think, that it has actually been properly implemented in a computer
game.
Q: Will my Ranger
be able to Hide in Shadows in the wilderness?
A: Yes, the Ranger will be able to Hide in Shadows, essentially making
them invisible to monsters until he/she fails his proficiency check. The
proficiency check is determined by sampling the brightness of where the
Ranger is standing as well as the number of visible enemies in the line
of sight, and the density of the foliage to determine if the hide was
successful. It lasts a certain time, or until the next attack.
Q: Will Druids
be able to Shapechange into animals?
A: Yes. At 7th level, Druids will be able to Shapechange into a selection
of animals.
Q: Magic resistance
made it impossible for me to heal some of my party members. Can you change
that?
A: Magic resistance in BGII:SoA will likely only affect offensive
spells cast at the character and not defensive spells such as healing
or Haste.
Q: How many
new spells are there in BGII:SoA?
A: BGII:SoA will feature 300 spells, compared to 130 in Baldur's Gate.
This includes 7th level priest spells and 9th level mage spells, the most
powerful in AD&D. Some of these spells are: Contingency, Chain Contingency,
Gate, Spell Turning, Delayed Blast Fireball, Time Stop, Disintegrate,
Power Word: Kill, Finger of Death, Resurrection, Chain Lightning, Conjure
Elemental, Blade Barrier, Meteor Swarm and Cacofiend.
Q: Can my mage
learn 9th level spells?
A: Yes and no. Because of the XP cap, a player's mage will not be
high enough level at the end of the game to memorize 9th level spells
from his spellbook. However, it will be possible to find scrolls with
these spells which the character can use to cast the spell.
Q: How do I
copy a spell into my spellbook?
A: You must copy spells from scrolls. Right click on the scroll and
select write magic. Whether you are successful or not depends on your
intelligence. Intelligence also limits the number of spells you can have
for each spell level in your spell book. If you are not given the option
to write the spell in your book, it means that you already have the spell
in your book, you have reached the maximum number for your intelligence
or, in the case of specialist mages, it is from an opposition school so
you cannot learn it. Priests do not write spells in a book. Once they
reach the appropriate character level, they can choose to memorize any
spell from a given spell level.
Q: How do I
cast a spell?
A:To cast spells, you must first memorize them by selecting them in
your spellbook or priest scroll, and then sleep overnight, without interruption.
Click on the spell icons to move them around in your spellbook or priest
scroll. Once the spell is cast, it is erased from your memory until you
relearn it. It is possible to memorize multiple copies of the same spell.
AD&D does not use spell points or mana.
Q: At what age
will my character start the game?
A: You start at approximately 20 or so (more for some of the older
races). This doesn't impact much in the game.
Q: Are there
diseases in the game?
A: Yes. BGII:SoA will have disease so Cure Disease will be an important
skill. One of paladins' abilities is immunity to sickness, which will
come in handy.
Q: Are there
horses in BGII:SoA?
A: Ones you can ride? No. We thought about this carefully and decided
against it. We took into consideration that using horses would unbalance
combat, break scripts, add a layer of complexity to gameplay AND add tons
of animation. It does not benefit the game as much as it would cost to
implement.
Q: Can I run
(as opposed to always walking) in BGII:SoA?
A: No. Very similar to the horse debate. However, we did speed up
the overall walk speed (1.5x), and there are far fewer "empty" areas.
The "long walks with nothing happening" issue has been addressed.
Q: Do you have
to manage things like eating rations and such?
A: No, there is no ration management. We thought this was kind of
mundane - BGII:SoA is epic and heroic. You don't have to worry about going
to the bathroom either (your characters are smart enough to do that when
you aren't looking).
Top
Q: How long
is BGII:SoA? Q: Where does
BGII:SoA take place? Q: In which
year is BGII:SoA set? Q: What is the
plot? Q: Where do
I begin the game? Q: What do you
mean I've lost all my stuff? What about my Defender +5? Q: Will there
be magical tomes to increase my ability scores? Q: Will there
be any sub-plots in the game not related to the main story? Q: Can I own
a castle? Q: Will my paladin
get a holy sword? Q: What are
the Holy Avenger's attributes? What type of sword is it? Q: How do I
become a Great Druid? Q: Do I need
to manage my stronghold? Q: There were
too many FedEx-like fetching quests in Baldur's Gate. I hate those types
of quests. Q: Can I have
a familiar or a pet? Q: I haven't
played Baldur's Gate. Will there be a tutorial to help me play? Q: Is there
an automap feature in the game? Q: Can I annotate
my journal? Q: Will I have
to walk all they way across the world every time? Q: Will I be
able to tell the alignments of other characters in my party? Q: Do actions
not in accordance with my alignment have any effects? Q: How does
the communication with NPCs work? Q: What changes
were made to the dialog in BGII:SoA? Q: How will
magic items be able to be identified? Q: How will
infravision work? Q: Gems took
up too much of my inventory. Can you give us a bag of holding? Q: Which currencies
from AD&D are included in the game? Q: Will there
be banks in BGII:SoA? Q: Will encumbrance
be a factor in determining how much I can carry? Q: Will there
be seasonal changes? Q: Will there
be traps in dungeons and on chests? Q: In Baldur's
Gate, characters had problems navigating small passages and staying in
formation. Has this been improved?Gameplay:
A: BGII:SoA is shaping up to be a very large game. The "critical path",
or main plot, of the game will be around 50-60 gaming hours. If you do
every quest, go for the best armor etc. and class specific subquests our
estimates are between 200-300 gaming hours.
A: An epic continuation of the plot that was started in Baldur's Gate,
BGII:SoA is set along the southern portion of the Sword Coast, a detailed
and rich area of the Forgotten Realms called Amn. This region includes
such varied environments as the Elven forests of Tethir, underwater cities,
the Cloudpeak Mountains, cities of the Underdark, the Astral plane, the
Abyss, and the capital city of Amn, Athkatla. We are working closely with
the talented group at TSR and they are very excited with what we are exploring
in BGII:SoA. With all of the source materials from the AD&D world
to work with, we have the ability to create a detailed setting that is
truly immersive.
A: Baldur's Gate was set in the year 1370 DR (Dale Reckoning), 12
years after the Time of Troubles. Shadows of Amn takes place several months
after the fall of Sarevok and the city of Baldur's Gate has been saved
from a war with Amn.
A: In BGII:SoA, you face an uncertain future, with a lineage that
tempts the unscrupulous to use you and the ignorant to fear you. You will
face a foe that views you as no more than chattel, that toys with you
at every turn; a villain whose goals go beyond a quest for power, and
who threatens to use a lost companion as a tool for destruction unparalleled.
The choices to be made will not be easy, and you may have to align with
the lesser of evils, when all evils cannot help but seem equal. In the
end you will have mourned lost loves, celebrated new ones, and had adventures
that profoundly shaped the Realms.
A: You awake imprisoned in a cage. Imoen appears, releasing you and
saying that you need to escape. Nearby, you find Minsc and Jaheira, also
locked up, but no key. And because of your imprisonment, you lack your
equipment and money from Baldur's Gate.
A: You will be able to recover some of your equipment as you explore
BGII:SoA. For instance, instead of a longsword +1 that a new character
will find, you might find your longsword +2. However, some magic items
will be removed for balancing reasons, such as your Defender +5. Don't
worry. Hundreds of new magic items, many more powerful than what you had
before, can be found in BGII:SoA. If you imported many characters (from
multiplayer), you have bigger chances to find the items you had (assuming
that they have different items).
A: No. There will be no tomes in BGII:SoA. They unbalance the game
as we learned in Baldur's Gate.
A: There will be close to 100+ sub-plots in the game. Some of them
will have something to do with the plot, while some are completely unrelated.
Some may take a matter of minutes, while others could take days (real
time not game time). Some are rewarding, others are painstakingly difficult,
and some are even lethal. Some are very important to the game as a whole,
while some are insignificant except for the characters' reputation scores.
All of these are up to the player's discretion whether they will accomplish
a particular sub-plot or not.
A: Each class will be able to posses some sort of stronghold, once
they reach the appropriate level and complete a major quest for it. Which
stronghold you get depends on your class with multiclasses being able
to choose which one by deciding which quest to pursue. Some examples are
a keep for fighters, a hall with many secrets for wizards, a temple for
clerics and a thieves' guild for thieves. You do not design the stronghold
as it is pre-rendered art. You can only own one stronghold and for multiplayer
games, only the protagonist may possess a stronghold. The stronghold quests,
although interesting, are optional and not part of the central plot.
A: By completing his quest to find a Holy Avenger sword he may gain
entry into the Order of the Radiant Heart. This is the paladin's "stronghold".
At the opposite side, there will be a life-draining sword that only evil
characters are able to use. There will also be a Sunblade, which is extremely
powerful against certain evil and undead creatures.
A: The Holy Avenger is a two-handed sword which will work as a regular
+2 weapon if used by non-paladins. In the hands of a paladin, it will
act as a +5 sword, which inflicts additional +10 damage to chaotic evil
creatures. It will also give the wielder +50% magic resistance and the
ability to dispel magic.
A: You earn this position by completing the character-specific quest
for the druid.
A: Yes. Owning a stronghold has certain responsibilities. You must
give orders to your underlings and listen to your subjects or risk losing
your stronghold. In return, you will gain information, money and other
rewards. Take the bard's stronghold, a playhouse, as an example. You need
to hire actors and choose their roles, separate two competing divas, possibly
rewrite the music and the play itself, and live through opening night.
If you are a fighter, be prepared to defend your keep from attacking enemies.
A: We've made the scripting much more complex and thus the quests
in BGII:SoA will be more intricate. There will also be more puzzles to
solve. You'll be hard-pressed to find a simple FedEx quest in BGII:SoA.
A: Yes, we have permitted wizards to have familiars, such as Imps,
and rangers may have animal companions.
A: Yes, there will be a detailed tutorial unrelated to the main story
that will familiarize you with the interfaces and teach you how to control
your party.
A: A map of the areas that you have explored will be generated automatically.
This map will be a smaller rendered version of the ground you walk on.
You will now be able to annotate the map. Clicking on a location brings
up a dialogue box in which you type your text. This then appears as a
"flag" on the map, which can be viewed by pressing the TAB key when over
the flag, or double clicking the flag.
A: There will be a journal that will automatically chronicle your
adventures including the quests you have agreed to accomplish and the
major milestones in the story. The journal will be separated into four
sections: active quests, completed quests, critical path notes, and player
comments. The new journal and ability to annotate maps will make record
keeping easier and more comprehensive than before.
A: You will have the option to travel to previously visited places
instantaneously (in real time), although game time still passes and there
is still a chance of random encounters.
A: Alignment will be stored on the character sheet. Once a PC or NPC
joins the party, you can access their character sheet.
A: There will be a "reputation" for your characters as well as an
alignment. Reputation is something you build during the course of an adventure,
and it will generally parallel your alignment. It represents how much
people know of your previous history of choices - and guards may react
differently to you in the next town you visit! Alignment will help determine
how people, NPCs especially, treat your character, and how well or poorly
they get along with him. If you imported your character from Baldur's
Gate, your reputation won't follow you as no one has heard of you in Amn.
A: Upon initiating dialog, you will be given choices to select from,
usually at least three different ones. Further choices will depend on
the first answers, as well as your charisma or other statistics. We figured
this was better for the story, and it avoids the frustrating "I don't
understand thee" NPC answers as you try and find the proper keywords.
A: Dialog is still based on selecting choices, but has been made more
complex. We have broken dialogs into smaller pieces, normally 2-3 sentences,
giving you greater chance to affect its course and cutting down on non-essential
material. The leader and reputation will also have greater affect on conversations.
While you are talking, one of your NPCs might take part to the conversation
and let you hear his/her opinion.
A: You will be able to identify magic items either by casting the
wizard spell, Identify, or taking it to a store that offers item identification.
Most stores (particularly ones that sell magic items or temples) will
offer this service for a fee. As well, each character will have a Lore
attribute based on wisdom, intelligence, race, class, and experience that
can be used to identify items. Bards in particular will have higher Lore
skills than other classes. Unidentified items will have a blue shading
over its icon.
A: Characters with infravision will see everything in shades of red,
not just heat sources. Moving a character with infravision into a dark
area will automatically turn on infravision. It is possible to select
an option so that if any character in the selected group has infravision,
such a view will be used on the screen, instead of having to select the
actual character with infravision.
A: We have added a gem bag, as well as a scroll case. Now you can
carry all those precious gems and important notes without running out
of space.
A: : Currently, we are using only gold pieces. We felt that adding
complexity to the monetary system would not add to the gaming experience.
A: No, each person has a limit to what he/she can carry, based on
weight and strength of the individual characters. Money is kept in a common
party pool and has no weight. Extra objects can be left on the ground,
but sometimes NPCs or monsters may come around and help themselves to
those items. Objects stored in containers, like chests and cupboards,
are safe from these scavengers.
A: Yes. Encumbrance will be tracked for each character and is determined
by your strength attribute.
A: Yes and no. There won't be any seasonal changes as the game is
set in the summer, although snow may be found in the mountains. It may
rain and there is a slight chance of being hit by lightning in a thunderstorm.
A: Yes. There will be both mechanical and magical traps. Some traps
may even be a combination of both! A thief with high Find/Remove Traps
skill or a cleric with a Find Traps spell will be extremely useful in
the game. The traps on the floor have been changed so that they will only
take a portion of the space and don't cross the whole corridor anymore.
A: Pathfinding is much better in BGII:SoA. Characters will now bump
others out of the way instead of "taking the long way".
Top
Q: How does
the combat system actually work? Q: How does
initiative work for combat and spell casting? Q: Will morale
effects be included in the game? Q: Are multiple
simultaneous battles possible? Q: Will changing
armor or weapons during combat occur instantaneously? Q: Can characters
cast spells while wearing armor? Q: Will invisible
characters be able to been seen by other members of the party? Q: How can I
find out how badly damaged everyone is? Q: What are
the rules on death and unconsciousness? Q: What happens
when a party member dies? Q: Will bow
specialists get bonuses for Point Blank range? Q: Can I retrieve
arrows that I shoot at monsters? What about other thrown weapons? Q: My darts
were always running out, forcing me to switch to a new pile manually.
Have you changed this? Q: Will critical
hits be in the combat system? Q: Where will
my party be able to rest? Q: Can my party
travel in formation when the leader moves? Q: Will there
be different sizes and shapes of shields? Q: Will there
be an option to select more or less opponents per battle? Q: How do experience
points(XP) get divvied up? Q: Will monsters
just blindly fight or will they make tactical decisions? Q: How many
monsters will be in BGII:SoA (and what)? Q: Will there
be dragons? Q: Can we meet
Drizzt again?Combat:
A: The combat system is based on the rules set out by the 2nd edition
AD&D Player's Handbook. BGII:SoA uses these rules and adapts them
to the real-time format used in the game. In the game manual, there is
a complete rundown explaining all that is needed to know how to play the
game. Your characters have a sophisticated AI system (using a scripting
language) that will allow them to independently and simultaneously execute
your orders. If you wish, you can turn their AIs off and control all of
them one by one, in a turn-based mode. This is achieved by pausing the
game and then giving orders to each of the PCs you wish. We want the game
to be enjoyed by both real-time and turn-based RPG fans.
A: Each character on the field is on a "personal initiative round."
This personal initiative round will be 6 seconds long - and it corresponds
roughly to one 60 second round in AD&D. The rounds are equal in length
but are non-simultaneous; that is, they do not have exactly the same start
and end points for all characters and monsters. Within the personal initiative
round, the weapons and spells fire off at the same proportionate time
that they would get released in an AD&D round. That is, a dagger is
used quicker in a round than a two-handed sword. A Magic Missile gets
released sooner after spellcasting starts than a Fireball, etc. Initiative
is determined each round and modifies the timing of swings and spell casts
slightly every round, so each round will be slightly different from preceding
and following rounds. If a mage is hit between the time he or she starts
to cast and the time that the spell is due to get released, the spell
is disrupted. Thus, shorter cast-time spells are a definite advantage,
exactly as in AD&D. We have been careful to adapt the AD&D rule
set to a real-time system maintaining the exact weapon weightings, spell
weightings, and the same proportionate timing. BGII:SoA will follow the
same system as in Baldur's Gate. All in all, we hope the net result is
a real-time adaptation of the rules that maintains the original flavor
and balance of AD&D.
A: Monsters and NPCs (even those in your party) will suffer and benefit
from morale-related decisions. Everyone engaged in combat will periodically
do a morale check, with failure or success based on how well or badly
the fight is going. This involves how much you are outnumbered or how
much you outnumber your opponents, whether you have taken or given damage,
if comrades of yours have been hurt or killed, etc. The only people immune
to this check are PCs, because it is assumed they are bright enough to
get out of harm's way if they're not doing so well. However, the NPCs
in the party may have other ideas if you insist on fighting a lost cause.
Although, there are some characters that might see retreat as a sign of
weakness.
A: There can be any number of battles within the same 8x8 area occurring
simultaneously. However when the leader pauses the combat, all battles
in progress are paused.
A: You can pause the game at any time, but it will stay paused on
the main page only - if you switch to another page it will restart. This
is to simulate the effects of changing armor or inventory on the fly.
You will thus be allowed (real time) to change the armor you carry, but
if you do it in combat, you'll pay a price! This is meant to compensate
for dual- and multiclass characters, and not make them too powerful. The
same applies to changing your shield and equipped weapons (although you
can rotate between quick weapons during combat with no penalties, as these
are prepared in advance). The only way to maintain the pause mode is to
stay on the main GUI screen and just select your targets and modes of
attack for your party members.
A: Multiclassed and dual-classed mages must abide by mages' armor
restrictions and will not be able to cast while wearing armor. The only
exception to this is a character wearing a suit of Elven Chainmail, one
that can be found in the game. Bards must also follow these restrictions,
although some special armor for bards will be added in BGII:SoA.
A: Yes, the character image will be transparent but still visible
to the rest of the party.
A: Pressing the TAB key over a character will tell you their current
hit points and maximum hit points. If the game is paused, the TAB key
will result in these statistics for all characters on the screen being
shown. For non-party NPCs and monsters, pressing TAB over their animation
will reveal how badly hurt they are using descriptions like "Heavily Wounded"
or "Near Death". Damage will still be shown over the party members' portraits
using red shading as in Baldur's Gate.
A: Being reduced to 0 hit points results in normal death, from which
you can be resurrected. If the character is reduced to -10 then the character
is irrevocably dead. Normally, dead characters will remain in the party
and can be revived at temples.
A: When a party member (other than the leader) dies, the character's
body disappears while all of the character's equipment drops to the ground.
The body can then be transported to a place of healing like a temple.
Your main character could conceivably end up carrying 5 bodies if he/she
was the lone survivor of a battle (not a very pleasant task). The dead
character's equipment will have to be carried by other party members until
that individual is once again alive. If the main character dies, the game
must be reloaded.
A: What we decided was to implement a consistent bonus for specialists
with the bow. It is technically unfeasible to implement point blank bonuses
without taking up a lot of the CPU time by continually checking the range.
However, if you are using a ranged weapon in hand-to-hand combat, there
is a severe penalty to hit.
A: No, you cannot. Once you use an arrow or other missile weapon,
it is not retrievable.
A: No. We are not planning to make changes to how darts are handled.
A: Absolutely! Not only are they calculated, they are graphically
displayed with blood and gore! Of course, the level of graphic violence
will be adjustable to allow people of all ages to enjoy the game.
A: You can rest anywhere, but there is always the chance of a wandering
encounter. No need to post a guard - it is assumed that you apportion
guard duties out evenly. Rest is instantaneous, but game time does pass
during rest and you will wake up in the next morning unless interrupted
by a combat. There are inns and taverns where you can get a much more
secure and restful night of sleep for a price.
A: Party members (PCs and NPCs) will be able to follow the party leader
in a formation. The formation is determined by the character's relative
location to the leader when he/she selects Follow. You will be able to
form and reform at any time. Quite a number of formations are included
- some are offensive, some are defensive. Right-clicking the formations
on the game screen will bring up additional choices.
A: Yes. There are three types of shields of different shapes and sizes,
as well as bucklers. The AC of the shield is dependent both on the type
and material of the shield.
A: No. But, encounters can be adjusted in the Options page using the
difficulty setting. Setting it to easier will weaken the enemies that
are encountered (and provide less experience points), while choosing a
more difficult setting will make the encounter harder, although no extra
experience points will be gained.
A: Experience will be divvied up among each member of the party equally
regardless of who kills what. This will ensure that the mighty fighter
that gets the killing blow does not get more experience than the cleric
that healed him throughout the battle.
A: Monsters have AI. They will run away and regroup, swing around
to attack your flank or rear, and have morale that will break according
to AD&D rules. Some of the smarter ones may plead for their lives.
A: There will be over 130 unique monster types in BGII:SoA (compared
to about 60 in Baldur's Gate). Some of those that you will fight are:
Beholders, Djinni, Elementals, Githyanki, Golems, Kuo-Toa, Leopards, Mephits,
Mind Flayers, Otyughs, Sahaugin, Spectres, Trolls, Umber Hulks, Vampires
and Wraiths.
A: The game engine can now handle very large monsters. The largest
monster we have won't even fit one screen. Whether there are dragons,
is a surprise.
A: It may be possible to meet Drizzt again, and he may not be happy
if you killed him in Baldur's Gate. Black panthers now roam the Realms.
Top
Q: Is BGII:SoA
going to be multiplayer? Q: How many
people can play BGII:SoA multiplayer and how does it actually work? Q: What is the
difference between multiplayer and an online version? Q: How far can
I separate myself from my friends when playing multiplayer? Q: How is the
gameplay while in multiplayer? Q: How does
the multiplayer combat system work? Q: Can I duel
with my friends in multiplayer mode? Q: Can I import
my characters from single-player mode into multiplayer mode? Q: How much
will the multiplayer service cost? Q: What happens
when the leader of a multiplayer game dies? Q: What kind
of control does the leader of a multiplayer game have? Multiplayer:
A: Yes. The multiplayer and single-player games are actually based
on the exact same story. The whole point of this is that we want to capture
the feel of the old AD&D adventures, where you entered a campaign
world with friends and adventured! The multiplayer game that we are creating
is a simulation of the old AD&D sessions of our youth. People can
join the adventuring party (up to six people per game) by taking over
one of the NPCs and, if they have to go for supper, the party can either
stop or continue (with an NPC AI again controlling the character). We
are not creating a "story-less" multiplayer game; we are creating a complex
story-based RPG that can be played either single player or multiplayer.
All players can also create their own PCs, with one being designated as
the story's main character.
A: Up to six people can join a game of BGII:SoA. Each must have a
copy of the full game - this is because all of the graphics for the game
are still stored on the CDs. If starting the game together, they each
generate a new character, which is one of the six in the party. If entering
the game after it is already under way with less than 6 players, the player
who started the game may assign them control of one or more NPCs. Each
player may take control of as many NPCs as they wish and may trade control
of them. The players now may play the full game with their friends via
LAN or the Internet with a TCP/IP connection. Direct connections (two
players, head-to-head, cooperative mode) via modems or serial cables are
also supported.
A: A multiplayer game features a small group of players (six in the
case of BGII:SoA) that share the adventures and story together. The persistent
world supports only the six players working together though a common story
and quest. In contrast, an online game (text-based MUDs and Ultima Online
are examples of true online games) consists of a persistent world in which
many (hundreds or even thousands) of characters play together. Typically,
there is not a strong story element as the many players make their own
quests. We'd love to do a "Baldur's Gate Online" but recognize that it
is truly a massive undertaking, even larger than BGII:SoA.
A: You can go about one 8x8 array of 640x480 game screens away from
the rest of the party.
A: The gameplay is essentially the same as in single player except
you play with a group of your friends. It's either AI-controlled NPCs
or real, live, human party members.
A: In multiplayer, only the leader, or someone that has been granted
leader permission, has the ability to "pause" the game; you have to be
ready for a little more action. But with fewer characters to control,
the task should be fairly easy. Otherwise, combat is essentially identical
to the single-player game.
A: Sure. This could be a lot of fun actually. Just make sure you don't
kill them if you don't mean to! Of course, the multiplayer mode is a long-term
undertaking (you play through the same story as the single player game),
so the game is meant to be played as a cooperative venture. You might
want to be cautious about attacking your friends!
A: Yes, you can import characters from single player into multiplayer
mode. You can also create all six characters in multiplayer, and play
through the game with them by yourself. It would be just like playing
the single-player game, except you have total control over the creation
of all six characters.
A: The multiplayer service will be FREE (as it should be!), but each
person will have to own a copy of the game and applicable expansion pack.
A: If the main character dies (whether in single- or multiplayer games),
the game cannot continue and a saved game must be reloaded. The story
revolves around a main character, THE main character. If he/she dies,
the story cannot go on.
A: You can think of the leader as having some of the powers that the
Dungeon Master has in a pen and paper AD&D game. When the leader spawns
a new multiplayer game, others may ask to join (via TCP/IP over the Internet
or a LAN). The leader assigns slots to the others and also sets whether
they can import/export characters with or without items, and with or without
experience, to/from other games. Hence, in some games, the leader may
not allow any items to be imported in, while in others the leader may
require setting the starting level of any new characters to 1st level.
The type of game is really defined by the leader, and if the other players
don't like the type of game or the leader, they can form their own games
or find another! Once they have joined, the leader has the only save game
for the multiplayer, though players may export their characters to back
them up. Additionally, the leader can remove any player from the game
at any time. Things that are assignable by the leader to other players
include the ability to initiate dialogue with NPCs, the ability to leave
areas that require the whole group to leave, the ability to spend group
funds on purchases, and the ability to pause the game. In some games,
the leader may elect to reserve assigning these sorts of things to players
until they demonstrate maturity. Or, if all the players know each other,
the leader may assign these sorts of things to everyone.
Q:
What changes have been made to multiplayer in BGII:SoA?
A: Multiplayer in BGII:SoA has been modified to remove some irritations
that were present in Baldur's Gate. Speaking with NPCs will no longer
pause the game for all players, except when that dialog is important for
the plot. Thus, you can chat with the locals without bothering the other
players, but won't miss any of the story. For other players to learn what
that NPC had to say they will have to talk to them themselves or the other
player will need to relay the information. The lack of pausing also applies
to conversations with shop owners, allowing you to buy and sell independently
of the other players. Finally, players can now write the histories that
appear on the character sheet, which other players can read while the
character is in the party.