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Imported Monk AC Problem

Discussion in 'Icewind Dale 2' started by Shadeybladey, Sep 8, 2010.

  1. Shadeybladey Gems: 2/31
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    If you import a 15th level Deep Gnome Monk he's lost his +3 generic +1 per 5 levels AC bonus for being a Monk!

    With no buffs or items he should have a +8 generic AC bonus:

    +1 Dodge bonus
    +4 Deep Gnome racial bonus
    +3 Monk AC bonus at level 15

    But instead of +8 generic he has only +5. This royally screws my plans for a high AC decoy with no XP penalties and no War Chant of Sith. And it took me some time to work out what was happening. He still has his Monk's WIS AC bonus, but not his 15th level +3 generic bonus.

    It's worse with a 30th level Monk - the +6 AC bonus is missing, so the generic bonus is +5 instead of +11!

    No wonder the boards all say Monks are crap:

    No Flurry of Blows
    No Greater Flurry
    Actually worse bare hand damage progression than the official rules
    Really poor Unarmed BAB progression compared with Greater Flurry (+15/+12/+9/+6/+3 at level 20 instead of +15/+15/+15/+10/+5
    No specific Monk weapons or magickal Monk weapons usable with FoB (extra bonuses to hit and damage)
    Can't use quarterstaffs with Flurry of Blows
    No Weapon Focus for Unarmed Strike
    No Weapon Specialisation for Unarmed Strike (For Ftr-Mnk)
    No Weapon Finesse with Unarmed Strike (for those High Dex, medium STR characters)
    They can't wear robes (like, every Monk order in the world is totally naked, we've never seen Monks wearing robes, Grasshopper!)

    and now no Generic AC bonus every five levels if you import a character.

    Monks are actually quite good in AD&D. It's just in IWD2 they are crap.

    Why is this bug in the game? It didn't come up in any of the FAQs. in fact, several of the builds had this generic +1 AC per 5 levels statistic built-in to the calculations. So were they designed in theory or were they actually play tested?

    We may never know...


    I read there's a mod that let's Monks wear robes without losing their special abilities, but I can't find it anywhere. Can anyone help? This would be useful for Monk-Magic Users who could wear Robes of the Archmagi etc.

    Other games have robes, gloves, sandals etc of specific Monk orders, with specific bonuses, although you can't play as one of them. IWD2 actually has three playable orders of Monk to choose from and they can't even wear a measley Robe of the Traveller.

    The game seems to remove some of these bonuses when you import the characters, so perhaps such a mod would be of little use anyway.


    Ooh, the Irony!

    ~
     
  2. lendial Gems: 4/31
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    monk robes: http://www.sorcerers.net/Games/dl.php?s=IWD2&f=IWD2/IWD2Custom.rar

    you can add in the generic AC(and any other modification) using a character edit without guilt as this was intended in the manual.

    yeah monks are pretty bad in iwd2, but then again many classes are "Bad" compared to devoted arcane and divine spell casters --such as ranger paladin barb or fighter.
     
  3. Shadeybladey Gems: 2/31
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    Thanks for the link.

    It's a shame these things can't be edited in 2DA files, or I'd fix them myself!

    My party has a deep gnome level 1 illusionist - I forgot how long they take to get to level 2 - he has only 4 hp and has the best AC in the party - at least 20, IIRC, but some of that is due to him being a deep gnome. I intended to go to level 15 Monk, then level 12 Illusionist, then Cleric of Helm them Rogue and try and get that AC72, minimum.

    But he got hit once by an Orc and got killed outright.

    Good job there's no iron man mode!


    Cheers!

    ~

    PS how do you edit the generic AC bonus? I have Dalekeeper II, but where would I find that bonus?
     
  4. lendial Gems: 4/31
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    Its in the abilities tab, under "Base AC" everyone has 10 but DGs by default Dgs have 14.

    additionally this mod will allow weapon finesse to work with fists.
    http://weidu.org/iwd2.html#iwd2-ease
     
  5. DominionSeraph Gems: 3/31
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    Ok, I reinstalled the game to check this, and confirmed that it happens when you manually export then inport a character.
    Could somebody with a final battle savegame check if this occurs when the game exports your party upon victory?
     
  6. Shadeybladey Gems: 2/31
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    It's not the racial bonus that disappears when you import, it's the +1 per 5 levels AC Monk bonus that disappears. At 15th level (Monk), he should have a +3 generic AC bonus. This applies to any race that becomes a mid-level Monk, not just Svirfneblin. I'll have to have another look at DK2 as I'll have to restore the bonus somehow.

    Cheers for the link, anyway.

    PS Actually, is this the same as or different from the Gibberlings Three ease-of-use mod? I like rule-fix mods, being a bit of a purist, and arrow stacks of 100 are fine, but infinite bags of holding etc is a bit cheaty.

    ~
     
  7. DominionSeraph Gems: 3/31
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    Import level 1 DG monk. Select.

    ctrlaltdelete:setcurrentxp(153000)

    Now at 15.
     
  8. SlickRCBD Gems: 29/31
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    Then either use DaleKeeper II or use ctrlaltdelete:CreateItem("ITEMCODE",QUANTITY)

    to give all the items you had on the old character.


    I suggest using Dan Simpson's item list from GameFAQS.com for the latter method.
     
  9. coineineagh

    coineineagh I wish for a horde to overrun my enemies Resourceful Adored Veteran

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    [​IMG]
    It's easier to just import the old character, ctrl+Y kill it so it drops all the goods, then enter the Character Arbitration screen. Replace the old character with a new level 1 version, and level it up as stated. You can then pick up the goods from the ground without needing to cheat them all in.
     
  10. DominionSeraph Gems: 3/31
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    Hahaha I like this!

    I always went through the trouble of moving every item, piece by piece, to someone else's inventory.
     
  11. Shadeybladey Gems: 2/31
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    Importing a level 1 will lose all the character history (if that matters to me).

    Is this likely to be modified by a mod so that the bonus doesn't keep disappearing?
     
  12. coineineagh

    coineineagh I wish for a horde to overrun my enemies Resourceful Adored Veteran

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    [​IMG]
    Store savegames at important points in the game, so you can import character there, collect the bonus, and export again. Tedious but effective. As for actual history, as in kills, party XP percentages, and time spent in the party, then no. And I doubt anyone can be bothered to make such a mod:p.
    1) Before facing the guardian; just ctrl+Y kill it, and you should get the +5 acid resistance & +12HP bonus.
    2) For Dreadmasters: Before entering Hiephierus' cave; check afterwards if you actually gain the +2WIS bonus.
    3) For Paladins' +1STR +1WIS: Before defeating the Lost Followers; Tactics mod disables ctrl+Y with them, so you will have to actually defeat them again.
    4) Before turning in the stolen items to Vese Nejj, to gain the extra feat if you used the 'tattoo' on your monk.
     
  13. nunsbane

    nunsbane

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    Yeah, Shadeybladey, I experienced the same thing exporting a DG monk to HOF mode. I used DK2 to fix it by altering base AC, iirc.

    Coineineagh, could you elaborate on what part 4 of your spoiler says?....in spoiler form if you think it appropriate. I've played through many times with a monk and don't know what you are talking about and am intrigued to find out.
     
  14. coineineagh

    coineineagh I wish for a horde to overrun my enemies Resourceful Adored Veteran

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    [​IMG]
    It's a free feat: Great Fortitude, Lightning Reflexes or Iron Will for one of your characters. If it was given to the monk character, then this savegame will allow ShadeyBladey to reconstruct the broken character. You need talking skills to convince Vese Nejj to give you *some* reward for your efforts, and he promptly offers a "tattoo".

    Anyway, the 4 savegames are generally important savegames, not all of them are specifically relevant to SB's monk character. They are the places where permanent bonuses are given out. I should've included the transmuter lab as an important save point, since transmuters can get a +5HP bonus there. Having these 5 in your save history, will allow you to recreate any character from level 1 & cheat codes, with accumulated bonuses.:)
     
  15. Shadeybladey Gems: 2/31
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    I don't get it - if I import a monk to a saved game, level up, get the bonus and export, wouldn't I just lose the generic AC for being a Monk when I import again? This is the +1 AC every 5 levels, not a racial, item, WIS-based or dodge bonus.

    PS Does the monk actually get the free Evasion feat at first level as it doesn't appear on the feat list. He gets the Deflect Arrows fets at second level.

    ~
     
  16. coineineagh

    coineineagh I wish for a horde to overrun my enemies Resourceful Adored Veteran

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    You'll only know if you try it. Perhaps leveling the monk after collecting the bonuses, will make a difference.
     
  17. coineineagh

    coineineagh I wish for a horde to overrun my enemies Resourceful Adored Veteran

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    [​IMG] Oh, to answer your other question: Evasion doesn't appear in the feats list, but you'll see evidence of its existence when you make reflex saves. It says something like: "[charname] evades damage from [spellname]"
     
  18. Shadeybladey Gems: 2/31
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  19. DominionSeraph Gems: 3/31
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    It appears when you level up. "X gained evasion." And, oddly enough, it's a selectable feat at that level-up, too. On my first few playthroughs with a monk I stupidly: "Hey look! Evasion! Great feat! *click*."
    D'oh!
     
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