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Battle Squares = very annoying

Discussion in 'Icewind Dale 2' started by IaaA?, Dec 29, 2002.

  1. IaaA? Gems: 5/31
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    [​IMG] I have always played this game as it comes. However, Battle Squares can be very annoying with all of its bugs.
    Example: If you get a White Abishei [sic], he can teleport into your room and catch your noncombatants asleep. He can cast a spell and produce 3 more white abishei that can all cast spells to create 3 each, more abishei or other shadow enemy creatures. You have to kill the first one to advance. However, after he is dead the others can keep on regenerating more enemies. Twice the fehr have teleported to the holding room and then teleported somewhere else before I killed them. Also, in order to get credit for the kill you have to wait for the Ice/Crystal golem to get there and the kill has to be in his viewable area. But once he gets there, your arrowers in the holding room cannot shoot the baddie because they are immediately teleported to the center of that room. Every time you send them to a corner to shoot their arrows -- as soon as they arrive in the corner, they are teleported back to the center of the room.
    In the game room itself, if you decided to arrow or bolt the baddie, you cannot kill him in the third rank of the squares because this area is now outside of the golem's viewable area. You have to wait for him to move from the doorway otherwise the game will die.
    Currently, I am in HoF with a level 22 fighter at 4th level rank 2 of the squares. I just added improved invisibility, of which the bugs previously reported seemed to have been fixed. Also, there is no way that I know of to hide someone of your party to aid you or rebuff you as your buffs time out.
    IaaA
     
  2. teekc Gems: 23/31
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    If the monster is not your cup of coffee, you can always reload, provided that you saved after/before square.

    As for the teleportable monster, i do encountered situation that my members will be bring to the center of the room once they engage. So, to counter this, pre-summoned undead in the room. Once the monster comes in, everyone else run away, try to interest the monster with the summons. When everyone is save and the monster is targeting the monster, control the summons to run around and let the monster chase them. After all, you have to wait for the golem to arrive. Once everything is in place, you can start your attack with little time left. Give what ever you've got. Sometimes you do get the 'bring back to the center' but sometime you don't. If you do, continue attack from there as the monster has more interest on your summons and don't even bother to look at your members.

    I don't understand the part of 'cannot range attack 3rd rank monster because it is out of golem view'. For me, the golem will follow the monster around. So if i retreated beyond the north door and continue to range damage monster from there, the monster will work its way towards me and so as the golem who is follow it.
     
  3. Anakha the Almighty Gems: 10/31
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    Do as I suggested. Kill monsters with all your members in little seconds. Whatever the monster is, it will be killed in seconds.
    See the topic Battle Squares Tactics by Roekemoes for further info. :)

    [ December 30, 2002, 11:09: Message edited by: ANAKHA the ALMIGHTY ]
     
  4. IaaA? Gems: 5/31
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    Ok, I guess I have to spell it out. This topic is about bugs. BUGS! especially related to the king of bugs, battle squares.
    to Teekc: By the third rank of the tictactoe square, I mean in the BS room. The third rank is out of the view of the golem. If your fighter runs to the right and arrows the enemy and you kill it to the right of the second rank, the golem won't see it because it is out of range and the game will die. Every single enemy that I have fought teleports except for the shadow and the drowned dead. Anybody seen them teleport?
    Last night after I got off the message board, I went back to the boring, buggy battle squares. My fighter was walking up to a drowned dead and with more than 250hp he died about 12-15 feet away without being hit and no screen message. What I am saying here is that because it is only one-on-one the bugs might be easier to notice.
    A lot of people have bought this game and I think that it is about time for Quick Silver to send a team back into IWD2 and fix some bugs, especially battle squares.

    IaaA

    Also, back to Teekc: when the enemy has teleported to the holding room and the golem has arrived, everybody quits fighting except the enemy and they (not the initial challenger) are teleported to the center of the holding room. Meelee guys cannot fight from the center of the room unless the target is there also. Ranged fighters (arrowers, bolters and slingers) cannot fight the enemy unless he is outside the center. Are you saying that if I have a summoned monster that he doesn't get teleported to the center of the room -- I know that if you use a mage as the initial challenger and she summons a creature that the golem sweeps the summoned creature away (bug).
    BTW this is not a whine, I'm just waiting for MOO3 and their professional outlook via programming. And, I would buy NeverWinter Nights if I could honestly believe that Quick Silver would at least fix the wandering bug.
     
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