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Ishad Nha

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Posts posted by Ishad Nha

  1. Word of Recall may sometimes reduce some of the wandering around...

    Unlike Avernum 3 there are no horses or boats to get around the need for walking. You can't even use an Orb of Thralni to hop across a river.

     

    You can easily create an item to give you the power of flight in N:R. It will mess with parts of the game that have things happening on bridges, unless you only make it available in a place like the Hollow Hills.

     

     

    Note, "it_ability_str_1 = 10;", the 10 is the duration of the flight.

    Add this code to the file corescendata2.txt:

    begindefineitem 468;

    import = 203;

    it_full_name = "Sylak's Flying Rock";

    it_itemdesc = 79;

    it_ability_1 = 175;

    it_ability_str_1 = 10;

    it_magic = 1;

    it_value = 300;

    it_charges = 100;

     

     

     

    In the Shared Data folder, find the file t16Hollow Hil.txt and add "reward_give(468);" to the script. Here I have added it to state 84 for a Celt party:

     

     

    beginstate 84;

    if (roman_or_celt() == 0)

    set_state_continue(88);

    reward_give(468);

    message_dialog("Suddenly, a little panel opens in the door, and a beady eye peers out at you. _You no in,_ a goblin voice says. _Vug no like stinky goody goody types. You no have business with Vug. You go. I extra bar door!_ Nothing more to do here.","");

    block_entry(1);

    break;

     

     

     

    For a Roman party:

     

     

    This alteration must be undone when the Roman party wants to talk to Vug.

     

    beginstate 84;

    if (roman_or_celt() == 1)

    set_state_continue(88);

    reward_give(468);

    message_dialog("Suddenly, a little panel opens in the door, and a beady eye peers out at you. _You no in,_ a goblin voice says. _Vug no like stinky goody goody types. You no have business with Vug. You go. I extra bar door!_ Nothing more to do here.","");

    block_entry(1);

    break;

     

     

  2. Doomguards: my approach is Sanctuary and Mass Healing. I just evade them, never did figure out how to fight them in a reasonable amount of time. Renew Sanctuary when it wears off. You can switch your front and rear PCs so the best-armored are in the rear of the party. Doomguards will follow you but won't follow you into side rooms?

     

    Crates, same story as the Barrels, all three by the dock must be pushed into the river.

  3. I had all PCs buy a Vahnatai Lore level of 5.

    You missed two hidden areas in the dungeon you explored in the previous episode.

    I don't recall if you found both hidden areas in Dothtar L2.

     

    Places you have been that have magical barriers:

    Egli in Vahnatai lands

    Cave of Motrax, laboratory area.

    Unfinished Fort

     

    You may have dispelled these barriers, I forget:

    NW Vahantai Fortress

    SW Spiral Pit

     

    You will see how much tougher the dungeon in the Waterfalls is compared to its A1 counterpart.

     

    One approach, if you hit an impassable barrier or door you can make a note someplace.

    Alternately you can record some message in your A# Journal. Some doors and barriers won't generate a suitable message, hence you will have to record any message that you can.

  4. Four NPCs are found in A2, they can join your party if you have a spare slot. You can create a spare slot by Deleting a PC. NPCs usually have much better stats than regular PCs. (Assuming the player has not been making massive use of the Character Editor.)

    If you are new to A2, replacing some of your PCs with NPCs might be a good idea. Do it quickly because their stats may remain the same no matter what your level when they join you. Hence the lower your PC's levels, the greater the advantage of replacing one of them with an NPC.

     

    Becca, Warrior at Formello.

    Wendy, Mage at Fort Dranlon

    Assotho, Priest at Gnass*

    Stewart, Warrior at Kothtar L2

     

    *Must complete a quest before this person will join you.

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