Location: Games » Icewind Dale 2 » Walkthroughs & Guides
Dale II Weapon Combos
how the weapon combos work: - Instead of 4 quick weapon slots and 1 shield
slot, you now have 4 pairs of weapon slots for a total of 8 weapon slots.
Weapon slots behave as in previous IE games - you move a weapon from an
inventory slot into a weapon slot. However, these weapon slots are paired.
I like to call them weapon sets although some might call them couplets,
buckets, holes, etc. Each weapon set has an activation button beside them
to allow you to quickly select which set you want active. These can be
mapped to hot keys. Only 1 weapon set is active at any time. If you modify
a weapon slot that is active (i.e. primary or offhand slot of the currently
active set), the changes take effect immediately. You can modify non-active
weapon sets without affecting your currently equipped weapons. I really
disliked how you had to keep removing stuff temporarily in the previous
IE games (in particular with bows and two handed weapons) just to put
something else on and how dropping a weapon into another weapon slot changed
your currently equipped weapon.
- For each
weapon set, there is a primary slot (sword background icon) and an offhand
slot (shield background icon). You can place single handed (1H) weapons
in either primary or offhand slots. Two handed (2H) weapons go in the
primary slot as do launchers such as bows, crossbows, slings, etc. Shields
go into the offhand slots.
- A 1H weapon
in a primary slot with nothing in the offhand slot means you are using
a single weapon for combat. Same goes for placing a 1H weapon in an offhand
slot with nothing in the primary slot - no penalties.
- A shield
in the offhand slot with nothing in the primary slot means you are using
a Fist with a shield for combat.
- 1H weapons
in both the primary and offhand slots means dual wielding, with necessary
a weapon set with nothing in both primary and offhand slots will make
a Fist appear in the primary slot, indicating you will be using a Fist
during combat. Useful for monks to keep one empty set handy.
it much easier to prepare weapon sets in anticipation of different battle
situations. e.g. Sword and shield combo in set 1 for general fighting,
dual wield axes in set 2 for when you activate Power Attack, bow in set
3 for ranged attacks, Two handed Sword + 1000 with Fireball ability in
set 3 against Frost Salamandars, etc.
it would be nice to have some way to sharing a single item across multiple
sets, this would probably be a lot more confusing to use. For example,
if you have a shield across a few sets, should removing it from one set
also cause it to be removed across all other sets? What if you drop it
into a ground slot to discard it? Also, it would be complicated for the
player to maintain weapon sets.
You can also
switch between weapon sets from the main game interface by right clicking
on either weapon. This brings up the 4 weapon sets and you can click on
any set to make that the active one. You shift-left click on a launcher
weapon to bring up a list of usable ammo types. By the way, shields now
show up in the main game interface. All this might sound kind of complicated
but I believe it will be quite intuitive when you get your hands on it.
I think it
is open to debate as to which slot (primary or offhand) would be swapped
out by players more often. Someone brought up a good example of keeping
the same shield but swapping out different primary weapons. Also, one
thing that we aim for is consistency in the interface as much as possible.
While right-clicking to customize is consistent with our new interface
system, a player might expect right-clicking on the primary slot to also
swap the primary weapon out instead of bringing up the 4 weapon sets.
4 possible weapon sets (and thus, 4 primary and 4 offhand weapons), the
system you are proposing would be somewhat of a rotating weapon system.
This was brought up initially during design although we had it rotate
sets instead of just one weapon. It made it cumbersome as you had to "search"
for the correct weapon. Bringing up the sets appeared to be much faster
and smoother. I guess one method would be to bring up the 4 offhand weapons
when you right-click on the offhand slot.
in the interface design which I was handed. I believe part of the decision
was to try to balance an increase in the number of weapon slots over the
previous games (more weapons, ease of switching, dual wielding, etc) with
maintaining an uncluttered look. While some may disagree with the latter,
I think the 8 weapon slots and new row of inventory slots have proved
pretty useful so far.
As for what
players found annoying with the old interface, when I was given the task
to implement the weapon combos, I remembered that I hated how the previous
IE games would swap out my currently equipped weapon whenever I dropped
a new weapon into a quick weapon slot with the intention of preparing
it, not using it immediately. I asked QA and the designers what they thought
about implementing a simple system to allow weapon slot changes without
affecting the currently equipped weapons and everyone agreed this would
be a nice feature to have. On a similar vein, a lot of the old 2nd edition
rules had to go, such as Monks not being able to use two handed weapons,
etc. Another annoying thing was having to temporarily remove certain items
just so you can prepare something in another slot, then having to put
that first item back. This seemed to happen a lot with ranged and two
handed weapons. Of course, as with all programming tasks, feasiblity within
time constraints is always a big consideration. More so with an aging
licensed engine. The trick is finding a good balance.
might have solicited more suggestions from the message boards, this was
a case of timing. This system was implemented a little late so we tried
to implement this as best we could within a given time frame. I think
most people would also agree that interface design can be quite subjective.
What one person might find completely intuitive and functional might be
completely convoluted for another.