Blackadder said:
Bigger and more varied combat screens.
Don't understand this. Please elaborate further.
Combat screens in IE are more varied in size, from small crypts to entire wilderness maps, and have more different stuff in them. Also, the maps can be bridges and very narrow corridors.
More variation in spells. In the IE games all spells are potentially useful; in GB most of the spells are never useful. Ever used Detect Invisibility in GB?
I never needed to use it in IE games either to be honest.
So how do you handle invisible thieves, mages and critters like stalkers?
Basically I find myself using a much wider range of spells in IE than in GB.
You rattled off one spell. What others do you use that you didn't use in GB? Think the opposite way as well; what spells did you use in GB that you didn't need to use in IE.
Well, first off the amount of spells are much larger in the IE games.
As for spells I used in GB that I didn't use in IE the only one I can think of is Stinking Cloud, which was basically the default 2nd level spell in GB.
In the GB games the spells I almost exlusively use are:
Charm Person
Enlarge
Magic Missile
Sleep
Knock
Stinking Cloud
Strength
Dispel Magic
Fireball
Haste
Hold Person
Lightning Bolt
Slow
Charm Monster
Confusion
Ice Storm
Cloud Kill
Cone of Cold
Hold Monster
Death Spell
Delayed Blast Fireball
Power Word Stun
Mass Charm
Otto's Irrisistible Dance
Meteor Swarm
Monster Summoning
Power Word Kill
So of the 57 (if I have counted correctly) magic spells in Pools of Darkness I use less half of them.
Since i don't metagame, and there is no way to scout ahead in GB I very rarely use protective/bufing spells like Mirror Image, Globes and Inivsibiliy, except I use Strength and Enlarge since they have a decent duration.
Of the lower level spells (the higher the level the mor fuzze my memory og them) in BG2 I don't use the ones in with an aterisk in front:
Armor
*Blindness
*Burning Hands
Charm Person
*Chill Touch
Chromatic Orb
Color Spray
Find Familiar
Friends
Grease
Identify
*Infravision
Larloch's Minor Drain
Magic Missile
*Nahal's Reckless Dweomer
Protection from Evil
Protection from Petrification
*Reflected Image
Shield
*Shocking Grasp
Sleep
*Spook
Agannazar's Scorcher
Blur
*Chaos Shield
*Deafness
Detect Invisibility
*Ghoul Touch
Glitterdust
Horror
Invisibility
Knock
*Know Alignment
*Luck
Melf's Acid Arrow
Mirror Image
Power Word, Sleep
*Ray of Enfeeblement
Resist Fear
*Stinking Cloud
Strength
Vocalize
Web
*Clairvoyance
Detect Illusion
Dire Charm
Dispel Magic
Fireball
Flame Arrow
Ghost Armor
Haste
*Hold Person
Hold Undead
Invisibility 10' Radius
*Lightning Bolt
Melf's Minute Meteors
Minor Spell Deflection
Monster Summoning I
*Non-Detection
*Protection from Cold
*Protection from Fire
Protection from Normal Missiles
Remove Magic
Skull Trap
Slow
Spell Thrust
*Vampiric Touch
Confusion
*Contagion
Emotion: Hopelessness
*Enchanted Weapon
*Farsight
Fireshield (Blue)
Fireshield (Red)
Greater Malison
Ice Storm
Improved Invisibility
Minor Globe of Invulnerability
Minor Sequencer
Monster Summoning II
Otiluke's Resillient Sphere
*Polymorph Other
*Polymorph Self
*Remove Curse
Secret Word
Spider Spawn
Spirit Armor
Stoneskin
*Teleport Field
*Wizard Eye
Animate Dead
Breach
Chaos
Cloudkill
Cone of Cold
Conjure Lesser Air Elemental
Conjure Lesser Earth Elemental
Conjure Lesser Fire Elemental
Domination
*Feeblemind
Hold Monster
Lower Resistance
Minor Spell Turning
Monster Summoning III
Oracle
Phantom Blade
*Protection from Acid
*Protection from Electricity
Protection from Normal Weapons
Shadow Door
Spell Immunity
Spell Shield
Sunfire
So to conclude I use a much wider variiety of spells in Ie games, for three reasons:
1. There are more of them.
2. Buffing is much more important in IE.
3. Removing enemy buffs is much more important in IE.
More variation in enemies.
Generic enemies have indivual values for HP and there are far more unique enemies with unique equipment, uinque AI and unique spell lists.
First off, the AI in IE games is attrocious. 'Attack nearest enemy' is basically the way it works. I am not saying GB has the greatest AI in history, but unless you can bring up something specific about the IE games I am forgetting, they don't really have an AI. They have prebuffed enemies if that is what you mean?
No, I mean the combat scripts. I agree the general AI is bad in both GB and IE, but that is actually an advantage in IE's case since there is no opporunity attack rules. IWD2 had more advanced AI (I think. Or else the melee types have more advanced scripts than they need) which means enemy melee types would head straight for your mages ignoring any defensive lines you try to (not easy without a grid!) put up.
An NPC/monster can have up to 4 different scripts IIRC, out of which one is a combat script, which can be extremely detailed. Some of the scripts used by DavidW in Sword Coast Strategems make the NPCs very smart indeed, almost human like. Most of the vanilla scripts are rather basic, though, but the scripts means enemies can have a much wider variety in behaviour then their GB counterparts.
So the result in the Baldur's Gate games is that melee types will have a basic AI where they whack away at nearest enemy, while archers and spell casters can be smarter and target your own spell casters, without the chaotic mess that ensues when melee types ignore your fighters.
As for the unique enemies, that may be true. However, it waters down the experience by having too many. If you face a unique enemy in the GB games, you know they are going to be much better than the norm. When you face them in the IE games, they are basically just another named moron, apart from an oddbod here and there. Again, they have no unique AI's that really do anything bar spamming a special ability, unless you can prove differently.
I just think more unique enemies makes the more game immersive/realistic/detailed.
Backstabbing is handled in a more "realistic" manner, in that the thief needs to hide in shadows or turn invisible first.
Yes, and the AI cannot seem to do it themselves unless they are 'pre-invisible' before the battle starts. GB simplifies this and makes it work for the AI as well.
GB enemies never intentionally backstab you. If they do it is by pure chance and the player not paying attention. In IE games thieves can have scripts to make them quaff invisibility potions. If they meet the other requirements (right armour and weapon) their next attack will be an automatic backstab if their next attack hits. Therefor spells like Detect Invisibility are actually very useful in IE, since being backstabbed is a good way of being chunked.
Not many of the vanilla thieves use such a script though, but I believe Slythe in BG 1 does.
Wider array of special abilities and skills.
Such as?
Weapon skills.
All kinds of other class based skills.
Dragon's wind buffs (or whatever it's called).
Innate racial abilities like infravision.
Another question I have to ask: How many times did you really feel challenged in BG/BG2 et al? I can count the real challenging encounters on my hands, and that is pushing things including the 'insta kill' enemies you face in the later IE games. They are not difficult mind you, they just possess the ability to wipe a character out with a power; without this, they are toast in about 5 minutes of combat.
The same cannot be said for the GB games, where there are many difficult battles that do not rely on death rays and mind sucking abilities of enemies.