ArtrusKhet Posted July 3, 2015 Posted July 3, 2015 Searched for this and assume you can but if the expansion is available after you obtain your stronghold does that mean the two new characters can be added to the party (whenever you come across them of course) and taken back to the base game as soon as you get them? If so, will they be setup/scripted to interact with or comment on some of the quests in the original game like the current 8 party NPCs? Was thinking about setting up a party ready for the expansion with a hired rogue and monk as placeholders.
Kriber22 Posted July 3, 2015 Posted July 3, 2015 I suspect there's going to be some interactions, though I obviously have no proof of this whatsoever. I'm badly jonesing for starting a new playthrough as well, but I'm worried that some of the changes and improvements might not be retroactive, so I'm a little wary.
Silent Winter Posted July 4, 2015 Posted July 4, 2015 They've said the the new companions can be taken into the main game and will have interactions with the base-game characters and quests. How much is unknown at this point (except to the devs, I guess). _________________________________________________________________________________________________________________________ *Casts Nature's Terror* , *Casts Firebug* , *Casts Rot-Skulls* , *Casts Garden of Life* *Spirit-shifts to cat form*
Luckmann Posted July 5, 2015 Posted July 5, 2015 I sincerely hope that the new characters will be properly integrated into the game. Anything else wouild just be tacked-on DLC-fare shovelware, imo.And vice-versa for pre-existing characters, of course.
AndreaColombo Posted July 5, 2015 Posted July 5, 2015 Josh confirmed on SA that new companions will banter with the originals and comment on original content. "Time is not your enemy. Forever is." — Fall-From-Grace, Planescape: Torment "It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers." — Kvothe, The Wise Man's Fears My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus
Matroska Posted July 5, 2015 Posted July 5, 2015 Well given that the expansion integrates into the base game rather than being a separate thing, you'd certainly assume so. Also, this is another great thing about not recording voice acting for every line; the only restriction is the writers themselves, there's no sense of "better dial back all this new Edér dialogue because we can't afford more than 100 lines from the VA."
Elzarath Posted July 5, 2015 Posted July 5, 2015 I thought these new NPCs were carry overs from the original game design so it would make sense to include them as some (a lot?) of the work is already done for them. Looking forward to meeting them.
apsaps Posted July 15, 2015 Posted July 15, 2015 I liked it when some companions wouldn't join you cause you're a goody two shoes. So I'm hoping that the thief won't join or walks away when you're benevolents is 4 and up or something like that. (In Torment they'd could attack you if they didn't agree, hoping the new Torment game does it again) So let the companions that walk beside you reflect who you are, especially seeing you can go thru the game all merc-ed up anyway.
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