Each of the three systems works pretty differently from the others, but all three provide an extra layer of depth to the game, and each is accompanied by a somewhat awkward acronym. Your escape lands you in the orc lands, where you’ll learn the game’s various systems through some serviceable tutorial missions and actions.Īt the core of the game is a trio of crafting systems. There’s no time to save your sister, so you’ll have to keep a post-it note to go back for her later. A motley band of orcs quickly shows up to dispatch your prison guards, springing you free to teleport out of the castle with them. Your sister is playing host to some sort of demonic presence that just might give Gandohar an upper hand in his plans for world domination. You and your sister have been captured by the evil lord Gandohar. The story starts with some pretty typical fantasy fare. It’s easy to see that the people making the game really cared about it and wanted players to be immersed and to have a great time, and none of that is hindered by the occasional seams showing up in the production. That actually lends a little charm to the game, though. The voice work throughout Two Worlds II is a little uneven, with some characters sounding fantastic and others sounding like the office mail boy came in to record some lines. It just takes a little digging and patience to get into it. What really works about the game is the underlying system that is as addictive as it is immersive. Admittedly, some of the graphics still look a little dated, and some of the character animations could use some work, but you’ll likely get past those speed bumps sometime between the start of the game and your escape from the tutorial dungeon. At its core, Two Worlds II is a very good and solid RPG that is determined to eat dozens of hours of your life. The silliness here feels entirely intentional, from the weirdly unique quest goals that start popping up around Chapter 2 to the occasional and blatant anachronisms. Interestingly, it seems that some of the localization gripes have been embraced, as the game often intentionally straddles the gap between straight up epic fantasy and weirdly goofy self parody. The second installment in the series feels like it took a lot of the criticism of the first game to heart, as many of the systems and aspects of Two Worlds II are refined and just plain work and look a lot better than they did the first time around. Indeed, the original Two Worlds saw much higher review scores in Europe than in America. A lot of the negative criticism arose from problems that happened in the game’s translation from its original German to English. Targets of scorn were the iffy graphics, the entirely in-house voice work, and an awkward interface. It’s no secret that the original Two Worlds released in America to mixed and often confused reviews. After I’ve traveled and quested for many an hour through Antaloor, here’s my take on the sequel. This month they released the follow up, Two Worlds II, in the US after a November launch in Europe. In a similar vein, you can set hit_points (which for food is the remaining amount), and add modifiers like masterwork to weapons and armor, or spirited to horses.In 2007, Reality Pump brought Two Worlds to the PC and Xbox 360. Pick any empty slot - it'll have item_kind_id=-1 - and change it to point to whatever item kind you want there. In the property grid, it'll be under "inventory" - "equpped_items" is the stuff you're wearing, and "inventory_items" is everything else. And yes, you can totally do that - look at Troops -> Player in the tree (or whatever other character you want to edit, e.g. adding bread would mean that some previously empty inventory slot is set to contain bread instead. Inventory is a bunch of slots, basically and each of those slots can be empty, or contain some item. Or, better yet, get the source for the module system for your module, make the necessary changes there, and rebuild the module. But, you should be able to edit item_kinds1.txt for the module directly, and observe the changes next time you load your game. As such, it's out of scope for a savegame editor. Sword trust and damage is not a part of your save - it's a part of the module definition.
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