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View Full Version : interface woes magic to melee combat



ElwoodXXX
04-08-2005, 02:37 PM
I'm going to feel stupid when someone hopefully tells me the simple solution... I'm playing the D.L. demo and when I select a spell to invoke - I can never go back to melee combat! I've read the in-game directions/help a bunch of times, but still am stuck.
I DO NOT have "sticky keys" enabled

Oh something else - I cant seem to equip a dagger and a Goblin sword as dual weapons, I have to equip a longsword I found which results in a Penalty hit, I have the dual weapon skill for light weapons
Thanks for any help

NecroViolator
04-08-2005, 03:12 PM
Press the button Q to enable your Melee weapons...
This will do it Automaticly in the Final release.

Narserke
04-08-2005, 06:34 PM
Well it will only do it automatically i believe if you are out of spellcharges, otherwise you have to press q. i ran into the same problem, but i just pushed a bunch of random buttons till i found the solution, or i looked in the options page under control keys, the place where you can change which key does what..that's always a good place to look for the problem you had...it took me a few minutes to figure out how to pick up things and talk to Simon.

As for your weapon equiping problem, I had the same problem with an elven sword and I think a long sword when trying to equip both..well the problem was the same requardless, trying to equip weapons together that should have been equipable, but for some reason weren't. i thought it may have been blade length that was the problem..

ElwoodXXX
04-08-2005, 06:48 PM
I appreciate the help with going from Magic to Melee combat. I'm an "old codger" who remembers playing the first Wizardry game on an Apple and becoming totally addicted! Nowdays it takes somewhat of a longer learning curve...

Now about that problem equiping two small sword weapons??? SUGGESTION - if it isn't intentional, perhaps the devs could incorporate a simple "drag and drop" for equiping weapons instead of a sort of generic "E" push.

Have a great weekend, hope the game is finalized and makes it to the late April release date.

Narserke
04-08-2005, 08:49 PM
well it depends on what they mean by light and medium weapons..i think the problem is that light weapons have nothing to do with the length of the blade as is meant in D&D games, but the weight of the blade..so being able to equip dual light weapons means you can fight with two weapons of the same weight, but not when the blades are the same length? does that make sense?

ElwoodXXX
04-08-2005, 11:30 PM
The description of the sword defines it as either a "medium" or "light" weapon - haven't seen any "heavy" yet. But the dual-equip skills are divided into fighting with light weapons and medium ones, so I ***-u-me'd that one would have to use two light weapons when also using that skill - not to mention I don't have the strength (23) to even train in the med weapon skill...

Things to read the manual for when the game comes out :)

I read elsewhere of the no-map problem, so I don't have to repeat it here... How about keys? I've come to a lock, open key inventory but can't seem to get them in my hand or to do anything lockpicks are supposed to do... Is this too many questions for the original thread?
Back to the sewers

Narserke
04-09-2005, 01:22 AM
when you attempt to open a lock and bring up the lock pick menu that allows you to click the symbols and all, there is an inventory button, click that and it will take you to the keys in your inventory...click on one of them and it will improve your chances, depending on the level of the pick..also, there were a few doors that could not be picked, but required a special key to open them..two were in the sewer, and i never found the key..i found a skeleton key, but never used it..

onewolf
04-09-2005, 03:59 PM
they can be opened with a key found a little later in the dungeon.