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Forums - PC - The Sith Lords Restoration project beta is out now!

Mise said:
Khuutra said:

I did indeed ask him about it right off the bat - I exhausted as many dialogue options as I could. I do love HK-47, you know.

So is the endgame somewhat more awesome than in the original iteration of the game?

Okay, good. :p I had beaten Dantooine before I remembered to do that - fortunately there are at least 1-2 HK squads per planet, so you most likely won't run out.

And yeah, it is. For one, Kreia's monologue on Dantooine has been expanded quite a bit, and some new stuff has been added for her as well. I can't wait to see what they managed to do at Malachor.

Oh boy oh boy oh boy

Man

I wonder if it's possible to get a dark side ending but let all the masters live up until the Dantooine confrontation. I already let Zez get away!



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It's done.

Malachor wasn't exactly as coherent as it could've been with its jump cuts to different parties and all, and some things are still left out for some reason or another, but Knights of the Old Republic 2: The Sith Lords finally has a proper endgame. I'm not going to spoil it completely for those who don't know what's supposed to happen (Khuutra does), but suffice to say that among other things, your companions don't just vanish into thin air anymore. Well, apart from Bao-Dur, that is.

Overall, I'd say that the improvement is a solid +1/10 addition to the game scorewise (ie. 8/10 -> 9/10) - much of the restored content served to fill places that were left a little empty and/or confusing, and although some of the expanded material were just extended killfests it was still nice to see these things play out when in the vanilla game they were just ignored - especially the parts concerning either your party or major players of the story. Oh, and any new scene involving either Kreia or HK-47 is just pure awesome.

Definitely recommend this to anyone, although I'd suggest people to play the game thru once without the addon - if only to be able to see what the mod actually does for the game.

And here are a few hints for anyone playing this:

1. Talk to HK-47 about the voice module as soon as you're able.
2. Don't download any maps in a certain factory unless you want to witness a showstopping bug.
3. Build up Atton, HK-47, the Handmaiden and Mira before you start the endgame (you'll see why).
4. When you reach the final area of the game - you'll know it when you see it - take the RIGHT path at the beginning.



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noname2200 said:

-Handmaiden takes on all her sisters (and can spare/kill them according to how you play it)

-Ways to kill off Visas

-Intra-party death duels

 

 

Do these have an effect on the story?  Like are there in-game story elements that are affected by these actions or is it just a normal fight and then for the rest of the game everyone acts like it never happened?  Like if I make Handmaiden kill off her sisters then I talk to her on the ship, is she going to bring it up in conversation?



Mise said:

It's done.

Malachor wasn't exactly as coherent as it could've been with its jump cuts to different parties and all, and some things are still left out for some reason or another, but Knights of the Old Republic 2: The Sith Lords finally has a proper endgame. I'm not going to spoil it completely for those who don't know what's supposed to happen (Khuutra does), but suffice to say that among other things, your companions don't just vanish into thin air anymore. Well, apart from Bao-Dur, that is.

Overall, I'd say that the improvement is a solid +1/10 addition to the game scorewise (ie. 8/10 -> 9/10) - much of the restored content served to fill places that were left a little empty and/or confusing, and although some of the expanded material were just extended killfests it was still nice to see these things play out when in the vanilla game they were just ignored - especially the parts concerning either your party or major players of the story. Oh, and any new scene involving either Kreia or HK-47 is just pure awesome.

Definitely recommend this to anyone, although I'd suggest people to play the game thru once without the addon - if only to be able to see what the mod actually does for the game.

And here are a few hints for anyone playing this:

1. Talk to HK-47 about the voice module as soon as you're able.
2. Don't download any maps in a certain factory unless you want to witness a showstopping bug.
3. Build up Atton, HK-47, the Handmaiden and Mira before you start the endgame (you'll see why).
4. When you reach the final area of the game - you'll know it when you see it - take the RIGHT path at the beginning.

Good to hear it was all worth the while. I'm barely at Nar Shaadda, but you're making me want to blaze to the end. I'm going to savor it though. Even the minor addition of having the Telos characters actually end up on Nar Shaadda, like they said they would, made the game feel a little more fleshed out: having the rest of the stuff should be a blast!

Mr. sickVisionz said:
noname2200 said:

-Handmaiden takes on all her sisters (and can spare/kill them according to how you play it)

-Ways to kill off Visas

-Intra-party death duels

 

 

Do these have an effect on the story?  Like are there in-game story elements that are affected by these actions or is it just a normal fight and then for the rest of the game everyone acts like it never happened?  Like if I make Handmaiden kill off her sisters then I talk to her on the ship, is she going to bring it up in conversation?

 I'm not sure, to be honest, since I haven't gotten that far. My guess is that, since they're near the end, they probably won't radically alter  the end-game (all that's left at that stage is Malachor). Instead, I think the late-game additions are intended more as a payoff for all the stuff you went through earlier.



Seriously guys, can I get a Dark Side ending while letting the masters live? Inquiring minds wants to know, if only because I want to fight them all at once.



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I don't see why not. When I played Dark Side I killed off the Masters, but they all had the dialogue option of letting them live. And I kind of wish I had taken that path instead. Just make sure that you side with the colonists on Dantooine, and never threaten that particular windbag master. He's sensitive, y'know.



It'd just be kind of weird if the masters ended up being all "Oh hey Mr. Sith Lord, I guess we're gonna treat you nice now after all that horrible stuff you did"

I wonder if I can let the master on Onderon live while siding with the General....



Khuutra said:
Seriously guys, can I get a Dark Side ending while letting the masters live? Inquiring minds wants to know, if only because I want to fight them all at once.

Technically yes - since it's essentially HK-47 and his sidequest that determines whether the ending is mainly good or bad. However, I don't think you can fight all the masters at once.



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Khuutra said:
It'd just be kind of weird if the masters ended up being all "Oh hey Mr. Sith Lord, I guess we're gonna treat you nice now after all that horrible stuff you did"

But they never act like that, even when you're a saint who pulled all their collective rears out of the fire. Honestly, that's kind of how I'd see them reacting in reality too.

Besides, Zez Kai-El at least is cool with you siding with the Exchange. Granted, he's also a self-admitted coward.



noname2200 said:
Khuutra said:
It'd just be kind of weird if the masters ended up being all "Oh hey Mr. Sith Lord, I guess we're gonna treat you nice now after all that horrible stuff you did"

But they never act like that, even when you're a saint who pulled all their collective rears out of the fire. Honestly, that's kind of how I'd see them reacting in reality too.

Besides, Zez Kai-El at least is cool with you siding with the Exchange. Granted, he's also a self-admitted coward.

I only played Light Side like once, so I can't really remember too well.

Guess I better murder Kavar. I do want my Force Crush.