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> Suggestions for future versions of IA
bulian
post Mar 24 2019, 11:38 PM
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3) Nalia and Jan are thief/mage dual classes. Nalia with her ring and the sword would get +3 spells per level (+2 level 8/9), or just one less than a necromancer wearing Memory of the Apprenti. Potentially OP, but dual class thief/mage can put proficiency points into and wield katanas. I'm OK making it F/M or F->M only - making it a bastard sword, flail, or two handed sword would accomplish that (while not being true to Dakkon). Currently paladins, bards, rangers, and fighters can also wield it.
9) Current reward is upgraded axe or a few barbarian essence potions as well as swanmay army in EDE fight. Frankly, I'd take out the swanmay army (and Pasha for necromancers) from EDE as a mechanic. Its winnable without them. Vagrants and swanmay are very powerful but that quest is probably the longest and hardest in the game and there is no way to back out once its started.
10) Dracolich drops manual of elaboration, golden star garnet, scroll of bless, powdered body of dracolich, protection from level drain scroll, limited wish scroll, 5000 gold, and barbarian essence potion. Killing him grants 90k XP for kill and 15k quest XP per party member. He can also drop several randomized items. For a Ch 6/7 encounter without increased difficulty, I'll suggest reducing rewards to only crafting items (bolded above), randomized items, and eliminating quest XP. Note there are 6 PFLD scrolls in the game and only 5 are necessary for crafting hesperus, so the one from Dracolich technically isn't needed.
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rbeverjr
post Mar 28 2019, 12:01 AM
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I must admit I haven't been diligently playing. I have so much to do, including family. I can say that I ran into my first amber golem at L12 (with Borinal). I was surprised at how quickly my 100% resistance to electricity became vulnerability! I guess I need to refine my technique now before Spellhold!
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rbeverjr
post Apr 7 2019, 04:58 PM
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I recall that this has been pointed out before but forgot the conclusion - if any was made. Did you mean to nerf the ioun stones so that they do not protect against criticals? Personally, I think it is a silly notion that a helmet, cap, or stone would ensure protection from a critical wound. In the more advanced versions of DND there is a magical enchantment for armors called fortification that can protect from critical strikes. Still, most IA monsters are immune to critical strikes. (If only golems were immune, I think that statement would remain true. smile.gif ) So, keeping the BG2 theme of equipping the head slot provides immunity to crits will level the playing field. Personally, I find that desirable when a lucky hit can mean I have to replay a very long fight... Unlike my more patient friends, when I have to replay more than twice, I become annoyed. smile.gif
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critto
post Apr 8 2019, 06:52 AM
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I think this is already fixed in the bleeding edge version (on github).
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rbeverjr
post Apr 9 2019, 11:27 PM
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Hi critto, I see the file on GitHub. What do I do with it? I'm used to download exe file and run. smile.gif
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critto
post Apr 10 2019, 09:16 AM
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Could you clarify the question? Which file?
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c4_angel
post Apr 11 2019, 04:42 AM
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Removing PfCH from Ioun Stones are implented by EE probably 2.0. I buy this change logically, though it would make a great difference in gameplay. From SRD, Ioun Stones are crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. Not like helmets, Ioun Stones do no protection to wearer's head, which CH deals damages mostly to.

Keep the history or follow Beamdog, I prefer the latter.

This post has been edited by c4_angel: Apr 11 2019, 04:45 AM
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rbeverjr
post Apr 11 2019, 10:49 PM
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QUOTE(critto @ Apr 8 2019, 01:52 AM) *
I think this is already fixed in the bleeding edge version (on github).


I am referring to this file. What I am seeing is an 8 day old tp2 file, while the exe file is apparently 4 months old. Am I supposed to use the tp2 file? If so, how?
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rbeverjr
post Apr 11 2019, 11:00 PM
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QUOTE(c4_angel @ Apr 10 2019, 11:42 PM) *
Removing PfCH from Ioun Stones are implented by EE probably 2.0. I buy this change logically, though it would make a great difference in gameplay. From SRD, Ioun Stones are crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. Not like helmets, Ioun Stones do no protection to wearer's head, which CH deals damages mostly to.

Keep the history or follow Beamdog, I prefer the latter.


It is certainly a matter of opinion about whether a person wants to allow his character to have immunity to criticals. It is not a matter of opinion whether a helmet will protect you from all critical strikes in reality - it won't. For example, there are several places not found on the head where a person may be fatally wounded (critical/mortal strike) from a single unarmed blow. Many more lethal targets are opened with weapons. The newer version of DnD allowed a better explanation by simply saying a certain magical enchantment (fortification) allowed the protection (although I don't think that explanation was perfect either).
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bulian
post Apr 12 2019, 01:59 AM
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I think when an enemy can do >80 damage in a non-critical hit (web and hardwood golems can do up to 94 damage on a hit, ultra golems can do up to 74), critical hit protection is required. At least for me it is. If you want to move critical hit protection from helms onto rings or some other piece of equipment from ioun stones, that's fine, but those items need to be accessible in Ch 3.
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rbeverjr
post Apr 12 2019, 11:38 AM
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QUOTE(bulian @ Apr 11 2019, 08:59 PM) *
I think when an enemy can do >80 damage in a non-critical hit (web and hardwood golems can do up to 94 damage on a hit, ultra golems can do up to 74), critical hit protection is required. At least for me it is. If you want to move critical hit protection from helms onto rings or some other piece of equipment from ioun stones, that's fine, but those items need to be accessible in Ch 3.

Personally, I'm fine with it being the way it was in early bg2 (all head slot items). I think critto has already made it that way, and that is why I am in search for that new file (because I am too lazy to edit things myself when someone already has). smile.gif

My reply above was to simply remind that neither ioun stone, helmet, nor armor alone could be expected to realistically protect from criticals. A person in full plate armor (covered from head to toe with armor) and magically protected from criticals as per an enchantment on said armor - now that makes sense. That's probably more trouble than it is worth to code. So, making the game rules like they were in the original BG2 is fine by me; I am in total agreement with bulian in that I want crit protection. In general (not always), I prefer changes to the rule set to make it more like DnD or leave it like the original BG2.

This post has been edited by rbeverjr: Apr 12 2019, 11:51 AM
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critto
post Apr 12 2019, 02:36 PM
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QUOTE
Personally, I'm fine with it being the way it was in early bg2 (all head slot items). I think critto has already made it that way, and that is why I am in search for that new file (because I am too lazy to edit things myself when someone already has).

It would be easier to download the whole package, uninstall, replace the ImprovedAnvil folder and install anew than to look for specific files.
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david77
post Apr 16 2019, 07:31 PM
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To the topic, maybe randomise the enemies somehow.

Eg torgal has greater yutis or some type of golems or improved spiders. Don't know if its possible of course smile.gif
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critto
post Apr 17 2019, 07:08 AM
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Not impossible, of course, but needs to be implemented and tested.
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Dequ
post Apr 17 2019, 08:47 AM
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Adding too much random factors = Planned tactic might not work, because you just had bad luck. There is already random factors in many things like rolls etc. I believe myself that true tactician should relay on consistency and polished strategy to work intended way than 30 reloads because bad luck.
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rbeverjr
post Apr 19 2019, 12:22 AM
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I think the that racial combat is interesting from a strategic standpoint, but I think this kit is weak compared to other kits available. I suggest beefing up the Protector.

As the game favors rangers with extra items and quests, having an alternative to vagrant would be nice. I know the swan army is wicked powerful, but I want my hero to be wicked powerful himself without summons. That's why I skipped all the extra quests and equipment available for ranger protagonist and played a riskbreaker protagonist once.

Although personally, I detest how squishy the riskbreaker is early on. As I recall, I spent a good deal of coin on potions with him. I know a few tricks to keep his health, but am curious what your favorite tactic is to prolong the life of your low level riskbreaker...
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