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The Black Wyrm's Lair Terms of Use |
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#1
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Forum Member Posts: 2 Joined: 14-April 07 ![]() |
Thank you, Sikret!
I have finally gotten around to playing Improved Anvil, and wow, I'm stunned. The mod really makes the game feel fresh and fun... and so excruciatingly difficult. No, I'm not complaining, after all difficulty's what I've been looking for. I'm truly impressed with the improved AI and the new scripts: now it seems like the enemies actually know what they are doing. Most of the battles which used to be cakewalk are at least moderately challenging now. Generally speaking I'm very happy with Improved Anvil. The first "between area"-battle (the one with Suna-Seni and Eldarin) was especially memorable. I only had four members in my party and hardly any equipment, yet I managed to beat them on the first try. Monster summoning is a really underestimated spell: with haste and defensive harmony even those puny dire wolves can wreak some serious havoc. The sewer encounter (Hatchetman) was a little more difficult but didn't take too many reloads either. I then started the Planar Prison quest but ended up postponing it because of the new elite bounty huntress who kept ripping my lowbie party to shreds regardless of what I tried. After some aimless estate plundering I concluded my day with the beastmaster and the slavers in the Slums. Even though no battle is easy in IA, I find mages (especially higher level ones) extremely difficult to beat. Am I missing something or is Spell Immunity: Abjuration really unremovable? Every counter-protection spell out there (Breach, Spell Thrust, Pierce Magic, Dispel & Remove Magic etc.) seems to be of that spell school so there's practically no way to touch the mage until the immunity expires. The only way I've managed to beat them is to cast every possible protection on my party, then circle the spellchucker as long as his/her protections last. Now, I'm 99% certain that you are not intended to fight them that way, so... What am I doing wrong? ![]() This post has been edited by Ballad: Apr 21 2007, 02:40 AM |
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#2
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Forum Member Posts: 14 Joined: 18-April 07 ![]() |
Yes, I would agree that the constant use of SI:abjuration is somewhat overdone. Even when you get your ruby rays at level 14, it forces you into a single tactic to deal with the mage bosses. Right now, all my level 7 spell slots are filled with ruby rays.
I would prefer a more diversified gameplay, where you dont really know what to expect from these mages. Give them a variety of Spell Immunities. What would really be interesting is if their spell selections could be randomized for a given game, as you have done with the items. Then the tactics used in one game for a given boss might not work in the next game. Not sure if this is even possible, or worth the trouble, however. Great Mod Sikret...congratulations. Its a helluva lot of fun. This post has been edited by angiras: Apr 21 2007, 04:24 PM |
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#3
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
Yes, I would agree that the constant use of SI:abjuration is somewhat overdone. Even when you get your ruby rays at level 14, it forces you into a single tactic to deal with the mage bosses. Right now, all my level 7 spell slots are filled with ruby rays. One thing, however, compensates this level of difficulty (at least to some extent) and that's the fact that you and your enemies are playing the game with the same rules. I mean you can also use SI:abjuration + spellShield as pre-buffs and low level enemies will have the same difficulties to remove your protections. Also, note that even the other protective method (i.e. SI:divination + Imp. Invisibility) is not really too easy to overcome. Only Remove/Dispel magic can dispel the inivisiblity and (without an inquisitor in your party) your low level spellcasters will not have much chance. Needless to add that while the mage's invisibility is not dispelled, you won't be able to target him/her with spells (such as Breach) which target a creature rather than an area. In short, while your party is low level the game will be difficult, no matter how the enemy mages choose their protective buffs. QUOTE What would really be interesting is if their spell selections could be randomized for a given game, as you have done with the items. Then the tactics used in one game for a given boss might not work in the next game. Not sure if this is even possible, or worth the trouble, however. This is done to some extent with "Death Lords" (= one of the mod's new types of monsters). QUOTE Great Mod Sikret...congratulations. Its a helluva lot of fun. Thank you. I'm glad you are enjoying it. -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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Lo-Fi Version | Time is now: 16th August 2025 - 12:18 AM |