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#1
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
I will start working on IA v6 in July 2008 (I'm too busy till then to add any new major content to the mod, though if we happen to find any glitches or bugs in the current version of the mod, I will be here to fix and release new versions; but working on the nex big new version will be postponed to July) and will probably release it before the end of next year.
thetruth has given very good suggestions to me and we have good plans for IA v6. Other players' feedbacks about the content of the mod will also help me to enhance the mod further. For now the general outline of the new plans for IA v5 is as follows: 1- Adding a very big (huge) quest to the game which will probably contain a number of big quests inside itself. 2- Extended Twisted Rune (new big quest) 3- Expanded Fighter Stronghold 4- Improved TOB Final battle at throne of Bhaal 5- Expanded Druid Stronghold. I will write more (and will add many more new features) as soon as we start working on it and I will pin this topic at that time. For now, I just wanted to say that we have our plans and new ideas for future and that you (everyone) should not hesitate to send me your suggestions for new quests/features to be added to the next version of the mod. This mod belongs to all who love it. (Of course, to be able to give good suggestions, you will probably need to play the current version of the mod completely for a couple of times with different classes and protagonists to see all of the existent features of the mod.) Cheers This post has been edited by Sikret: Oct 14 2007, 11:38 AM -------------------- 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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#2
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![]() ![]() Senior Mod Tester Tactical reputation: 4 Posts: 1112 Joined: 27-March 07 From: UK ![]() |
Hi!
I haven't played very much of this great mod yet but I have a couple of small suggestions/ideas: Improved Crypt King (he is too easy for 15k xp and Namarra is too good a sword to get that easily) I also think the first level of Watcher's Keep could be made more challenging as there is some great treasure just lying around (I was surprised to see the golem there was still just a stone golem ![]() Keep up the good work! |
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#3
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![]() Forum Member Posts: 310 Joined: 23-April 06 From: Copenhagen, Denmark ![]() |
Hi! I haven't played very much of this great mod yet but I have a couple of small suggestions/ideas: Improved Crypt King (he is too easy for 15k xp and Namarra is too good a sword to get that easily) I also think the first level of Watcher's Keep could be made more challenging as there is some great treasure just lying around (I was surprised to see the golem there was still just a stone golem ![]() Keep up the good work! I actually like that there's a opportunity to get some easier XP in the game. On the other hand I think it's a bit cheasy, that you can kill of some of the animals before the Beastmasterfight without any stir. I mean slaughtering a bear, some diseased gibberlings and a panter should cause some noise... And I would like ie the minotaur to come the Beastmaster to help. Regards BTW I would also propose that ie a quest would be added to the Myocinid (spelling?) King in the sewers. He's alone and not crucial so I guess all sort of things can be done with him ![]() This post has been edited by Shaitan: Apr 22 2007, 11:00 AM -------------------- dooh!
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