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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: 6-August 05 From: Denmark ![]() |
I just found this mod a few weeks ago, and I've been playing this mod for about a week. In my current game I've just left the Underdark with my Evil Party (m/f, Korgan, Edwin, Viconia and Valen(without her lvldrain)) everyone have at least 4-5 high-level abilities and so far I've enjoyed the mod. The scripts are well done and make most battles more challenging. The upgrades are really cool, and the components from “harder” enemies makes them seem deserved.
But even though I like the mod I won't be using it after I'm done with this run-through. This is mainly due to the way you have made the enemies more challenging. You seem to have taken the use of resistances to the hearth, and that is ofcause one way of making the game harder, but I must admit I dislike it. At the moment the only spells Edwin and Viconia gets to cast are “pre-battle-buffs” and dispel effects since almost every (challenging) enemy I'm meeting are very resistant, not only to magic, but to most elemental and magical damage as well. For me that drastically cuts down on the “fun”, since it takes away the “group feel” where every class is needed to win a battle and have something to do during the battle... other then standing in a corner hiding so they won't die. My suggestions to improve the feeling of the mod is to cut down on some of the 100% resistances this mod adds especially on “none-boss-fights” (ie insane dwarf, Firkraag-party ect.) and give them 75% resistances if you still want them to be “hard” or perhaps 50% with one or two 100% so the player have to try a bit before finding the right type of magic. Another way to do it could be to build up the resistances though the use of “forcecast” scripts on certain hp percentages. Ie; the opponent starts with 25% resistances to none melee damage, and then builds up to 50% at 75% hp and so forth. The constant use of regeneration also bugs me a bit, especially in groupbattles where you it foceres you to focus on one target at a time, but it keeps the pressure on the player, since it means no more running out of combat to get healed, and that is a good thing ![]() Well, I think that is about all I have to say, unless I find anything to add at a later time ![]() |
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#2
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![]() Premium Member Posts: 305 Joined: 25-February 07 ![]() |
Of course, shop-lifting is realistic. It happens all the time, and many times the thief gets away with it. Putting up a rule of NO stealing certainly makes things harder, but at the expense of realism. People have stolen prized paintings recently among other "fabulous" heists. Yes, it is possible. I don't really like the no stealing rule (but I can live with it). I would like the Prized possessions to not be available for theft, but stealing from some of the lesser merchants - a few nice (but not too nice) scrolls, potions, and lesser items, which could be sold back only to fences and only for a tenth or twentieth of their price (not making it worthwhile to try to earn money that way).
I don't think we need to be so concerned in Improved Anvil about cheating. People load up IA for the challenge. If they cheat or seek exploits, then they are just cheating themselves. Some players may need some avenue to "cheat" to bridge the gap in difficulty between Improved Anvil and other BG2 games. After all, Improved Anvil is much harder than anything else that I've found. As far as I'm concerned, if someone wants to cheat, he usually will and as it is his game rather than mine, I don't care. My personal ambition is to beat IA on Insane (no cheating, of course) some day... or maybe some year. ![]() As far as forging IA items, well, it's a matter of opinion how easy it should be to make the items. Thetruth could beat IA with a fighter armed with a broom stick. I'm not there yet. I would like a little more money personally (in IA 5, maybe?). I personally think some of the new items should be more easily forged (money is usually the limiting factor) - those items that make the game a little easier rather than a lot easier. Of course, it should be very, very difficult to forge the Judgment Day sword and uber items. Regardless whether I can get these items, I'll improve my own tactical play, and it is improving already. ![]() |
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#3
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
I don't think we need to be so concerned in Improved Anvil about cheating. People load up IA for the challenge. If they cheat or seek exploits, then they are just cheating themselves. I agree, but to be honest with you, one reason I disabled cheating of some items in IA was to save my own time. Some players used to cheat critical items into their games which would cause bugs if they were not gained normally during the game. Then they used to appear in forums to report bugs about IA. They were not honest enough to admit that they had cheated and then I needed to spend several hours investigating to know whether the reported bug was a genuine one or just one occurred because of the player's cheats. -------------------- 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: 10th September 2025 - 04:34 AM |