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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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Forum Member Posts: 100 Joined: 25-April 07 ![]() |
Finished all the quests and boss mobs in chapter II except Firkraag (about to engage him right now).
Initially the boss monsters felt really overbearing with the huge regeneration and resistances, but as my party powered up, encounters have reached a point of feeling "just right". Almost every improved encounter had an epic swagger about it which is great! I freaked out when Lavok went on his time-stop rampage, but fortunately he left my main PC intact for the finish. A few comments: IA has really improved my tactical playing. I find myself being much more attentive to detail and positioning. I think all the huge resistances on playable NPC races are fine, as long as the player can eventually reach those levels of power. I love the challenge, but I still find it slightly immersion breaking if some NPC non-monster just has 50% physical and magic resistance while it's not possible for the player to achieve. Monsters, magical, and divine beings don't bother me though, since they don't require any justification for anything! They are unnatural by default and can possess any set of stats and power. Perhaps with IA 5 when/if bhaal spawn powers are implemented, the PC can finally gain these powerful innate resistances. Naturally, this means the newer epic final encounters will have to be even more difficult! But that's in the spirit of IA regardless ![]() Golems... those things make me cringe... sturdy bastards... the Amber golem which I was not prepared for was an epic battle! Ice dust potions! Those things are a life saver! It's a very clutch item for when there's a comet coming down on your head. I hope there are more to be found as I've only stumbled across 3 total thus far. I can really see how money is a serious constraint. I've been focusing on getting my AC for the swashbuckler as low as possible. So many nice things I want to upgrade but not nearly enough gold (this is great since it forces me to choose, and makes each item feel special) I think I'm going to try see how deep I can go into WK before heading off to Spellhold! |
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#3
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
IA has really improved my tactical playing. I find myself being much more attentive to detail and positioning. That's great. QUOTE the Amber golem which I was not prepared for was an epic battle! Where did you meet your first Amber Golem? QUOTE I can really see how money is a serious constraint. I've been focusing on getting my AC for the swashbuckler as low as possible. So many nice things I want to upgrade but not nearly enough gold (this is great since it forces me to choose, and makes each item feel special) I agree. QUOTE I think I'm going to try see how deep I can go into WK before heading off to Spellhold! Make sure that you have Black Spider Figurine with yourself when you go to the first level of WK to see a new encounter. BTW, haven't you dual-class to mage yet? If you delay too much, it will be difficult to reactivate the Swashbuckler abilities and it will take a long time. -------------------- 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 - 04:40 AM |