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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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Post
#2
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Forum Member Posts: 100 Joined: 25-April 07 ![]() |
QUOTE This is intentional. It has two reasons. One of the reasons is to add to the difficulty of this battle and the second reason has role playing backgrounds. If you have studied about Githyanki culture, you know that Mlars and Hr'a'cknirs are not combar sort of characters, they are artists to make constructions. (You said that your party is overpowered and asked for blocking access to WK till chapter 6 and now you ask to change creatures to make them vulnerable to more offensive spells? Do you now want the game to be easier or more difficult in WK? laugh.gif ) I'd never want it easier! I am unaware of Githyanki culture so that's just my ignorance talking, pardon. However, if they are actively making war machines to obliterate my party, I would consider them hostile creatures! It's like war machine factories, which are the initial targets in war! Anyhow, I understand your reasoning and won't argue. I did just manage to beat the encounter after luring him out of that chokepoint. In regards to WK difficulty, my humble opinion is that it requires quite a boost. I don't think a chapter 2 party should have any business in such a high reward area. Note that I have skipped the special encounter on WK 1, and am fully aware that the new dragon is probably going to be a brick wall to stop my momentum. The problem arises in that I could actually get *that* far down there, reaping most of the rewards from WK. QUOTE Yes, this is a bug of the original game. Even UmberHulks can cast their Confusions while unconscious. I noticed this bug about a week ago and fixed it in my local version of the mod (will be there in IA v4.3). As I said, it a general bug in the original game. But demons are immune to unconsciousness in Improved Anvil; so this bug should not have occurred for the chromaitc Demon. Have you possibly installed any mods after IA which might have changed things. To be honest, this was the only encounter where I noticed a Demon rendered unconscious. I was actually so surprised I opened up his file in NearInfinity to check if he was indeed a demon. I looked through his immunities but I didn't really know what to look for. I saw no protection from spell "emotion" however. As for mods, I only have bg2 tweak pack (essentially only for the stackable ammo and similar ease-of-use components), unfinished business, quest pack, ascension, and banter pack. I was very careful to follow your installation instructions so I don't really think there is anything that would conflict with the chromatic demon. Him just falling unconscious really took me by surprise. Though he just as soon stood back up and started swinging for the fences. This post has been edited by luan: May 16 2007, 08:50 AM |
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Lo-Fi Version | Time is now: 10th September 2025 - 04:43 AM |