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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: 86 Joined: 31-October 06 ![]() |
Just a few thoughts on the viper queen, a clue as subtle as possible would be great. I ran around there for awhile, I think when I killed her I had probably 100 snakes to fight as well, thats probably not an exaggeration either. That battle when I got to them nearly stopped my computer.
As for the orc horde in watchers keep, that encounter just about stopped my computer completely, it was so slow it appeared I couldn't even cast spells. Of course I did it was just in slow motion. So far that is the only battle that I had to shut off all sounds and animations just to get through it, too many orc mages buffed up for the computer to handle. I did notice one thing though, on the second run for keldorn I used the spellcaster attack script and was quite amazed after keldon took out the mage he was working on he headed for my sorcerer. He actually attacked him. I haven't used that script very much but certainly don't remember that happening. Has anyone else had this problem? By the way sikret, the orc hoard battle was kinda cool, I could not use scripts to get through it so had to manage all my characters, that was the challenge. Romulas |
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Lo-Fi Version | Time is now: 10th September 2025 - 04:37 AM |