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The Black Wyrm's Lair Terms of Use |
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#1
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![]() The Tactician ![]() Distinguished Developer Posts: 7793 Joined: 1-December 05 ![]() |
1- Evil Clerics will control undead and turn paladin.
2- Slightly Improved Faldorn 3- (Heavily) Guarded Lilarcor 4- Clash of powers (a new quest in the 3rd level of WK: There is a conflict between two very poweful creatures based on an incident which has happened 100 years earlier. You need to choose and to kill one of them, if you can!) 5- Fixed and improved Demon wraith in the 3rd level of WK. (In the vanilla game, the Demon Wraith in the third level of WK has a bug in his script which makes him cast infinite Symbol of Fears and no other spell. He is not only fixed but also improved. His minnions are improved as well.) 6- The elemental golem in the 2nd level of WK can no longer be ignored. 7- A new 4th level, a new 7th level and a new 8th level wizard spells are added. 8- Five new armors, one new pair of boots, one new axe, two new amulets and one new type of potion added to the game. Potions of Mind Focusing are removed. 9- FoD&W is nerfed and is only usable by single class rangers 10- Thetruth and JD sowrds only usable by single class warriors 11- Many more fixes applied to the vanilla game (their complete list is lengthy; you will see them in the mod's documents when v5 is released). 12- Some upgrade recipes have changed; brand new ingredients are added to the game. 13- Vagrant kit is improved. 14- The apprenti's chance of success to forge the robe now varies depending on whether the protagonist is a pure mage, a mult-mage (what kind of multi-mage) or a sorcerer and with which stats. Moreover, if they fail the first time reloading the game will not change the result. If they fail the first time they will keep failing even if you reload forever. 15- More items are added to the randomizer program. 16- Improved Chaos monster (druid stronghold) 17- The "Tracking" HLA is replaced with a new and more useful high level ability. 18- Imoen's class is changed to Sorcerer. 19- Orcus, Dracolich, Elite Doppleganger, Elite Nishruu, Cat O'Nine Lives, Shadow Jailor and Keep Viper are improved further (as per players and testers' requests). 20- New level Progression tables are applied to all classes. 21- If the party delays too long before setting out for Spellhold, they will find Irenicus' control over the Asylum has strengthened and it will be far harder to escape after rescuing Imoen. (Note: The recommended levels to go to spellhold are levels 13 or 14 for single class characters.) 22- The Good, the Bad and the Ugly: A new quest added to the expanded ranger stronghold. 23- - Improved Alchra Diagott 24- Slightly Improved Raevilin Strathi 25- Several new types of monsters are added to the game. 26- Elemental golems, Ultra golems and Supreme golems have more powerful fists. 27- Slightly Improved Tanova (chapter 3) 28- The battle with the Supreme Leader of githyankis is improved Even further. 29- Twisted Rune is improved even further: (1) Vaxall the beholder is improved considerably. (2) Layene will use her wish spell in a new and different way if you hide your protagonist from her line of sight. She will also summon Twisted golems (instead of Coin ones). 30- General: Slightly Improved Githyankis 31- Weapon proficiency stars of Valygar, Keldorn and Anomen are revised and optimized for IA. Anomen (in particular) had a wrong number of proficiency stars in the vanilla game which is fixed now. 32- Faldorn's duel with the protagonist is fixed. The duel is supposed to be a fair one-on-one combat. Now, you won't be able to pass any items (weapons, potions,...) from your NPCs to your protagonist during the battle. You can't actually interfere in any way. Moreover, all of your buffs will be dispelled before starting the duel (Faldorn also starts the duel with no buffs). This is in addition to item no.2 above which refers to Faldorn being slightly improved during the duel. 33- Slightly Improved Dalok and companions 34- Slightly Improved Nevaziah 35- The tips the game displays every time you load a new game are revised. Some unimportant tips are omitted, some new and more helpful ones are added. 36- Improved Mekrath and the Imp 37- Donation to temples is made more expensive (suggested by Ryel ril Ers) and it won't raise your reputation above 16. 38- Slightly Improved Lonk the Sane 39- Improved Irenicus at spellhold (this feature will also be affected by item no.21 above). 40- Fixed and (slightly) improved Demon Knights and Death shade gated by Deck of Many Things. 41- Slightly Improved Unseeing Eye 42- Guarded Compound is improved further. 43- A new (and different) version of Auramaster Druid Kit is added to Improved Anvil. players of IA should not install the (stand-alone) Auramaster mod separately. 44- Now, if you defeat the slavers in the ship buidling in Slums prior to going to the Guarded Compound in Temple district, you will find a document showing the relation between Guarded Compound and slavers. Hence, good-aligned parties will be well-justified to attack the GC and will also have an additional dialogue option while talking to Sion. 45- Draconis (human form) is improved even further. Now he casts as many spells as his level permits and will use HLAs as well. In previous versions he had no HLAs and would cast fewer spells than his level. 46- The Globe Machine in the 5th level of WK is improved even further. 47- The location of the bag of holding in spellhold is changed. It's still in spellhold, but it takes a bit of work to find it. 48- Improved Rakshasa Ambush in Suldanesselar (this is something different than the Noble Rakshasa who guards House of the Talisman). 49- Nalia will give you 4 more days before starting to complain about your delay to go to save the keep (suggested and tested by Shaitan). 50- Improved Drow Ambush in underdark (before the Deep Gnomes' village) 51- Improved Drow Ambush at the bridge in underdark 52- A new (and different) version of Riskbreaker Kit is added to Improved Anvil. players of IA should not install the (stand-alone) Riskbreaker mod separately. 53- Don't panic! Take a deep breath and read the next item. For those who may have heart disease, I'll put it into spoiler tags ![]() SPOILER! - EDE is improved further! 54- The Elder Orb in underdark is improved even further. 55- It's recommended to fight with Conster and firkraag together in firkraag's lair. If you choose to fight with Conster alone in the other area, you won't find him alone. He is also generally improved (regardless of where you fight him). 56- Kruin is (considerably) improved further. Perhaps it's better to give him the blasted silver blade now! ![]() 57- The guild's contact (Gracen) is improved further. First, The cheats which were still available to the players in this battle are all blocked (i.e. you can no longer kill him before he turns hostile; you can't pickpocket his equipments before he turns hostile; you can no longer close the doors or exit the area waiting for the duration of his magic shielding potion to expire). Furthermore, he will have some backup during the battle; every 10 rounds, a vampire bride will enter the area through the stairs and will join the battle as long as he is alive. 58- Most of the higher level (and smarter) enemy mages will reserve their "Ruby Ray of Reversal" spells only for when you are protecetd by SI:abjuration and will use other protection removal spells (mostly spellstrike) instead in cases you don't have SI:abjuration to block them (provided that they have the spellstrike spell or its scroll, of course). 59- Slightly Improved Spider Ambush at the entrance to Pai'Na's hideout 60- Minotaurs are fixed and improved further. Now they have all of their pnp abilities and more. (They now have their pnp abilities of grappling and charging targets. The missed immunity to maze is also implemented and enhanced with immunity to charm and confusion. Moreover, they have better THAC0s and equip better weapons; they are fearless and their pnp bonus vs. surpirse is interpreted as immunity to backstab.) 61- Mithril Golem is improved further. 62- Improved Azamantes: (He is changed to a Grave Lich. In the vanilla game, he was a non-standard lich with a stupid combat script but with good resistances and a decent THAC0. Now, he is a Grave Lich in its full calibre and has some backup and reinforcement to prove himself as a worthy opponent in the 5th level of WK. Even a Grave Lich (alone) could not be counted as a challenge in that stage of the game.) 63- First level of WK: Guarded Bell and Candle 64- Prince Villynaty is improved further. 65- Bone Golems now have their pnp ability of issuing Hideous Laugh; they are also fearless as per their pnp description. Their number of attacks per round was also incorrect in the vanilla game which is now fixed (reduced to 1). 66- Umar Witch and the Wondrous Imp are improved even further. The difficulty of this battle varies depending on the protagonist's total xp (and class). 67- All dragons are improved even further. 68- Improved guardians of pieces of Burial Mask 69- General: Smarter summons: Summoned creatures (enemies and allies) will behave more intelligently. (Examples: They will shift target if they see that their weapons are ineffective; they will no longer stand idle if no enemy is in their line of sight (for example, after being wing buffeted by a dragon to a remote location in the area), they will move/approach to see what's going on in the battlefield.) Revisit this topic frequently on these days; I will write more. This post has been edited by Sikret: Nov 13 2007, 08:46 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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Forum Member Posts: 16 Joined: 29-October 07 ![]() |
Sorry for double posting, and posting probably in the wrong topic, (but either I can't find the suggestions for the mod topic, or there isn't one) Anyways, I just found it quite odd that some of the demons in SoA and ToB don't have Demon Hearts just because they aren't in some weird plane. So, I thought that some of the major demons, (such as the one at the deep gnome village in Underdark, Swirfenbelm?) should have a demon heart at least, if not all the Baalors and etc. in the game, (except for summoned ones, of course). If this is in the wrong section, please move it because I couldn't find the suggestion topic. (Edit) And another thing, I was reading the readmes of IA, (because Sikret basically told me to), and I saw that in one of the readmes, can't remember which, it said that enemy spell casters CAN'T, (or shouldn't, at least), break the rules. If this is so, and they have to play legally, I ask you why when a battle starts, about ten protections, (more or less), pop up on an enemy spell caster like they had just activated three chain contingency's, which, I find quite ridiculously retarded and makes it harder than it should be. If you can't do this feat, no matter what level you are in spell casting, I don't see why other random Copper Cornet Guards whom are wizards, should. (Edit) Another blasted edit. I'm not meaning the extremely strong guys, such as the Shade Lord, or Firkraag, I mean just random low level wizards/sorcerer's casting so many protection spells at once. Like the Cowled Wizards, they only have spells that are at max like level 6. It doesn't make alot of sense that they have a bunch of Chain Contingency in store, even though they can't cast it.
This post has been edited by Selvanus: Nov 9 2007, 04:29 AM |
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#3
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![]() The Tactician ![]() Distinguished Developer Posts: 7793 Joined: 1-December 05 ![]() |
I thought that some of the major demons, (such as the one at the deep gnome village in Underdark, Swirfenbelm?) should have a demon heart at least, if not all the Baalors and etc. The demon in Deep gnome's village actually already has a droppable heart in IA v4.2. Don't you think that you need to play the mod for at least one run-through before making suggestions? Otherwise, you will run into the risk of suggesting something which is already there in the mod. As for the other point, just reade Stu's reply. -------------------- 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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#4
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Forum Member Posts: 16 Joined: 29-October 07 ![]() |
I thought that some of the major demons, (such as the one at the deep gnome village in Underdark, Swirfenbelm?) should have a demon heart at least, if not all the Baalors and etc. The demon in Deep gnome's village actually already has a droppable heart in IA v4.2. Don't you think that you need to play the mod for at least one run-through before making suggestions? Otherwise, you will run into the risk of suggesting something which is already there in the mod. As for the other point, just reade Stu's reply. Oh, really? I did kill it. I don't remember it dropping a demon heart, but than again, I never get anything from demons, so I probably didn't even bother to see if he dropped anything. The pre-battle casting script is designed to even out the playing field in regard to pre-casting. The idea behind it is that the PC can spend 5 or so rounds buffing before running into a fight against an enemy who is (in the vanilla game) completely unprepared. The script is not a contingency, it cannot be done part way through battle and is designed purely to alleviate the engine restriction of the enemy not being able to intelligently anticipate the entry of the pc and cast a few spells before he comes into sight. Demon heart thing is probably more of a gameplay mechanic - I mean they're meant to be rare right? Don't you end up burying the demon in the deep gnome village? Yes, that's all very well, but I never pre-buff unless I know I'm going to be fighting. (Which, everytime I play, I don't ever memorize where the battles are), so I guess other's do ![]() (Edit) Oh yes, and sometimes I repeat myself by accident. :S This post has been edited by Selvanus: Nov 9 2007, 07:54 PM |
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