IAv6 for BG2EE, public beta |
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IAv6 for BG2EE, public beta |
Mar 1 2015, 08:34 PM
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#1
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Premium Member Tactical reputation: 2 Posts: 6112 Joined: 23-February 08 |
Hello, everyone.
I've made a few tweaks to the original IAv6 in order to make it compatible with the BG2EE. I haven't tested the game at all yet, so use it at your own risk. The EE version didn't pass an excruciating amount of testing as it'd happened usually in the past. Attached to the topic is a small archive with the files that you need to unpack into your EE directory on top of IA prior to installing. I haven't tested the compatibility with the other mods, but IA doesn't play well with them anyway. I did test the installation of Ease-of-Use (recommended components) and Dungeon-be-Gone, both latest versions. Also, make sure you download the latest WeiDU executable and use it instead of those that might be packaged with the mods. It is required for the installation to work properly. These files would probably cause IA installation to crash on vanilla BG (non-EE), but there is nothing new anyway with the exception of compatibility patches. I haven't made the setup script cross-platform. Perhaps, I'll do this in the future when there is proof that IA plays nice with EE. Once again, I repeat, there was no extensive testing. I have no idea how powerful or not are the new EE kits or new joinable NPCs in the context of IA. I have no idea what happens with the new content that is added by EE. If you do play this and find some sort of a bug, let me know here. I will try to fix it and attach the patches in this post. I would've loved to push out a stable version for you guys but there is not timetable at all for how much it'll take me to do my own run of the game. Enjoy! EDIT: this archive is outdated! Please, download the latest version of the mod from the BWL's download section. Archive.zip ( 69.05k ) Number of downloads: 49 This post has been edited by critto: May 25 2016, 06:34 AM |
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May 27 2015, 05:36 PM
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#2
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Forum Member Posts: 237 Joined: 23-April 13 |
@ critto:
I have noticed a lot of double standard issues in this mod which you may want to somehow fix. Double standard meaning - monsters can do it while players cannot. Examples: Invisibility or Improved Invisibility: If a player attempts to cast a targeted spell on an enemy who suddenly becomes invisible in the midst of casting, spellcasting stopps, spell fails. If an enemy attempts the same, the targeted character still becomes invisible, but the enemy successfully finishes and casts the spell. Targeted special abilities and/or spells: A player cannot cast Chain Lightning without a legal enemy target. A player cannot cast Doom on an Invisible or Improved Invisible enemy. Both of these spells will deflect off an enemy's Spell Turning. An enemy (Guardian Spirit, Spellhold level, Kobold encounter) can cast (improved) Chain Lightning disregarding a player's Improved Invisibility and Spell Turning. An enemy (random improved Dragon or Balor) can cast Greater Doom, disregarding a player's Spell Turning and Improved Invisibility. Time Stop: All enemies become immune to all weapons under Time Stop. All players are still vulnerable under Time Stop and enemies who are immune to the TS effect can harm a party member physically. (Normal) summons: Players - 5 summon limit (except for Sikret's special summons from powerful items like Noble Spider etc). Enemies - unlimited summon limit. At least the 5-deva issue was fixed in v6, but for example I noticed the Kuo-Toan prince summon 7 monsters. After all, Sikret stated a long time ago that his improved monsters don't cheat, by which he meant "monsters can't do anything which a player cannot". |
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May 27 2015, 08:52 PM
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#3
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Forum Member Posts: 32 Joined: 1-May 13 |
Targeted special abilities and/or spells: Enemies - unlimited summon limit. Dragons, Demons and similar creatues don't obey rules on invisibility. This isn't new to BG, it has always been so. Very powerful creatures don't even suffer -4 THAC0 when attacking II enemy. Summon limit for enemies has an ugly workaround with Globals, maybe. Not really something clean. Going invisible while enemy is casting the spell should prevent succesfull spellcasting unless the creature can see invisible creatures by default. Or the script is intentionally doing so. I haven't really played Anvil in few years or used invisibility much even when I did, so can't report on such cases. |
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May 27 2015, 09:46 PM
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#4
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Forum Member Posts: 237 Joined: 23-April 13 |
QUOTE Invisibility or Improved Invisibility: Many of the AI's scripts check for II prior to casting. If there are opposite cases, I'll investigate those and decide whether it's a bug or Sikret's judgement. If it's the latter, I'll leave it untouched. They do, that's not the case here. The case is going invisible in the midst of a spell. Plain human mages (who definitely shouldn't and cannot see through invisibility or improved invisibility) have no trouble finishing their Ruby Ray of Reversal or Breach casting if the targeted character suddenly goes invisible or improved invisible in the middle of the spellcasting. Opposing to that, if a party mage starts chanting for Breach at an enemy who then decides to become invisible (potion, minor sequencer, etc), the spell is cancelled. QUOTE Double standard meaning - monsters can do it while players cannot. There are many things that players can do and monsters can't. The most important of those would be possessing a real brain and an ability to think. Keep that in mind, this is a two-way street.Wrong expression, allow me to correct that. Double-standard meaning - monsters can do it while party members or PC cannot (even though the latter are guided by a player with a real mind). QUOTE Time Stop: This is an anti-cheese feature of Sikret's. His vision of the mod was to enforce as mush as possible a way of playing that he judges to be fair and relies on tactical thinking rather than butchering helpless enemies. That's his right to do so and I seriously doubt that I'll ever remove that feature from the mod. You and everybody else should just take it or leave it. I do intend though to make the internal structure and composition of AI more modular and flexible, simply as a way to enforce a better engineering practice. This will allow players to tune and tweak it privately if they desire to do so, but this won't be an IA experience anymore as Sikret intended it to be. My main goal right now is to extend the mod in a way that doesn't break Sikret's view on IA design and provide players with possibilities. For instance, make more NPCs to be viable and playable choices. Two good-aligned NPCs from BG2EE are already made to be so, and two vanilla NPCs will be in IAv6.2 which I am working on right now. Well aware of that. Was not suggesting of removing the Time Stop immunity feature. A logical suggestion however will be giving party members an Absolute Immunity effect, equal to those which enemies have while a Time Stop is active. Otherwise, I commend you on your efforts working on the IA mod. Targeted special abilities and/or spells: Enemies - unlimited summon limit. Dragons, Demons and similar creatues don't obey rules on invisibility. This isn't new to BG, it has always been so. Very powerful creatures don't even suffer -4 THAC0 when attacking II enemy. Summon limit for enemies has an ugly workaround with Globals, maybe. Not really something clean. Going invisible while enemy is casting the spell should prevent succesfull spellcasting unless the creature can see invisible creatures by default. Or the script is intentionally doing so. I haven't really played Anvil in few years or used invisibility much even when I did, so can't report on such cases. In Improved Anvil v5, everyone obeyed the rules of Invisibility. Demon, dragon - didn't matter. If you're talking about the vanilla game and unmodded monsters, I could accept that. However, tweaking honest IA v5 monsters with cheating abilities which can be targeted under Improved Invisibility is...well...not in the spirit of the IA mod at all. As stated above, a party member going invisible doesn't prevent any enemy's successful spellcasting. An enemy going invisible while a party member is casting a spell at them results in the "spell cancelled" message. One action, one situation - different results for party mages and enemy mages. Either in both cases spellcasting on enemies-went-invisible-during-casting should be successful, or in both cases the casting should fail with the "spell cancelled:" message. |
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