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 EDIT: this archive is outdated!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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Jun 16 2015, 08:18 AM
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#2
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Forum Member Posts: 237 Joined: 23-April 13 |
I was under the impression that we're discussing innate fighter abilities and why they shouldn't be dispellable, since those are part of their training rather than spells. If you're looking at it another way - nerfing those because certain classes and kits are too powerful - then ok, just don't write things like:
QUOTE IIRC, the Monk's haste should be undispellable, the reason being that it's more a part of their training rather than a spell. because it will raise questions like I already asked about other fighter abilities which can be dispelled. Just say *Monk's Flurry of Blows will not be dispellable because we, the mod's developers, have decided to be this way.* which will be far closer to the truth. No problem there, just state things right and clear, to avoid confusion. Also, it would be extremely helpful to list the non-spell innate abilities which are dispellable in some way and those which are undispellable. Examples: Not only Hardiness and Chain Breaker Stance, but also Evasion, Greater Evasion and (I think) Magic Resistance HLAs can be dispelled. However, there are several more new innate HLAs like the ones of the Swashbuckler v6 class which are unknown to many of the players (including myself) - dispellable or not? IMO for all newly-added by the mod abilities, not only HLAs, but also enemy scripts and Purge Magic for example should be listed are they dispellable by any means or (in cases with purge magic) what exactly do they dispel. Also, when introducing new dispellable HLA, it will be nice to know under which category it fits - combat/specific protection, combat buff or whatever. |
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