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![]() Premium Member Tactical reputation: 2 Posts: 6267 Joined: 23-February 08 ![]() |
So, the v6.1 is out. Most notable change is a step towards new platform, internal re-design and full (I hope) support for BG2EE. That means that IA should now install and play with any distribution of BG2:EE on any platform. I personally developed and tested it on Mac OS X, with the Beamdog's official distribution. Nicoper, whom I want to thank for helping me with testing and pushing this version out, did tests on Windows, although I have no idea which version exactly did he use.
Anyhow, with BG2:EE come two new good-aligned NPCs who are tweaked to be serious choices for a party member. To facilitate that we did a nice overhaul of the Monk class. It's kind of a beta so keep in mind that your experiences may vary. But should be fun nonetheless. There is no new tactical content added to the BG2EE content, but the potential is there and, hopefully, we can explore it in the future builds. There's also some miscellaneous stuff done here and there but the major things are listed above. I took a liberty of assuming a different approach towards development, with shorter but faster releases. Hopefully, this will bring us towards IAv7 quicker. Afterwards, we'll see. Enjoy and let me know what you think. EDIT: this was converted into primary discussion thread for 6.2 This post has been edited by critto: May 24 2016, 11:35 AM |
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#2
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![]() Premium Member Tactical reputation: 2 Posts: 6267 Joined: 23-February 08 ![]() |
QUOTE There is some strange behavior in the planar prison that I've seen in previous versions as well, so I don't think its new to IA 6.2. I've studied both issues. Extra web trap is some sort of anti-cheat feature that reacts to player resting before the fight. I'm not entirely sure what it is supposed to prevent but I agree that it might be annoying. And it could easily be overcome by saving & reloading after the rest (some parameter that is checked by PartyRested() trigger is reset this way, I think). There are two ways to go here, basically: 1) have the trap trigger always (which would increase the difficulty) 2) or remove it altogether. Another option is to make it experience-based and trigger if the party has higher levels. As for the Yuan-ti & Minotaur spawn that's a random group that is summoned by a proximity trigger. In this case, when you approach the warden room from the right side (where you've fought the orb master demon). The solution is the same (have the group present always, never, experienced-based or do nothing). We'll do something about both things for the next release but I don't have a specific answer right now as to what exactly. Personally, I'm liking the experience-based approach (the triggers are xp-based already, by the way). This post has been edited by critto: Jun 12 2016, 07:06 PM |
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