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The Black Wyrm's Lair Terms of Use |
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#1
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![]() Premium Member Posts: 305 Joined: 25-February 07 ![]() |
I'll be making several suggestions (or at least bringing ideas) to the appreciated, great IA game developers. Even if you don't like my idea, maybe it will spark one of your own. Critto can let me know when he's no longer interested in hearing these ideas from me.
![]() My first idea has to do with weapon proficiencies. Simply put you get more proficiency slots as you spend more time with weapons. Dual classes would get slots according to whatever class they are currently. Maximum weapon proficiency slots per weapon type: 1 for wizards and sorcerers; 2 for clerics, druids, thieves, ranger-cleric mc, thief-cleric mc, and bards; 3 for caster-melee types (rangers, paladins, multi-class caster-fighters); 5 for straight melee classes (all fighters and barbarians). Wizards/sorcerers can’t have combat styles, but all others can. APR increases are not limited to warriors. Kits can’t increase the number of proficiency slots, except in very rare cases. For instance, rangers in more modern DnD versions can specialize in the use of 2 weapons or in archery. Consequently, it makes sense to me that a ranger specialized in archery can have 5 slots in bows. This post has been edited by rbeverjr: Feb 22 2019, 12:20 AM |
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#2
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![]() Premium Member Tactical reputation: 2 Posts: 6268 Joined: 23-February 08 ![]() |
It is technically hard to make IA compatible with other mods. Many of the changes are done in the old fashion, by overwriting the resources inside the override folder. Compatibility assumes at the very least that all mods update the game files by patching rather than overwriting them. This alone is a huge issue to overcome. I tried it in the past. I've attempted to write software that makes binary diffs of IA's copies and original files and produces weidu-style patch sequences. But they come out incredibly human-unreadable which would further modding even harder. Plus, at the moment IA was supporting both ToB and EE installations. And original files in ToB and EE differ by themselves quite a lot. That'd added another degree of difficulty. It was more work to make it all function than I was willing to put in for a mod played by 50 people at best.
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Lo-Fi Version | Time is now: 9th September 2025 - 04:46 PM |