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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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Forum Member Posts: 20 Joined: 22-March 13 ![]() |
As a modder myself, I completely understand how difficult to accomplish a story mod (well, the druid stronghold may be treated as a mod itself) and I had never finished one, till now. We are all looking foward it and don't bother if it would be a bit flawed at the first time. IA have several versions itself, isn't it?
Using Github is more than a great idea, everyone can contribute to IA, you can also post unlimited pre-release on Git whenever you want, rather than "fixed locally". And the best of Git is: you need no longer save a bunch of backups on your local disk, Git saves all changes. I will be the first forker. QUOTE Reduce or remove gold/gem/XP gains from gem/coin golems summoned by elemental or greater elemental golems. To compensate, I'd bump the XP for each of the summoners, perhaps by 20k, and have them drop 1.5k gold and a diamond, star sapphire, and rogue stone (used in crafting recipes). While the other gems add flavor, they just contribute to inventory clogs. To be honest, I am against the first half. To kill more even all of those summoned monsters (not only golems) is a high risky with high incomes tactic. Players can choose do it or not based on the power of the team. The more choices, to some extent, increases the Gameplay to a game or a mod. I suggest placing those create-randomised-items blocks to a higher priority in the script of monsters. Those blocks are often with low priority, which may cause them never been triggered, if the monsters have been killed too quickly (it's possible without any cheat). There is a workaround of it: to put those blocks in area scripts. Add on: Use PartySlot[1-6] replace Player[1-6] in those force-positioning cutscenes. Player[1-6] decided by the join order of team members, difficult but still possible to change. But PartySlot[1-6] is the order of the portraits, can be reordered any time. Different class placed in different point could make a great difference in the tough battles, in my mind, the formation should been left for the player to decide rather than somehow unexpectable. Those locally changes I made are: the Twisted Runes (shangalr.bcs), the final battle of SoA (cut85b.bcs) and the Demogorgon battle (s!cutdmi.bcs). This post has been edited by c4_angel: Mar 16 2019, 09:47 PM |
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Lo-Fi Version | Time is now: 9th September 2025 - 04:59 PM |