Suggestions for the coming release |
The Black Wyrm's Lair Terms of Use | Help Search Members Calendar |
Suggestions for the coming release |
Jun 8 2021, 07:27 AM
Post
#1
|
|
Forum Member Posts: 18 Joined: 20-April 09 |
I’ve run through this game twice in the recent one and a half month. It is admirable that even I’ve played the mod so many times, it’s still attractive. I am very appreciate with the changes of the recent releases. I’m so glad that this mod is still under updating and I am quite looking forward for the next release. So here are my personal suggestions for it.
1.Relief the constraint on whether the protagonist is a necromancer. The single factor that affects the difficulty and game experience of the mod most is whether the protagonist is a necromancer. I should admit that the adventure and item designed for necromancer is very fantastic and the battle with the Old Ones is one of my favourite. However, after so many tries I would like to start the game with other roles. Unfortunately, the game difficulty could be quite different, especially in the battle with the Great Wyrm. One way to do this is to make Memory of the Apprenti and Amulet of Hades available for all characters, or other wizard should have counter abilities against Greater Silence. As a trade off, necromancer should be nerfed. RVE is a bit too powerful for a necro that in late game you nearly need no other healing method. 2.Make cleric more powerful. Just as I said, with RVE you nearly don’t need a healer in your party. And what makes things worse is that in the recent release druid over compete cleric from nearly all dimensions: stoneskin, new items and new kits, and more useful HLAs. So to maximize party fighting power, there is no room for a cleric. But cleric is one of my favourite role in the game(and also in other PRGs), so I would like it to be buffed in the next release. I think a single class cleric should be as the same attractive as Jaheira. 3.Make ranged weapons a choice. Damage dealt by ranged weapons can be lower than melee weapons instead of no damage. 4.Make paladin more powerful. Comparing to other warrior roles(ranger, barbarian, champion of arvoreen, risk breaker), paladin is far less attractive. It should be buffed a bit. 5.Nalia should be buffed She should at least have access to the 9th level spells. And her first class and low wisdom make her not a good party member. But she is one of my favourite character. These suggestions are ordered. And I do hope the first two to come true. I think they will be beneficial for further development of this mod. |
|
|
Nov 24 2022, 08:27 PM
Post
#2
|
|
Forum Member Posts: 2607 Joined: 10-May 13 |
QUOTE Is there a rough date in mind on when this new update will be released or is it a week by week ? It's hard to say, as there are still many things to implement and some cause me more trouble than anticipated. But be prepared to get the new version in the upcoming 2 weeks. I think that most of the hardest elements are already coded and at least partially tested.And while we're on the topic of spells that are hard to code, here are 2 more: QUOTE Defensive Harmony (Enchantment/Charm) Level: 4 Sphere: Law Range: 0 Duration: 6 rounds Casting Time: 1 Area of Effect: 15-ft. radius Saving Throw: None Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 15-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to <PRO_HISHER> Armor Class. This lasts for 6 rounds or until dispelled. Clerics who decided to devote their lives to a single deity get additional benefits from this spell. Every 6 seconds all party members in 15-ft. radius gain additional physical resistance for 6 seconds and the caster gets the same bonus for each party member affected. This bonus is equal to 2% from level 12 and increases to 3 and 4, at levels 18 and 24 respectively.~ I like this improvement very much. It sticks to the description even better than vanilla part of the spell, since the coordination should be maintained and it gives more profits if you have more party members. Also this additional DR shouldn't allow for any abuse with many casters having many DH activated. QUOTE Heavenly Shield (Conjuration) Level: 6 Sphere: Law Range: 0 Duration: 1 turn Casting Time: 5 Area of Effect: Caster Saving Throw: None By casting this spell the Cleric makes <PRO_HISHER> shield fell lighter in <PRO_HISHER> hand and additional agility. This allows the caster to use the shield offensively, by searching for openings in enemy's defences and striking when the time is right. The better the caster's ability to fight using a shield, the greater the benefits of this spell. Each first hit per round for the next turn deals additional crushing damage. The base value is 2d3 plus additional 2d4 per each point in Sword and Shield style.~ That spell should make shields slightly more useful. It also ensures that only 1 hit per round gets this bonus, so the spell is as useful for pure Clerics, as it would be for duals/multis with higher APR. I think this spell will be available to all Clerics, you will need to invest points in S&S to make it more useful anyway. Be prepared, that some enemy Clerics will have this spell as a prebuff, so their damage will increase too. And ofc they will get additional AC bonuses from reworked Sword and Shield style. This post has been edited by SparrowJacek: Nov 25 2022, 12:47 PM |
|
|
Nov 25 2022, 09:00 PM
Post
#3
|
|
Forum Member Posts: 19 Joined: 5-February 10 |
Defensive Harmony So am I understanding this correctly:
Heavenly Shield Does this require the caster to be using a shield? The spell description doesn't explicitly say so, and I'm not sure if the engine would support such a limitation. |
|
|
Lo-Fi Version | Time is now: 6th November 2024 - 11:51 PM |