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> Progress report for IA v6
Raven
post Apr 4 2008, 08:40 AM
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I'll send you a PM.

By the way, a couple of battles are already enhanced in the paladin stronghold. Sikret's currently working on an extended Druid stronghold, which will be finished for the next version of the mod. As far as I know he has no plans to extend the paladin stronghold at the moment, perhaps it's something he'll think about in the future.
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omare1981
post Apr 14 2008, 02:18 AM
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Dear Sikret, a little suggest:

1.can you add some evil missions? The missions only -15 and lower morals can do.[For example: When Charname back to the Red Dragon`s nest and meet Rune ASN`s master, If you are evil enough, and you can have a chance to receive a Rune ASN`s mission: Slay Vanya and the hole Ardor of Heart! If you done, and you can earn some new powerful magic items from ASN`s. /or you can also help the diviner to kill Aural and earn some rewards smile.gif]
Charname is Baal`s son, So, Please give more chance to us to become a evil~~~ smile.gif

2.The more smart enemy groups,But not all high levels.
maybe it`s a new way in enemy NPC`s seedtime. Please allow me to use a mage for example---- Not all the mages can cast many high level spells.but they can use many mid-level or low-level spells right and effective to against Charname`s squad:if solider run nearby the NPCmage, mage can cast " Teleport Field "spell ; and when our mage prepare to cast a powerful but long casting time spells to attack NPCmage,and he can cast a quick-spell[magic missile] to hit and make our mage`s spell failed.
Enemy`s cooperate: if a group of Mid-enemy have excellent tactics in combbat ,they`ll be more dangerous.
General speaking. if enemy have higher intelligence instead of most High-levels,the game will become more interesting.
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Raven
post Apr 14 2008, 08:38 AM
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QUOTE(omare1981 @ Apr 14 2008, 03:18 AM) *
2.The more smart enemy groups,But not all high levels.
maybe it`s a new way in enemy NPC`s seedtime. Please allow me to use a mage for example---- Not all the mages can cast many high level spells.but they can use many mid-level or low-level spells right and effective to against Charname`s squad:if solider run nearby the NPCmage, mage can cast " Teleport Field "spell ; and when our mage prepare to cast a powerful but long casting time spells to attack NPCmage,and he can cast a quick-spell[magic missile] to hit and make our mage`s spell failed.
Enemy`s cooperate: if a group of Mid-enemy have excellent tactics in combbat ,they`ll be more dangerous.
General speaking. if enemy have higher intelligence instead of most High-levels,the game will become more interesting.

Enemies already are far more intelligent; there are fundamental limitations of the engine which mean that scripting enemies to do certain things is either impossible or so code-intensive as to make it pointless. The example you give of a mage casting a quick-cast spell to interrupt a long casting - scripting something like that would be very complicated (if it's even possible).
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Sikret
post Apr 14 2008, 10:18 AM
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QUOTE(omare1981 @ Apr 14 2008, 06:48 AM) *
1.can you add some evil missions? The missions only -15 and lower morals can do.[For example: When Charname back to the Red Dragon`s nest and meet Rune ASN`s master, If you are evil enough, and you can have a chance to receive a Rune ASN`s mission: Slay Vanya and the hole Ardor of Heart! If you done, and you can earn some new powerful magic items from ASN`s. /or you can also help the diviner to kill Aural and earn some rewards smile.gif ]
Charname is Baal`s son, So, Please give more chance to us to become a evil~~~ smile.gif


The quests of IA v5 are mostly aimed at good-aligned parties (there is an exception though, which has both good and evil paths).

In v6, with Expanded Druid Stronghold, you will have a big amount of new content for neutral parties as well.

I have long term plans for adding more content for evil parties as well (albeit, not in the examples you mentioned, as they are quests which are specifically for good-aligned parties. Evil parties won't even see those quests).

For now, if you want to do something evil in v5, you can pick the evil path in the new quest in the 3rd lvl of WK. The evil path is even more rewarding (xp-wise) than the good path (though the good path has better loot).

QUOTE(Raven @ Apr 14 2008, 01:08 PM) *
Enemies already are far more intelligent; there are fundamental limitations of the engine which mean that scripting enemies to do certain things is either impossible or so code-intensive as to make it pointless. The example you give of a mage casting a quick-cast spell to interrupt a long casting - scripting something like that would be very complicated (if it's even possible).


Yes, and let's add that it wouldn't be even something desirable or even smart, because it would open several new exploit possibilities.


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omare1981
post Apr 15 2008, 06:56 AM
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Dear sikret:

Thanks for your answer. And I`m very glad you made my first advise[evil missions].
So last night when I`m in dream, Baal told me a new idea for your improving IA-6 ---- "unique spells"!!
What`s the Unique Spell ? For mage that`s a scroll,which a very powerful spell scroll,if mage earned,he/she can study it immediately.but the scroll must be combined[just like equipment combination,collect many material from special missions and enemy.]the spell will be very powerful!
Druid`s and priest`s unique spells can during some difficult missions in succession to learn from NPC.
These unique spells also between two camps. good and evil.

consider a bit~
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Ymarsakar
post Apr 17 2008, 10:10 PM
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I'd like to see Haer'Dalis get some innate unique bardsongs along the lines of his Doomguard philosophy and Blade kit. Combat related, focused on himself or his enemies, rather than the party.

It'd be more entertaining to see Haer'Dalis use song magic to decay the enemy down rather than just have a weapon that does some extra features.

Secondly, is there any consideration of changing the spmagglo spell graphics for the Spell Immunity and Spell Trap spells?
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Clown
post Apr 29 2008, 04:55 PM
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Version six seems to be shaping up to be a pretty huge addition, the new mage stuff especially sounds very exciting. I presume therefore that its not going to be current save game compatible? Also any idea as to a rough release date?

Sorry if I seem impatient, keep up the good work.
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Sikret
post Apr 30 2008, 06:24 AM
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QUOTE(Clown @ Apr 29 2008, 09:25 PM) *
Version six seems to be shaping up to be a pretty huge addition, the new mage stuff especially sounds very exciting. I presume therefore that its not going to be current save game compatible?


You are right. Starting a new game will be mandatory.

QUOTE
Also any idea as to a rough release date?
It depends on many factors:

- I'm waiting for Valiant finishing the new area for the expanded druid stronghold. I have seen a part of the wilderness Valiant is making (still incomplete of course) and I can say that it is fantastic! A true graphical masterpiece.

- I should find enough time to implement all of the new features.

- Then, I will announce for more testers. IA v6 needs to be tested by more testers (some playing it with a single-class mage; some others playing it with a druid).

- Just then we can be ready for the public release.

QUOTE

Sorry if I seem impatient, keep up the good work.


Thanks for your interest, Clown. I'm grateful that you are imaptient. You can, of course, join the testing team anytime you wish.


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Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating.
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Sikret
post Jun 7 2008, 04:30 AM
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I trust you revisit the first post of this thread regularly.

Some major updates have been applied to the initial post (the list of some of the new quests are added; those which are not marked as "in progress" are completely implemented).

I don't send a new post each time I edit the first post; so, keep revisiting regularly if you are interested in following the latest news.


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Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating.
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Vuki
post Jun 11 2008, 12:28 PM
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Hi Sikret!

I have found some interesting points that should be modified for V6.

- Shade Lover's strength reducing effect is a bit strange. It is not stopped by Negative Plane Protection (and Amulet of Power). I think it should be, because NPP should stop all such an effect. Mirror Image does not protect against it. I think it should do also.

- Battle with Tanova is ok but the battles against Lassal and Bodhi are really easy. Too easy, especially after Tanova.

- Battle on the second floor of Seven Veils (Mencar Pebblecrusher's band). It is really challenging but there is one problem: Sorcerous Amon has unlimited stoneskin. When I made the battle I killed everybody except him and I did not have any really good offensive magic. After a while he had no spell also and we beated each other but I was not able to kill him because he renew his stoneskin every time (it was very funny, I even went to eat some apple pies and when I come back situation was still the same). Finally I have used my hold person and fortunately (for me) he failed his saving throw. My suggestion is to give him a limit for the stoneskin spell and when he reaches this limit then his stoneskin should not be renew again.

- There are some items that could be improved further. For example Martial Staves, Short Sword of Backstabbing, Staff Spear, ... Especially would be good to improve the last one because it makes possible for priest's to cause piercing damage (and it is only a +2 weapon, would be nice to make it +3 or +4).

- It would be nice to allow monks to use Quater Staff. I think it really fits to their historycal background.

- Generally speaking I do not agree with the modifications you plan that breaks the original AD&D rules. I am speaking now about the Bard nerfed casting ability (only allow 5th level spells instead of 6th level) or the new modified Magic Resistance spell. I like the new percentage system but I think it is not a good idea that the target can be only the caster.

I think that this mod is really a very nice work and I would like to say thank you for it!

This post has been edited by Vuki: Jun 11 2008, 12:31 PM


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Sikret
post Jun 11 2008, 12:57 PM
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Hi, Vuki!

QUOTE(Vuki @ Jun 11 2008, 04:58 PM) *
- Shade Lover's strength reducing effect is a bit strange. It is not stopped by Negative Plane Protection (and Amulet of Power). I think it should be, because NPP should stop all such an effect.


No, the NPP spell or the Amulet of Power normally don't (and shouldn't) protect against 'ability score drain'. There is nothing strange or abnormal there.

I will also consider and check the other things you reported in the rest of your post. Thanks.


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Vuki
post Jun 11 2008, 01:37 PM
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QUOTE(Sikret @ Jun 11 2008, 02:57 PM) *
Hi, Vuki!

No, the NPP spell or the Amulet of Power normally don't (and shouldn't) protect against 'ability score drain'. There is nothing strange or abnormal there.

I will also consider and check the other things you reported in the rest of your post. Thanks.



I do not know how it is implemented in the game but I am pretty sure that in the original AD&D NPP protects again both level and ability drain. The reason is simple: the spell offer protection against all effects that come from the negative plane and ability drain also works on that way. So, I think it should protect against every drain-like effect.

This post has been edited by Vuki: Jun 11 2008, 01:37 PM


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Sikret
post Jun 11 2008, 01:50 PM
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In pnp, the spell does protect against both level drain and strength drain but the recipient should roll a saving throw. If the save is successfull the level drain or STR drain will be blocked, but the spell will also be cancelled after the first hit (regardless of whether the save is made or not).

In BG2, the spell grants guaranteed protection for its duration or until dispelled (without requiring to roll saving throw and without disappering after the first hit); but, it doesn't protect against STR drain.

I believe the BG2 version of the spell is actually better and more useful than the pnp version of it. So, let's keep it as it is.


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Vuki
post Jun 11 2008, 01:56 PM
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Thanks for the info! It was long time ago when I played pnp. smile.gif


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Shadan
post Jul 7 2008, 09:56 AM
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I have a suggestion to prevent item changes during fight. I always thought some of them as a soft cheat, but I used them sometimes since the game allowed it. Let see some examples to be clear what I want to tell:

1. Changes weapons, rings, cloaks or necks between characters:
If I see Abi Dalzim is coming, I can pause the game and give Poseidon's Wrath to unprotected character. Similarly if I see Death Ward is dispelled from may mage and 3 Finger of Death is on the way to kill him, I can pause and give the best amulet, cloak, and 2 rings to be sure his saving throw is as low as it can be from items. I remember I saved my sorcerer one time with this method.
Not so hard thing, when I store a Ring of Fire resistance in my inventory, and if prot from fire is dispelled, I change one of my ring of protection to fire res. ring.
I could write some more example but you can see what's on now.

I can imagine 2 types of fixing:
- either all items (cloaks, rings, amulets etc.) should be unchangeable during battle.
This will bring up the weapon change question: When I have more useful weapons (as for example my swashbuckler-fighter had Poseidon's Wrath against cold and Abi Dalzim, Dragon Lord against Dragon Breath, Warlord's Blade against physical attacks and Staff of the Ram for max. damage) I won't be able to change them during battle. This would be annoying or it could bring back the importance of weapon slots. Fighters have more slots than other warriors and dual fighters, so a fighter can chose between more weapons during the fight than paladin, ranger or dual/multi version. If we don't want this restriction, either let only weapons as changeable item during fight, or:
- prevent any trade between characters during fight. This version would prevent my 2nd point also which is coming now.

2. Changes quick slot items during fight:
Improved cat figurine, summoning items were always changed between characters during fights in my game, but good potions were also. Game would be much harder if there wouldn't be opportunity to change quick slot items or at least to prevent trade between characters during the fight.

This is my opinion only, but I gladly would hear your ones.
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Vuki
post Jul 13 2008, 11:16 PM
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I did the fight with Cat O'Nine Lives and I found it really funny and I really enjoyed it. Thank you for it! But on the other hand I found it a very easy fight. I know it was used to already discussed in this forum but I do not remember what was the final conclusion. I checked it here in the progress report but it was not mentioned there. So, I suggest now to improve it's offensive power. He (or she? smile.gif ) damaged appr. 80 HP to my barbarian and that was all he did at all. I killed him really easily.

BTW, I think one of the funny part of this battle was that I did not know how powerful would be the final version of her. So, I was frightened a bit because I heard about this battle before. Here comes the idea: how about if the improvement of this cat is made a bit randomly? It could be done in two ways:

1. She can be improved based on the prevous stage of her. This is somehow a recursive definition: fg. if her THAC0 was x in the previous stage then her new THAC0 will x-1D3 (so, better of course). Same should be applied for all of her abilities (or at least some of them).

2. In every level she has a range for her abilities (like THAC0 should be for x-1D6 for the actual level where x is level dependent).

The first should be very funny (you can get finally a very-very powerful Cat O'Nine Lives but she can be really weak too) but I am not sure if it can be done in BG2 script language. I am also not sure about the second case but I give it more chance.

This post has been edited by Vuki: Jul 13 2008, 11:17 PM


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Kerkes
post Jul 20 2008, 09:01 PM
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Question - just how will riskbreaker be improved? I would really like to play the game with somebody who scores criticals on 17 and up, but in IA5 this guy is no good, sorry. If he could be a dwarf or a halfling, I'd actually take him. (Humans I can't stand, and Korgan is my all-time-favourite NPC.) Will he have some good item upgrades and/or quests only for riskbreakers?
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Kerkes
post Jul 20 2008, 09:14 PM
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About Bards in IA - I found Haer'Dalis to be far superior to Keldorn and much more useful in many difficult fights. He can also dish out a very poweful remove/dispel magic + can use any item to get Carsomyr and +50 MR so the mages target him with LR which takes the pressure off your other characters. + he levels up faster than other classes. About capping their spell progression - an IA there are TONS of scrolls if you're fast enough to kill mages before they use them on you, and bards can cast anything they wish from scrolls. For me, it's fine as it is, but if you wish to cap it, it's ok. Their armor alone is powerful enough to compensate for that.
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Vuki
post Jul 20 2008, 10:16 PM
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QUOTE(Kerkes @ Jul 20 2008, 11:14 PM) *
About capping their spell progression - an IA there are TONS of scrolls if you're fast enough to kill mages before they use them on you, and bards can cast anything they wish from scrolls. For me, it's fine as it is, but if you wish to cap it, it's ok. Their armor alone is powerful enough to compensate for that.

I have only one problem with this "spell progression capping". Standard AD&D rules allow the bards to cast 6th level spells and Sikret would like to reduce it to 5th level. I understand his reasons (this way bards cannot cast - except from scrolls - PfMW and Tenser) but I think it is really a bad solution. When standard AD&D allow something and you are not able to do it then it is always a pain. It is understandable when it is technically not possible (like restriction for dual-classes), so no one complaint but when it is just made because of game balance then it is really difficult to accept.


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Kerkes
post Jul 21 2008, 12:13 AM
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In IA my bard is actually a full-time socerer, only he can actually dispel a lot, and has permanent imp.alcatry &-2 to casting speed. I'll miss my life savin imphaste+pfmw+tenser trigger also.
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