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> IA v6.2 discussion, random questions and thoughts
critto
post Jun 27 2015, 07:38 AM
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QUOTE
What critto meant was that Conster should have the Vocalize spell memorized, and cast it to counteract the silence. Vocalize is probably the only spell that can be cast under (normal) Silence. Well, except for Contingency and Chain Contingency.

Precisely. I would appreciate a save game to test this out.
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lroumen
post Jun 27 2015, 09:57 AM
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I recall that bg(2)ee had a bug at some time that disallowed vocalize to be cast when silenced. Maybe that is what you are encountering.

Something from my side I forgot to mention before. Not certain whether they are ia or ee changes. When I remember moee I'll let you know.... or should they be in the bug thread (should we unify/move stuff?)
- glaicus talks when you enter the level at the stairs rather than when you open his door.
- trolls keep attacking when downed
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critto
post Jun 27 2015, 01:47 PM
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QUOTE
- glaicus talks when you enter the level at the stairs rather than when you open his door.
Hmm, this should be fixed in v61, is it EE or vanilla?

QUOTE
- trolls keep attacking when downed

In EE they never get downed. This is something with vanilla. We haven't made any specific changes to trolls.

As for vocalize, I'll check the bug thread at the beamdog forums, there isn't any reason why Conster shouldn't cast it, the code is straightforward.
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lroumen
post Jun 27 2015, 05:40 PM
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Wrt vocalize
http://forums.beamdog.com/discussion/25541...e-when-silenced

I guess we are bound to pick up some ee problems. .. and I did not play ee very far so I apologise in advance of I report ee things here

This post has been edited by lroumen: Jun 27 2015, 05:54 PM
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Azoth
post Jun 27 2015, 07:43 PM
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Precisely. I would appreciate a save game to test this out.

Critto, I dont have access to my savegames for the next two weeks. Let me know if you still need a savegame for testing.

This post has been edited by Azoth: Jun 27 2015, 07:44 PM
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critto
post Jun 28 2015, 06:23 AM
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For the time being, no, I'll try to re-create the testing environment myself. Iroumen, thanks for the link, I'll attempt to add this solution to the mod.
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Azoth
post Jul 14 2015, 11:48 AM
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A feature request:
Would it be possible to make the graphical attacks corresponding to statistical attacks? So that 1 APR is also visually 1 APR and 7 APR are 7....
I somehow agree with the original design descision of BG to fix the visual APR to a certain value to make the game look more dynamic. But for a game with IA installed in which combat/tactical challenge plays a big role, it would be nice to have the visual feedback.
I dont know about engine limitations, but when its not possible or too much effort just forget about it.
It looks like somthing similar was achieved in TOBEx:
https://cloud.github.com/downloads/Ascensio..._TobEx_BGEE.pdf

This post has been edited by Azoth: Jul 14 2015, 11:53 AM
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critto
post Jul 14 2015, 12:00 PM
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I will check it out. However, it is TobEx is ToB-only. The feature wouldn't be transferrable between ToB and EE.
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Azoth
post Jul 14 2015, 12:54 PM
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Thanks a lot critto!

Its the component:
Make All Attack Animations Genuine Attacks: Removes all the 'fake' attacks, where creatures would display an attack animation, but would not actually roll to hit.

Here is hopefully the newest TobEx:
http://www.shsforums.net/files/file/871-bg...bhaal-extender/

A list of already implemented fixes and features that have been implemented in BGII:EE:

CODE
1. AddKit and AddSuperKit both now include Wild Mage and Barbarian.
2. Half-attacks now occur every other round as expected.
4. Enemies that are equipped with a shield are now able to switch from melee weapon to a one-handed missile weapon.
5. Removes exploit of removing NPC from party and re-recruiting to refresh special abilities.
7. Starting a store with CLUAConsole no longer crashes the game.
10. Attacks per round bonuses now stack properly rather than drop after +5.
11. Hostile creatures affected by Sleep can now be woken by a successful attack.
12. Multiple accumulations of Blindness spells no longer make the -10 THACO penalty cumulative.
13. Items that confer a Casting Level Bonus (Effect 191) now factored properly into the actual casting.
14. Charisma scores lower than 1 no longer wrap to 25: instant death.
15. Constitution scores lower than 1 no longer wrap to 25: instant death.
18. Opcode 106 to remove drunkenness now functions properly.
19. Killing enemy with magic fire damage no longer crashes game.
20. Magic cold damage now evokes unique cold damage sound (and better animation).
22. Dexterity scores lower than 1 no longer wrap to 25: instant death.
24. Disintegrate no longer creates a memory drain when applied in-game.
25. Dispel chance v enemy spellcaster now correctly calculated per caster levels of caster and enemy.
26. Fatigue modifier scores no longer wrap to 100 when their net value is negative.
29. Intelligence scores lower than 1 no longer wrap to 25: instant death.
30. Drunkenness modifier no longer wraps to 100 with negative values.
31. Invisibility (Effect 30) now can be permanent with with Timing Mode 1 and set to Parameter 2 (Improved Inviso).
34. Magic Resistance modifier values capped so that out-of-bounds values no longer wrap up or down.
35. Morale break values capped so that out-of-bounds values no longer wrap up or down.
36. Open locks modifier values capped so that out-of-bounds values no longer wrap up or down.
37. Pickpocket modifier values capped so that out-of-bounds values no longer wrap up or down.
40. Reputation modifier values capped so that out-of-bounds values no longer wrap up or down.
41 (33). Net values below -20 no longer wrap to 20 for Save Vs Death Modifier.
41 (34). Net values below -20 no longer wrap to 20 for Save Vs Wands Modifier.
41 (35). Net values below -20 no longer wrap to 20 for Save Vs Polymorph Modifier.
41 (36). Net values below -20 no longer wrap to 20 for Save Vs Breath Weapon Modifier.
41 (37). Net values below -20 no longer wrap to 20 for Save Vs Spells Modifier.
42. Stealth values capped so that out-of-bounds values no longer wrap up or down.
43. Strength extra modifier now yields a plain 18 when values are negative rather than wrapping to 100.
44. Strength scores lower than 1 no longer wrap to 25: instant death.
45. Wisdom scores lower than 1 no longer wrap to 25: instant death.
60. Wildmage and Barbarian kits now recognized properly with Trigger Kit().
77. Immortal dead doppelgangers.

[ToBEx 3] Off-hand is never used with 3/2 attacks per round
[ToBEx 21] Effect 12 does not free memory allocated
[ToBEx 27] Out-of-bounds values for Find Traps wrap to Find Traps value should not wrap
[ToBEx 28] Issues with effect 181 when param 2 is not zero
[TobEx 32] “Level Modifier” causes net negative values to wrap to 50
[ToBEx 56] Summoned gender always plays male casting sounds
[ToBEx 58] Illicit recharge of rechargeable items
[ToBEx 59] Pricing issue with depleted rechargeable items
[ToBEx 62] PartyHasItemIdentified() glitch in single player
[ToBEx 71] Sex, Alignment, and Portrait are set permanently
[ToBEx 79] Poison and Disease vs. Mirror Image
[ToBEx 82] TakePartyItem() issues
[ToBEx 84] Effect 18 issues when loading game
[ToBEx_FR13] Area-effect spells do not bypass Mirror Image
[A64_FR14] Effect 58: Magical weapons cannot be dispelled
[A64_FR21] Add a flag 512 (double spells modifier) to Effect 42 (Wizard Spell Slots Modifier)
[A64_FR24] Add a flag 512 (double spells modifier) to 62 (Priest Spell Slots Modifier)
[A64_FR25] Allow increment/decrement of proficiencies for Effect 233 (Proficiency Modifier)
[A64_FR31] Externalize what races may dual-class
[A64_FR42] Externalize Barbarian's (and Dwarven Defender's) HP table
[A64_FR43] Externalize which HP table is used for classes
[A64_FR44] Externalize racial restrictions for class and school of magic
[A64_FR46] Externalise which item slots are amenable to pickpocketing
[A64_FR55] Externalise creature-specific item restrictions
[A64_FR61] Allow customization of spells that may be cast while silenced
[A64_FR64] Restore the function of the PickPocketFailed() trigger.
[A64_FR67] Contingency's child spells casting time fix.
[A64_FR70] Externalise which mage spells are hidden from spell selection screens
[A64_FR71] Externalise race selection string references
[A64_FR73] Externalise the number of weapon slots allowable in the inventory


This post has been edited by Azoth: Jul 14 2015, 12:57 PM
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lroumen
post Oct 20 2015, 06:06 AM
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So... it took me a while to get through the game (V6.1)
- Swashbuckler is not bad but I don't understand why his armour disables stealth permanently. Stealth is not going to give him any bonuses other than hiding itself.
- Dwarven defender is very strong in ia except for immunities, still requires good buffing and gear.
- jan is still good utility despite being a suboptimal thief/mage.
- I tried Wilson but he needs more skills and some wearable gear would be appreciated.
- Hexxat has no personal item that I could discover... personalizing her amulet would be nice. As pure thief she lacks use anyhow.
- Rasaad just won't die in ia. Soo much magic resistance and quite decent physical resistance at the end stage with his gear. And he hits soo hard. Problem with gauntlets is that I do not know which one to default him with...
- Finally necromancer done. I can see why he needs the gear in his personal quests, but really.... outside those quests he has more health than anomen... Go figure.
- Neera skipped so no notes on her changes.
- Dorn lacks an upgrade for his sword. He could benefit from a combo with that evil paladin sword.... The name escapes me at the moment.

First v6 game done too I think. I got far into a previous one but cannot remember whether I finished that.
It is really telling that some classes are now just inheritantly not good anymore in ia. I would think that some balancing would help out to make the classes/kits more useful. Maybe in a later version

Btw, on bgee steam version and I did not run into any ia specific bugs that I could tell, only bgee bugs that are not fully fixed

This post has been edited by lroumen: Oct 20 2015, 06:15 AM
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critto
post Oct 20 2015, 07:24 AM
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Thanks for the feedback.

QUOTE
- Swashbuckler is not bad but I don't understand why his armour disables stealth permanently. Stealth is not going to give him any bonuses other than hiding itself.
It's a pre-existing change, I opted not to mess with anything of such nature.

QUOTE
- Dwarven defender is very strong in ia except for immunities, still requires good buffing and gear.

I think we nerfed the physical resistance in the end. Too much for early to mid game.

QUOTE
- I tried Wilson but he needs more skills and some wearable gear would be appreciated.
QUOTE
- Hexxat has no personal item that I could discover... personalizing her amulet would be nice. As pure thief she lacks use anyhow.

QUOTE
- Dorn lacks an upgrade for his sword. He could benefit from a combo with that evil paladin sword.... The name escapes me at the moment.
I didn't bother with Wilson (haven't even seen him, to be honest). As for the evil npcs, they have never been a part of IA scope. It might change in future, theoretically, but not today. Hexxat I find particularly annoying with all the convoluted mechanics for her receiving damage at sunlight or not.

QUOTE
- Rasaad just won't die in ia. Soo much magic resistance and quite decent physical resistance at the end stage with his gear. And he hits soo hard. Problem with gauntlets is that I do not know which one to default him with...

Monks are nerfed smile.gif

QUOTE
- Neera skipped so no notes on her changes.

Shouldn't be anything problematic. She's a solid choice for a party member now.
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lroumen
post Oct 21 2015, 08:23 PM
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Dwarven defender is still okay with his physical resistance bonus. Too much is indeed not challenging enough. I would rank him on par with barbarian now as a damage absorber.

Rasaad I took along for a while and crafted the monk items, but I did not carry him all the way to the end (actually went back to an earlier save). At the time I discarded him he was shrugging off magic left and right without problems.

I think I will try another run through with a different class (not necromancer then).
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Azoth
post May 21 2016, 09:03 AM
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I will use that thread for my usual questions and comments to IA6.2 rolleyes.gif
  1. critto, you mentioned somewhere in bulian's necro playthrough that Level1NPC mod is working together with IA. I installed it last (after IA6.2), but didn't see any effect on Minsc and Jaheira ?!?
    Edit: My bad. I was thinking that components #0 and #4 are enough to get Lvl 1 NPCs, but apparently you must also mod the NPC...
  2. I really do like the new readme. Great job! But I was using the search function a lot to check whether an item is needed for an upgrade receipt or not. Now I need to unfold everything first...
  3. My party setup plans are: Necro, R/C, B9/M, Mazzy, Jaheira, Valygar. Any advices?


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critto
post May 22 2016, 06:19 AM
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QUOTE
Edit: My bad. I was thinking that components #0 and #4 are enough to get Lvl 1 NPCs, but apparently you must also mod the NPC...
I have never tested it with IAv6.2. And it is a known fact that level1NPCs does not work on EE.

QUOTE
I really do like the new readme. Great job! But I was using the search function a lot to check whether an item is needed for an upgrade receipt or not. Now I need to unfold everything first...

I had some plans for more functionality inside the readme regarding the items page. I'll try to spend some time in the near future to improve it.

QUOTE
My party setup plans are: Necro, R/C, B9/M, Mazzy, Jaheira, Valygar. Any advices?

Nope, it seems to be pretty solid, in my opinion. Not OP, but should be comfortable to play.
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SparrowJacek
post May 22 2016, 06:36 AM
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QUOTE
My party setup plans are: Necro, R/C, B9/M, Mazzy, Jaheira, Valygar. Any advices?

A good party composition, it is nice to see 3 BioWare NPCs here! Also I wonder how will you like these 2 new/changed kits that Mazzy and Jaheira have smile.gif Good luck!
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Azoth
post May 23 2016, 09:34 PM
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Let's see how it goes...
To rescue Mazzy early on is not that easy anymore...Jailor + 2 Skeleton Lords + some minor Skeleton Warriors and Shadows wacko.gif
And some new animations for the Lords...NICE! The Stone Golem in Umar Hills also had a sweet texture...I'm excited to see Gem- ,Coin-,... Golems biggrin.gif
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SparrowJacek
post May 23 2016, 10:08 PM
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One way to avod that was to create custom made champion of Arvoreen and swap him/her with Mazzy when on levels that grant you victory. But that way it's more challenging smile.gif

When it comes to skeleton lords:
don't forget that
SPOILER!
Fire shield, don't remember if blue or red is pretty useful against skeleton lords smile.gif R/C also has minor disrupt undead, which might deal some damage, just remember to cast iron skins before. If you already have B/M activated, then he might really help in this fight, with all buffs and enrage his thaco should be really good! And SS will allow him to survive


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critto
post May 24 2016, 03:13 AM
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I'd also recommend grabbing Anomen short-term. He's pretty powerful early on with his numerous clerical buffs.
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bulian
post May 24 2016, 11:14 AM
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Looks like this thread has become the 6.2 thread, so... congratulations to the team for the release! I'm quite looking forward to trying a run.

Few questions on some of the new items:

1. Is all (6D6+3D6) or just the 3D6 portion of the damage from Mazzy's shield subject to the save vs wand?
2. Is the Avenger "Perform Ritual" HLA of limited duration or permanent?
3. Is Elven Ancient Expertise (Potion) usable by dual F/M and M/C or just multiclass?

Currently planning on the following party from BGEE 1.3 (new to me):
Vagrant
R->C (dual)
Sorceror
B-> M (dual)
Jaheira (Avenger)
Bioware NPCs, eventually Mazzy
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critto
post May 24 2016, 11:35 AM
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QUOTE
Looks like this thread has become the 6.2 thread, so... congratulations to the team for the release! I'm quite looking forward to trying a run.
Thanks!

QUOTE
1. Is all (6D6+3D6) or just the 3D6 portion of the damage from Mazzy's shield subject to the save vs wand?

Just the 3d6 portion.

QUOTE
2. Is the Avenger "Perform Ritual" HLA of limited duration or permanent?
Limited. I'll amend the ability's description to show this. it already does, though, on the HLA selection screen, but not in the kit's description.

QUOTE
3. Is Elven Ancient Expertise (Potion) usable by dual F/M and M/C or just multiclass?

Only multiclasses.

QUOTE
Currently planning on the following party from BGEE 1.3 (new to me):

Looks strong. I recommend taking Neera (EE NPC) instead of a custom sorcerer. She's also a sorceress in IA and has upgradable equipment.
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