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> IA v6.2 discussion, random questions and thoughts
SparrowJacek
post Jun 8 2016, 07:50 PM
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Hi Sparrow (not to be confused with a certain character from Game of Thrones if you watch it. laugh.gif )

Haha! That was a clever one smile.gif and yes, I watch it so your comment really made me laugh!

Your party looks pretty decent, it's good to see that everyone wants to test both Jaheira and Mazzy, hope you'll like them! Edwin is a bizarre choice, he still doesn't have his upgraded item, can't cast foreknowledge and use AoP, so he basically won't be able to get past -2 casting speed, also your second arcane caster is a multi if I understand correctly so he won't have IA, right? That makes the game a bit more difficult smile.gif B->M are extremely powerful, my first(and only to be honest) full run of IA was done with 2 of them in party, I wonder whether F/M multi can achieve same level.

I'd love to read some info on how you manage to win some hard fights with party, mailny the one against demogorgon!

And in my next run I'm planning to use Anomen, so I'll might finally understand why people sacrifice iron skins from R/C to pick F/C(well, B/C > F/C but Anomen has a nice shield smile.gif )
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bulian
post Jun 9 2016, 02:55 AM
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I'm enjoying the avenger class so far at about 1.3 XP in Ch 3. The summon ability is quite powerful and does a lot of damage.

Here are a few encounters that are still Vanilla that could be fun to improve upon.
Reijak part II in Trademeet
Neb in the cleric's quest
Gnome in the circus
Neera/Rasaad final fights

I don't think I can complete Dorn/Hexxat quests since they won't rejoin my party after I kicked them out. Oh well.

There is some strange behavior in the planar prison that I've seen in previous versions as well, so I don't think its new to IA 6.2. After destroying the orb, sometimes 2 hounds will spawn and sometimes more - 5-6 will spawn along with a web spell. If only 2 hounds spawn, then resting after defeating the waden causes the other hounds to spawn as well as the web spell. Also, if the party approaches from the south, only the warden is present. I seem tor recall that approaching from the east causes minotaurs etc to be present with the warden - this group of minotaurs/yaun ti mages can be spawned after defeating the warden by heading from the warden's room east and then west.

Critto - I just sent you 2 saves
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critto
post Jun 9 2016, 07:43 AM
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Here are a few encounters that are still Vanilla that could be fun to improve upon.

All planned for the future. Right now we've returned to the druid stronghold, discussing it at the moment, I expect to resume work shortly.

Regarding the warden, yes there is some sort of scripting involved regarding resting before the fight. I'll check it out. As for the Warden and minotaurs, I am not sure if this could be affected, there's a spawn point but I am not sure if trigger is manageable. Plus, the fight with the Warden and minotaur/yuan-ti group together could be too difficult for some players. This requires more thinking. I'll add both issues to our todo list.

This post has been edited by critto: Jun 9 2016, 07:44 AM
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Azoth
post Jun 9 2016, 06:40 PM
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Just a little cosmetic thingy (see screenshot) and a question:
My B9/M has 5* in halberd and 2* in Quarter Staff -> 5/2 apr using a halberd and 2 apr using a staff.
But under mage's haste he has 3 apr using both, isn't there 1/2 apr missing?

This post has been edited by Azoth: Jun 9 2016, 07:46 PM
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critto
post Jun 10 2016, 07:10 AM
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Just a little cosmetic thingy (see screenshot) and a question:

Thanks, I'll fix it.

As for the question, I think you get extra 1/2 attack from grandmastery in halberds. I am not entirely sure how the game handles those extra 1/2 attacks when haste or improved haste is assigned. It does not function in the same manner as the opcode that grants strict APR bonus.

I'll try to do some research and give you a more definitive answer during the weekend.
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Azoth
post Jun 11 2016, 08:30 PM
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Another one:
During the fight against Nevaziah (Nether scroll lich), i was under the impression that ADHW casted by the lich is not interruptible (there was no "cast a scroll" message) by physical hits anymore ohmy.gif Is this correct?
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bulian
post Jun 12 2016, 04:24 AM
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Are 3x potions of insulation for Jaheira's Pin available in Ch 2/3? I know I had at least one and sold it but now I can't find the merchant and none of the merchants I've checked are selling any. Thanks!
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critto
post Jun 12 2016, 12:34 PM
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QUOTE
During the fight against Nevaziah (Nether scroll lich), i was under the impression that ADHW casted by the lich is not interruptible (there was no "cast a scroll" message) by physical hits anymore ohmy.gif Is this correct?
He has a CC with ADHW which is uninterruptible. All the other castings are performed in the usual manner and can be interrupted.

QUOTE
Are 3x potions of insulation for Jaheira's Pin available in Ch 2/3? I know I had at least one and sold it but now I can't find the merchant and none of the merchants I've checked are selling any. Thanks!


SPOILER!
One potion in Temple of Talos. One potion in the house where you find Horn of Valhalla. Gorch, merchant at the front of Mae'Var's guildhouse, sells some. As does Ribald.
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Azoth
post Jun 12 2016, 04:12 PM
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He has a CC with ADHW which is uninterruptible. All the other castings are performed in the usual manner and can be interrupted.

Hmm... this doesn't look like a CC and the lich was hit by Jaheira and others during preparation time of his spell (see screenshot). The next spell after that was ADHW again and the same happened. Physical hits but no interruption...

This post has been edited by Azoth: Jun 12 2016, 04:36 PM
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critto
post Jun 12 2016, 06:31 PM
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Hmm... this doesn't look like a CC and the lich was hit by Jaheira and others during preparation time of his spell (see screenshot). The next spell after that was ADHW again and the same happened. Physical hits but no interruption...

Could you send me a save to check out? I don't see any specific immunities to spell failure so he should be interruptible.
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SparrowJacek
post Jun 12 2016, 06:39 PM
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IIRC not every hit makes you fail spell casting, this was mostly visible in Brynnlaw during fight with that wizard in one of the houses, interrupting his spells was hard but not impossible, but I might be wrong, it was a long time ago...
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critto
post Jun 12 2016, 07:05 PM
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There is some strange behavior in the planar prison that I've seen in previous versions as well, so I don't think its new to IA 6.2.

I've studied both issues. Extra web trap is some sort of anti-cheat feature that reacts to player resting before the fight. I'm not entirely sure what it is supposed to prevent but I agree that it might be annoying. And it could easily be overcome by saving & reloading after the rest (some parameter that is checked by PartyRested() trigger is reset this way, I think). There are two ways to go here, basically:
1) have the trap trigger always (which would increase the difficulty)
2) or remove it altogether.

Another option is to make it experience-based and trigger if the party has higher levels.

As for the Yuan-ti & Minotaur spawn that's a random group that is summoned by a proximity trigger. In this case, when you approach the warden room from the right side (where you've fought the orb master demon). The solution is the same (have the group present always, never, experienced-based or do nothing).

We'll do something about both things for the next release but I don't have a specific answer right now as to what exactly. Personally, I'm liking the experience-based approach (the triggers are xp-based already, by the way).

This post has been edited by critto: Jun 12 2016, 07:06 PM
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critto
post Jun 12 2016, 07:11 PM
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Vagrant gets "Bala's Axe, Wizard Slayer" from the Djinni in Irenicus's prison - I suspect the item is non-magical, which makes it really strong, particularly if it is in fact treated as unenchanted.

The axe is unenchanted, actually. It'll get a modest enchantment and will be toned down somewhat for the next release.
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bulian
post Jun 12 2016, 09:43 PM
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Thanks for looking into it. I like the XP based approach in the planar prison FWIW. I didn't realize resting on that map was cheating?

The other EE item you may want to look at is the Gem of Seeing - its way too good (insta cast True Seeing) for how early one gets it. I'd suggest having it cast Oracle or Invisibility Purge instead of True Sight.
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critto
post Jun 13 2016, 12:16 AM
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I didn't realize resting on that map was cheating?
Well, it's not. Straight up resting was never considered a cheat. I think this was put in there for another reason but I can't figure out which one exactly smile.gif

QUOTE
The other EE item you may want to look at is the Gem of Seeing - its way too good (insta cast True Seeing) for how early one gets it. I'd suggest having it cast Oracle or Invisibility Purge instead of True Sight.

I'm fairly sure that it's actually already toned down but you might be right. I'll check it out.
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Azoth
post Jun 14 2016, 09:06 PM
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QUOTE(SparrowJacek @ Jun 12 2016, 06:39 PM) *
IIRC not every hit makes you fail spell casting, this was mostly visible in Brynnlaw during fight with that wizard in one of the houses, interrupting his spells was hard but not impossible, but I might be wrong, it was a long time ago...

Maybe you are right SparrowJacek and it was always like that...but I don't remember it being so hard to interrupt spells.
Im having fun with the Greater Yuan-Ti in de`Arnise Keep atm, it`s almost impossible to interrupt his Greater Malison bigcry.gif
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bulian
post Jun 26 2016, 02:53 PM
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Found a pretty severe bug with Mazzy - if she becomes fatigued, she will continuously speak her lines and even stop moving to speak. BG2EE1.3/IA 6.2.

See attached screenshot. I have a save available if wanted.

Attached File  Picture1.jpg ( 22.76k ) Number of downloads: 9


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critto
post Jun 26 2016, 08:11 PM
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That's strange. Send me the saves please.
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Azoth
post Jun 27 2016, 08:09 AM
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QUOTE(bulian @ Jun 26 2016, 02:53 PM) *
Found a pretty severe bug with Mazzy - if she becomes fatigued, she will continuously speak her lines and even stop moving to speak. BG2EE1.3/IA 6.2.


I dont have this bug with Mazzy in my game (TOB/IA6.2).

But two other minor oddities:
1st pic: De'Arnise Keep: Vengeance trolls are emerging when mage becomes unconscious. Maybe its intended like that...
2nd pic: Pirate coordinator. One of the pirates became immune to all weapon types when unconscious. Didnt do much experiments why...



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critto
post Jun 27 2016, 08:22 AM
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1st pic: De'Arnise Keep: Vengeance trolls are emerging when mage becomes unconscious. Maybe its intended like that...
They should emerge when the big troll gets closer to lower health. Maybe it's just a coincidence. There's no scripting that connects mage's unconsciousness with the appearance of trolls.

QUOTE
2nd pic: Pirate coordinator. One of the pirates became immune to all weapon types when unconscious. Didnt do much experiments why...

How did he become immune exactly? Emotion?
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