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> Suggestions for future versions of IA
rbeverjr
post Feb 15 2019, 11:38 PM
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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. biggrin.gif

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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critto
post Feb 16 2019, 07:33 AM
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I'm good with all ideas, it's a shame there's way more cool ideas than possibility and time to implement them.

As to what you propose, I'm not entirely sure what would be the mechanics of this. Perhaps you've seen a mod called Scales of Balance, it does similar things and implements some cool ideas regarding the way different classes improve their weapon skills. However, one cannot completely re-design the whole thing since scripting abilities are very limited. Although I'm surprised how many cool things authors of these mods pull off despite the limitations.
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rbeverjr
post Feb 16 2019, 01:33 PM
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Oh, I'm not talking about like in some games that increase your skill by you using the skill (like Skyrim). I was just giving you the logic behind why I suggest the maximum slots like I do. If you are spending part of your time on things other than fighting (ala NOT straight melee classes), obviously you should not be able to develop such a degree of skill. I am sure that the maximum slots can be set. For instance, the vagrant is allowed 5 slots in axes and the avenger can have 3 slots in staffs. According to my proposal, the vagrant can have 3 slots in any weapon and the avenger can have 2 slots in any druid weapon. Or maybe you can come up with a wonderful background story about how a druid can be as good with a staff as a warrior, while also doing druidy things (spells, etc.).

This post has been edited by rbeverjr: Feb 22 2019, 12:28 AM
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rbeverjr
post Feb 18 2019, 08:11 PM
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I would like to see an IA item for Imoen. Out of all the NPCs, it makes most RP-sense that Imoen be in the party. If she could wear Neera's Greater Robe of Invocation, that would be fine. At least, she wouldn't be ignored that way.
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bulian
post Feb 20 2019, 02:29 AM
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An expanded druid stronghold sounds pretty great to me. thumb.gif

None of the following NPCs have IA custom items: Minsc, Korgan, Dorn, Edwin (but he has a special amulet), Imoen, Aerie, Viconia, Sarevok, Hexxat, Yoshimo, or Wilson. Of those, adding items for Minsc and Imoen should be prioritized since they are "canon" and fit into the good-aligned nature of IA.

I have gone through and taken out the class restrictions for special encounters before using Near Infinity. For example, letting a necromancer PC complete the Justice Day fight and do the Good/Bad/Ugly questline. Considering the time investment to play BG2/improved anvil (for me at least, my last game was in 2016, and a full game is easily >50 hr IRL), its nice to be able to do all of the fantastic encounters in one go even if the end game is perhaps not as perfectly balanced. Would be great to have that as an optional component.

Another set of reasonable optional components would be kit/class changes. Imoen to a riskbreaker, Minsc to a protector, Haer-Dalis to a swashbuckler, and Valygar to a vagrant so that there is an NPC presence for each of the IA kits. Imoen as a riskbreaker is admittedly a bit of a stretch from a RP perspective but could be made to work.

There are lots of opportunities for additional items to be added.
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critto
post Feb 20 2019, 07:31 AM
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There is a new axe for evil chars that is kind of a special item for Korgan.

Kit/class changes are possible. Item ideas too, you're welcome to expand on those, if it seems reasonable and fun, we'll add it.
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bulian
post Feb 20 2019, 09:12 PM
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Here are some item concepts. I've kept with the theme that all items should be obtainable in SoA portion. Let me know what you think.

Treefolk’s Fist +4

Derived From:
Treefolk’s Arm +3
Bone Club +2 (Spellhold)
Skullcrusher +3 (Underdark)
Wyvern’s Tail +2
Blood of a Royal Troll (Troll Mound, new item)
Manual of Elaboration
25,000 gold

Abilities:
+1 bonus to Strength
THAC0: +4 bonus
Damage: 1D6 +4, +5 damage to unnatural creatures, +2 crushing damage
5% chance on hit to inflict 4d6 points of acid damage
5% chance on hit to inflict 4d6 points of poison damage

Usable by druids and rangers

Notes:
Ch 6 +4 version of treefolk's arm. I also recommend reducing combine cost for Treefolk’s Arm to only 25k gold, so total cost of this item is 50k.


Treefolk's Fury +5

Derived From:
Treefolk’s Fist +4
Storm Star +3
Club of Detonation +3
Rimed Club +4
Scroll of Giant Strength
Manual of Elaboration
50,000 gold

Abilities:
+2 bonus to Strength
THAC0: +5 bonus
Damage: 1D6 +5, +5 damage to unnatural creatures, +10 crushing damage
5% chance to inflict 8d6 points of acid damage on hit
5% chance to inflict 8d6 points of fire damage on hit
5% chance to inflict 8d6 points of cold damage on hit
5% chance to inflict 8d6 points of electrical damage on hit
5% chance to inflict 8d6 points of poison damage on hit

Notes:
Total cost is 150-175k due to forge costs based on 1) Rimed Club (50k), 2) Treefolk’s Arm (my suggestion of 25k), 3) Treefolk’s Fist (25k). Comparable to Poseidon's Wrath in cost and abilities. Excludes Royal Elemental Staff line from being crafted due to material overlap.

Ring of the Archmage

Derived from:
Ring of Acuity
Ring of Wizardry
Amulet of Power
Amulet of Metaspell Influence
Lich Ashes (Twisted Rune lich)
2x Scroll of Memory Boosting
Scroll of Vocalize
Scroll of Foreknowledge
Permanency Scroll
50,000 gold

Abilities:
Wearer can cast two additional spells per level per day
Casting speed improved by 1
Immunity to Silence
Immunity to level drain

Usable by:
Single class mages

Notes:
Not possible to forge this and Nalia’s ring or the Memory of the Apprenti due to overlaps. Could somehow be made into an Imoen specific item.


Gauntlets of Blessed Might

Derived From:
Paladin’s Bracers
Gauntlets of Weapon Skill (Brac 09)
Gloves of Healing
3x Oil of Speed
3x Ring of Protection +1
Permanency Scroll
30,000 gold

Abilities:
+10 hit points
+2 bonus to THACO
+1/2 attack per round
+1 bonus to saving throws
+1 bonus to armor class
Once per day, the wearer may cure target of disease, poison, level drain, and cure 20 hitpoints worth of damage

Usable by:
Lawful Good Paladins
Champions of Arvoreen

Notes:
Slight boost to paladin melee effectiveness. Somewhat related, I think Mazzy should thematically be able to use the other Paladin items (Holy Avenger/Purifier +4/Enhanced Pride of the Legion).

Noble Staff of Earth +4

Derived From:
Staff of Thunder and Lightning +2
Staff of Arundel +3
Staff of Earth +2
Staff of the Woodlands +4
Scroll of Memory Boosting
Permanency Scroll
100,000 gold

Abilities:
+3 bonus to Armor Class
Wielder may memorize one additional druidic spell per level
The wielder may summon an Elemental Prince for 20 rounds to fight by his side once per day
The wielder may cast chain lightning (10D6 damage) once per day
The wielder may cast Call Lightning (10d8 damage) once per day

THAC0: +4 bonus
Damage: 1D6 +4, +4 piercing damage
5% chance on hit to cause an additional 5d6 + 20 crushing damage
5% chance on hit to cause an additional 5d6 + 20 poison damage
Thunderclap: 10% chance of stunning hit target for 2 rounds (Save vs. Spell negates)

Usable by:
Druids

Notes:
The golem slayer and royal elemental staff still outclass this item. End game druid staff.


Greater Mage Robe of Resistance

Derived From:
Mage Robe of Elemental Resistance (IA forged item)
Robe of the Neutral Arch Magi
Belt of Inertial Barrier
2x Cloak of Protection
Manual of Elaboration
50,000 gold

Abilities:
AC 3
+2 bonus to Saving Throws
5% magic resistance
Wearer is under the effect of permanent Protection from Energy, granting 75% resistance to fire, cold, acid, magic, and electricity

Usable by:
Mages

Notes:
Robe of Elemental Resistance is pretty lacking and not worth forging. This is an improved end game option which may still not be worth forging. A B->M dual can use Poseidon's Wrath or Royal Elemental Staff to get equivalent/better protections.
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rbeverjr
post Feb 20 2019, 10:32 PM
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So, this game is built on the DnD v2 rule set. Turn Undead in DnD has always been Turn Undead (i.e. not paladins, clerics, other people, just undead) - with the exception that some domains in the later versions will extend the turning ability to another specific type of creature, such the plant domain clerics also turning plant creatures. I don't agree that paladins should be subject to Turn Undead. That nerf makes no sense to me. While I object to that, I'm really disappointed that Cavaliers are no longer immune to fear in IA. I recall spending many hours adventuring in pen-and-paper DND with my friend who played a "No Fear Cavalier". That is the shtick of a cavalier! I hope that you will reconsider these nerfs in future versions.

I am a ranger-type myself in real life. Still, rangers and druids really aren't my favorite characters to play, and I like mages, bards, and thieves more in SCS. So, I guess I'm most looking forward to the fighter stronghold personally.
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critto
post Feb 21 2019, 07:03 AM
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QUOTE
Treefolk’s Fist +4
Treefolk's Fury +5
These look decent to me.

QUOTE
Not possible to forge this and Nalia’s ring or the Memory of the Apprenti due to overlaps. Could somehow be made into an Imoen specific item.

Looks interesting, however, to be honest I think the whole "immune to silence/level drain" mechanic is flawed because you either immune and rip the respective enemies to pieces or have to suffer for a lot of time without practical ability to do anything.

QUOTE
Slight boost to paladin melee effectiveness. Somewhat related, I think Mazzy should thematically be able to use the other Paladin items (Holy Avenger/Purifier +4/Enhanced Pride of the Legion).
Looks like a decent, balanced upgrade. As for Mazzy I agree, but I think this is better achievable by making her kit to be a paladin subkit. Otherwise I'm not sure that the game would allow to implement these restrictions since they are largely based on the base class.

QUOTE
Greater Mage Robe of Resistance

This might be a specific item upgrade for Jan since he's lacking one and he's a neutral-alignment mage now.

QUOTE
While I object to that, I'm really disappointed that Cavaliers are no longer immune to fear in IA.

I have to concur that this is a strange nerf compared to superb things like immunity to silence in other kits. As for the whole turn paladin mechanic, it's an interesting notion but I have no idea yet how to make it better. Of course it could be just removed, but it's a tedious task and feels like a bit of a step backwards.

This post has been edited by critto: Feb 21 2019, 07:03 AM
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rbeverjr
post Feb 21 2019, 11:55 AM
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"Looks interesting, however, to be honest I think the whole "immune to silence/level drain" mechanic is flawed because you either immune and rip the respective enemies to pieces or have to suffer for a lot of time without practical ability to do anything."

I agree that the "greater silence" or whatever nerfs vocalize and acts just as you say. If there is going to be a greater silence, let there be a "greater vocalize" too, rather than, "look-see, play my kit". The immunity to silence is one of the primary reasons that I adventure with Cernd. I despise Cernd. Conversely, the auramaster has several very powerful features.

Level drain is just another way to damage and kill, same as fire or other stuff.

IA employs several things to make the game harder. Control of GP and XP alone goes a long way. Golems immune to everything and able to stomp gods (str=25) is another, albeit contrived way to increase the danger. (Golems cost a fortune to make in pen-and-paper DnD. They're everywhere in IA and in a thousand forms.) Otherwise, tough monsters can be challenging. Well played mages of a higher level than you have always been trouble in DnD. In the end, some of my suggestions will focus on making the game difficult through means that fits with the BG2 story and DnD canon. If you want the game to be really hard, you could take the SCS game (i.e. enemy AI must not be crippled as in the unmodded game), never level your character past 13 in SoA or 21 in ToB and never use any item that offers more than a base enchantment (ex. +3 weapon but not Celestial Fury, +2 ring of protection but not Ring of Gaxx). Although that's extreme and not what I'm suggesting, I'm sure you can realize that it would be difficult for many people.

Regarding removing Turn Paladin. I think a step backward to DnD canon is a step in the right direction. I don't typically play paladins, so I wasn't very vocal when this silly notion occurred way back when. Now, I simply would like IA to be the best it can be. Understand, while IA has a great group of playtesters and programmers (thanks guys!), DnD has had many more (millions) and has developed over the years. I'll be following its precepts in some of my recommendations.
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SparrowJacek
post Feb 21 2019, 06:29 PM
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Ok, here's my take on some of topics you guys tackled here.

1. Weapon specialties:

I really don't think that much should be changed here, only fighters should be able to put ***** in weapons as that is only thing they do - they pound. Exceptions should be ofc archer kit for bow/crossbow and maybe some other kits when we decide to tackle ranged weapons in IA. Paladin types could also get a boost in form of ***** in their respective weapons (2h sword for inquisitor as Holy Avenger is 2h and ***** in long for undead hunter(hesperus) and that demon slaying kit(The Truth))

Err... just read some more of your posts - can avengers really get ***** in staves/spears? That could be discussed as rbeverjr has the point.

2. Edwin will most probably get his item in new release of IA (or one after that tongue.gif )

3. Upgrades for treefolk - that +4 version is really something, this item needed an upgrade but +3 version is already powerful and extremely useful, I think that its price shouldn't be lowered, +4 version could cost 25k as compensation for that.

4. Ring of... - no more immunity to LD please smile.gif it's not that much of a danger really, player has scrolls of PFLD, summons, that clerical spell, restoration spells and such + mages have PFMW. Also I am against any new items(apart from robes/amulets) that give -casting speed, ONLY necro should be able to achieve -5 and that should be his superpower (insta RRR breaches and such make even demogorgon fight far easier)

5. Gauntlets - yeah, quite nice addon for paladins, could even have once per day lay on hands as per champion of arvoreen skill

6. Is it even possible to create Ch of Arv as paladin kit? I think that ONLY Mazzy would be able to get this class then(since halflings can't be paladins at all) and to be honest... I don't mind. Though I'm not sure that would be balanced - look at my point 1. about weapon proficiencies.

7. I'm not really sure. Only viable druids are auramaster(Cernd has his staff and protagonist will have his weapon upgrade which will match other protag's items in power) and Auramaster(who is more fighter-druid and Golem slayer/Corrosive lance suit him more), so this item has little to no use IMO.

8. Turn paladin - I had some idea about extended paladin stronghold that could grant him permanent immune to fear as natural progression of the plot so it would partly resolve this problem however there is still a possibility that player would want to join Keldorn... paladins are not stronger than rangers, so they shouldn't be nerfed even further

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critto
post Feb 21 2019, 08:02 PM
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QUOTE
6. Is it even possible to create Ch of Arv as paladin kit? I think that ONLY Mazzy would be able to get this class then(since halflings can't be paladins at all) and to be honest... I don't mind. Though I'm not sure that would be balanced - look at my point 1. about weapon proficiencies.

Yes, why not? You can make a kit for a new class now, I think. Even for previously hard-coded sorcerers. As for Mazzy, she can be manually patched into whatever class and kit. Jan is an illegal dual-class now despite being a non-human.
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rbeverjr
post Feb 22 2019, 12:18 AM
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My apologies for a mistake on my proficiency post (third post in thread; corrected): I thought avengers got up to 5 slots in staff, but they get mastery not grand mastery in staff - so only 3 slots. That's more palatable than 5. The description of the text suggests that the avenger is like a fighter-druid. Still, it has considerable spell power. I probably would have given it 2 slots like any other druid (according to my proposed proficiency post). Vagrant says grand master (5 slots) in axes, but I just tried to pre-generate one and I could only put 4 into axes with 2 slots left over for whatever reason. I still stand by my original post (first post in thread). I like consistency. Apparently, someone else agrees that only fighters should get 5 slots. I still think that barbarians should too, as they are melee only. I also still throw in the archer at 5 slots for bows; after all, he sucks with melee weapons (1 slot)). I'm not interested in playing an archer in IA regardless. I don't think paladins necessarily just pound. They spend time at church and have special powers granted by their gods. For balance-sake, I don't think they should get 5 slots. (Conversely, overall I think the fighter kits are superior, so maybe it isn't balance-sake after all...) In general, I don't think any class that can cast spells should get 5 slots.

This post has been edited by rbeverjr: Feb 22 2019, 12:28 AM
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bulian
post Feb 22 2019, 02:15 AM
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QUOTE
Looks interesting, however, to be honest I think the whole "immune to silence/level drain" mechanic is flawed because you either immune and rip the respective enemies to pieces or have to suffer for a lot of time without practical ability to do anything.
Agreed. As far as I remember, the only creatures for which this really stands out are Green Dragon, and Ancient Dragon because breach works against those monsters. The other fights with silence - Dracolich, Orcus, and Twisted Rune - have monsters that are immune to breach. Another option is to make Green Dragon/Ancient Dragon immune to breach to level the playing field. I believe the shadow dragon and Fiirkraag, and Saladrex are susceptible to normal weapons so the silence isn't that bad.

QUOTE
Also I am against any new items(apart from robes/amulets) that give -casting speed, ONLY necro should be able to achieve -5 and that should be his superpower (insta RRR breaches and such make even demogorgon fight far easier)


I think the necro PC superpower is both the ridiculous number of spells afforded by Memory of the Apprenti in a customizable spellbook and high chance of getting RVE regen or doubling party hit points.

With the new gloves from The Four mod, currently all mages can achieve -5 casting speed. Vecna/Memory of the Apprenti (-2), Foreknowledge(-1), Amulet of Power (-1), Gloves of Spell Weaving (-1)
Sorecerors can access RVE and don't need the gloves of spell weaving.

I'm not sure the difference between -4 and -5 casting speed is that meaningful. It's certainly helpful and makes the micromanagement in certain fights such as Layene, Demogorgon, or Ancient Dragon easier to execute.

Key spells with casting time <5:
Flame arrow, magic missile, melf's acid arrow, lightning bolt, fireball, ray of fragmentation, sunfire, haste, improved haste, RVE, comet, dragon's breath

Key spells with casting time 5 or higher:
Cone of cold (5), breach (5), spell immunity (5), lower resistance (5), chain lightning (5), globe of invulnerability (6), ruby ray of reversal (5), spell turning, wish, spellstrike,

QUOTE
4. Ring of... - no more immunity to LD please smile.gif it's not that much of a danger really, player has scrolls of PFLD, summons, that clerical spell, restoration spells and such + mages have PFMW


Level drain on mages used to be more annoying pre-EE because one would have to go through and re-select spells. I think I just brought that in because of the Amulet of Power component.
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critto
post Feb 22 2019, 05:37 AM
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QUOTE
but I just tried to pre-generate one and I could only put 4 into axes with 2 slots left over for whatever reason.

That's a EE feature, you can put more stars in later, you can't get grand-mastery from the get-go.

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rbeverjr
post Feb 22 2019, 10:43 AM
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This is a suggestion thread, and many of my suggestions will be de-nerfs. With that in mind, I'd like to go over some of the ways the game can be made harder - which IA generally uses and does a good job at already. Pointedly, if you de-nerf some component, you can still maintain a consistent level of difficulty by making the game harder in other ways.

The easiest way to make BG2 hard is to slow the leveling. I've played with XP limiters in the regular game, and they can make a big difference. IA already has its own special leveling tables, but these could be adjusted if desired for more difficulty.

Another way is to limit gear. Gear includes all magical items, as well as spells, wands, and such (which is the gear of the arcane caster). IA did great by making wands cast spells, instead of breaking the rules of spell casting. Personally, I don't think you should be able to interrupt a wand (just like you can't interrupt a scroll), but a wand should not let you target the invisible. Now, when I say spells, I generally mean some spells should either be deleted or updated to the modern DnD equivalent. Project Image is an example - IA deleted it. I do not mean that you can't buy a scroll of Improved Haste in the City of Coin, Athkatla, or anything like that. I can see some L9 spells (may, perhaps, may) be difficult to find, but nothing less in this city. I think IA once again generally did well in this area. To prove the value of gear, just imagine trying to beat the game without IA forged items (I think thetruth either tried or did this in an earlier version)!

Of course, another way to increase the danger is with the opposition. You can increase the number of monsters and/or the difficulty of monsters. You can make them come in waves (no resting(, You can set up the terrain to be advantageous for the monsters. I'll have something to say about how the monsters are made tougher later. Personally, I think more anti-player teams (maybe even using the kits that we can use) would be interesting.

Then there is class (and kit) balance. Balance in DnD is challenging to achieve. This game has struggled with that for many years. Frankly, I think the regular game has better class balance than IA. I see this as a particular area that this great game can be improved.
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rbeverjr
post Feb 23 2019, 05:12 PM
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OK, I will give you two things to consider today.

First, in the immortal words of Lilarcor: "BORING! BOOOOORING!"

The indestructible mage: Improved Invisibility, minor or regular Globe of Invulnerability, Stoneskin, Mirror Image, Fireshields, Blur, Protection from Magic Weapons ro Mantles, and Spell Immunity: Divination combination is the bomb for a higher-level mage. Routinely, you see IA arcane casters use most or all of these spells in their protection burst pre-battle. All 3 illusions (improved invisibility, mirror image, and blur) will stay, because of SI:D. You can’t remove SI:D, because you are not high enough level for Remove Magic to work and can’t see the target to use other spell removal spells. All spells that require a target (as opposed to area of effect) will not work against the mage. Often this is combined with the enemy monster’s spell resistance. Many of the casters you face will have magical resistance (yuanti mage, most/all bosses, and many other enemies), spell immunity (lich, through L5; rakshasa, through L7; demilich through L9; and other IA enemies), and good saves (often at least 65% save rate vs spells). Unless Mirror Image coding has been fixed, area of effect damage spells can be thwarted by mirror image. On top of that, the minor globe negates all spells of levels 1-3; globes get 1-4. These protections prevent Breach from working, because you can’t target what you can’t see (not even with items like the Wand of Spell Striking in IA). Remove Magic won’t work, because the mage is at a higher level. So, you can cast higher level spells and hope you get lucky. Your melee guys are largely ineffective too. First, they must be protected from the fireshields (and re-protected after enemy Remove Magic). While you are at it, protecting them from fire and magical energy (and sometimes other things), is a good idea. Then, your melee guys have to cut through Mirror Image and Stoneskin. In some cases, the enemy mages will also happily cast PfMW or the Mantle spell-line. Of course, with PfMW you can still switch to normal weapons, as long as the enemy is not immune to normal weapons – liches and several other IA monsters are. Even if the enemy isn’t immune to unenchanted weapon, you will still have mirror images and stoneskins to chew through. Many casters have several castings of these defensive spells (stoneskins, PfMW). You can send in the summons, but if the enemy caster can see you, he will prefer to cast Chaos or other spells at you. This is another thing I find boring (BOOORING) – watching Sikret monsters battle Sikret monsters.

I understand that these protections are reasonable and optimal. I get it. However, I want to encourage you to mix things up! Add some variety and spice. Try different things to enhance a battle's difficulty rather than the same oh, same oh. I have faced mages like this over and over and over. Yes, I can kill them, but I must confess I find it to be a grind.
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rbeverjr
post Feb 23 2019, 05:24 PM
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Remember the story!

I am disappointed that my past recommendation was ignored without even a response. So, I will put forth the recommendation again. In the later versions of IA, some battles give you no XP and little or no loot (like one oracle spell scroll and 0 XP). It is true that in more recent versions of DnD, challenge ratings can affect XP rewards, but there is always a reward - even if the XP is small and the loot is crap. However, the story should be the driver. My group has a reputation of 19 with wonderful exploits known in Athkatla and the surrounding area. Groups that you think would give 0 XP would be smart enough not to attack at all! I haven't made it to the Underdark, but as I recall Kua-toa royalty (not the prince) was also like this in one version. Are you serious? Royalty without any loot and giving no XP.?! I really hope that was fixed in this version. I would advise that encounters that you view inadequate for XP award be deleted from the game. To me, these fights are an annoying waste of time.
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critto
post Feb 24 2019, 06:40 AM
Post #19



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Many of the things written here are sensible and written down into a neverending todo list. However, the time to implement all of them is incredibly limited. It's hard for me to give any prognosis when and what exactly will be added or changed. Things like caster AI are very fundamental in a sense that they have been made long ago by Sikret and never touched since. The only piece of AI code that I did myself is the Demogorgon battle. The rest is legacy.

Once again, my time is very limited to perform any in-depth feats of engineering required to re-haul the way works, etc. And, since IA is a mod enjoyed by few, I have no issues adjusting it to the players' tastes if specific ideas are given.
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bulian
post Feb 28 2019, 03:02 AM
Post #20





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Here are a few more suggestions.

Add the following items to the item randomizer (proposed locations):
- Harmonium Halberd (Gaius' team, planar prison Warden, Samia's team)
- Arundel's Staff (Founder (trademeet crypt), Torgal, Conster)
- Blackblood Club (component for Treefolk's Arm) (Gaal, Torgal, Priest of Cyric (slaver compound))

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.

@ Critto - how many people do you think are playing IA based on downloads? Also given your and sparrow's time constraints, do you have any sense of timing for additional content (e.g. druid stronghold) - 3 months or 12 months or more? Just curious.

@ rbeverjr I think its pretty remarkable that any development on IA is still being done. This has generally been a pretty quiet forum - only in the past few months (since release of 6.4) has there been a lot of chatter.

This post has been edited by bulian: Feb 28 2019, 03:18 AM
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