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The Black Wyrm's Lair Terms of Use |
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#201
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Forum Member Posts: 126 Joined: 18-November 24 ![]() |
Hmm, if temples don't have those potions then it's a good idea to provide them, who should sell those potions if not temples after all? I see that Roger the Fence has 10 of those potions if you need and some vendors (eg. Roger and Mrs Cragmoon) have potions of invulnerability, which work wonders for Riskbreakers. Thanks for tip, I will certainly need those soon. I been saving them only for very hard fights, I just used 3 out of my 4 potions of invulnerability vs Samia party. Wanted to challenge them as a "low level" party at level 11 characters. |
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#202
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Forum Member Posts: 81 Joined: 10-September 17 ![]() |
i used potions of resurgensce for that they are far better
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#203
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Forum Member Posts: 607 Joined: 20-November 09 ![]() |
Did you beat Samia as level 11 party? How in the world did you pull that one off?!? Nice work!
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#204
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![]() Forum Member Posts: 2878 Joined: 10-May 13 ![]() |
I rebalanced races regarding the bonuses to Thieving Skills they get. Dexterity should also be a more valuable stat. Hopefully half-orc won't be the go-to race for a Thief any more
![]() Because Thieving Skills will have a MUCH greater value now and all Thieves will get much less of them per level, it will be hard for kitted Thieves to get enough points in Find Traps. To address that, there will be a spell disarming traps, as a counterpart to Knock, which opens any locks. If that's not enough IATweaks has a component for traps and locks removal for more comfortable playthrough. This post has been edited by SparrowJacek: Dec 16 2024, 03:14 AM |
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#205
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Forum Member Posts: 81 Joined: 10-September 17 ![]() |
wow sounds great! i dunno about ur combat ideas regardging the rogues. but my idea was to give them some kind of cripple. for example slow ANY target with that.
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#206
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Forum Member Posts: 81 Joined: 10-September 17 ![]() |
Hey guys,
i had a little time to some up some ideas for the upcoming release. First about rogue rebalancing: to make a rogue more fitting for AI i think we should utilice the on hit effects. like on the swashbuckler. perhaps it makes sense to create or change a few items to make a thief/mage more viable they could utilize polymorph self or create some magic weapons like blade of desaster but less strong, so enhance the few attacks they have to be strong. for example male shadow theif armor so enable spells while equipped. the assasin should do high single strike damage or at least doing a very crippling strike.perhaps decreasing speed factor or movement speed to half or slowing. Or reducing strenght or makes the enemy bleed or poison. at least they should have the poisen like the black guards. or there damage should last as for example piercing damage for a few rounds. the bounty hunter should do more damage with "spells" with his traps. or lets say throwing grenades. a grenade that makes blind like glitterdust or a acid/fire grenade which can hurt even undead or soften their AC or slowing even golems. perhaps he develops anti magic grenades who can dispell magic or reduce magic resistance ir elemental resistance. that opens up a few more tactical ways to start fights. or a haste grenade. the shadow dancer is a reallz hard topic, but i can imagine that he should onlz be able to hide in shadows and gain a special ability that he can stay invisble even after attacking just for around or two. for bards the blade is good as he is. i guess with a few good items he can be a viable fighter or tank for some time with limited spell progression. the jester should go with manipulation skills. his songs should be able to confuse or dominate the battlefield. give him a long casting time confusion with big penaltys or like the gaze of umber hulks or like the touch of a sirene. or make his song sound like that of a sirene which debuffes enemys like the aura of despair from blackguard. or he can paralize enemzs like the bone golems... the skald should have the role of a buffer and healer. give him on hit effects like mass cure on sibel club but smaller which can get better the higher levels he get. his song could be like this 1st: gives allies +2 to hit, +2 to damage, -2 to AC and immunity to Fear 9th: gives allies +3 to hit, +3 to damage, -3 to AC, immunity to Fear and Confusion 18th: gives allies +4 to hit, +4 to damage, -4 to AC, immunity to Fear, Stun and Confusion. or give him a ranged healing ability like the protector. i have a little inspiration from rogue rebalancing Sound Burst (replaces Time Trap) Range: Visual range of the caster Duration: Instantaneous Casting Time: 5 Area of Effect: 30 feet radius Saving Throw: Special The Bard magically amplifies the capabilities of a musical instrument in order to fill his surroundings with high pitched stone-shattering sound waves. Creatures in the nearby area take 15d6 points of sonic damage and are also deafened for five rounds. Deafened creatures suffer a 50% chance of spellcasting failure. A successful save vs. breath halves the damage and negates the deafness. Being non-magical in nature, this ability completely ignores any magic resistance of the targets. However, resistance to energy damage can reduce the amount of damage dealt. Lingering Song (new ability) Once a Bard's musical talents have reached a significant level, his music can stay with the listeners long after the last note has died away. After the Bard stops playing, the effects of his or her song last an additional 2 rounds. Requires: Enhanced Bard Song Magic Flute (revised ability) This ability creates an enchanted flute made of pure magical energy which remains in existence for 8 hours. When played by a bard of exceptional talent the flute can be used to break enchantments, which effectively nullifies the effects of all spells and spell-like abilities (but not Psionics) that belong to the Enchantment school, whether they are beneficial or not (three charges). Furthermore, the flute can be used to mimic the effects of any arcane spell from the Enchantment school (two charges). Finally, the flute can summon forth a Spirit Warrior (one charge). Spirit Warriors are spectral echoes of past heroes whose souls now rest in the halls of Valhalla. If a bard agrees to spread stories and songs of their legendary deeds in order to prevent them from being forgotten, a spirit of one of these valiant fighters will materialize and join the bard's cause for a short while (10 rounds). The mere presence of this fabled warrior instills courage in all nearby allies raising their morale to its highest. Note: The Spirit Warrior is actually a spectral undead creature and thus receives the proper PnP spectral undead traits (vulnerability to any spells or items which specifically target undead creatures such as Hold Undead, Repulse Undead, Control Undead, False Dawn and Sunray; immunity to curative magic, sleep, charm, hold, poison, paralyzation, cold-based spells and non-magical weapons). For convenience reasons, the Spirit Warrior cannot be turned, rebuked or controlled by PC clerics. In terms of power, the Spirit Warrior should be somewhere in-between an Elemental Prince and a Deva. However, Spirit Warriors summoned by Skalds are slightly more powerful than those summoned by other Bards. Although the Spirit Warrior cannot be controlled directly by the player, he is treated as an ally, and the party will receive experience for every kill he makes. Resonating Weapon (replaces Evasion) Bards eventually achieve a high degree of control over sound which enables them to imbue any weapon with concentrated sound energy for a short while. A weapon imbued in this fashion resonates with a sharp tone and deals an extra 2d4 points of sonic damage to its target on each hit. Furthermore, anyone struck by the resonating weapon must save vs. breath or become temporarily deafened. After 2 rounds have passed, the weapon ceases to resonate and the deafness subsides. Sound Barrier (replaces Greater Evasion) The most skilled of all Bards are able to fully control the intensity, speed, and direction of the very waves which compose sound, which allows them to shape and bend it as they see fit. By utilizing this ability, the Bard encases himself within a sphere of swirling sound waves thereby forming a barrier which protects him from all sound-based spells and attacks (Silence, Deafness, Command/Greater Command, Power Word (any), Holy/Unholy Word, Wail of the Banshee and Demilich Howl). Anyone who attempts to break through the barrier and strike the Bard in melee takes 2d8 points of sonic damage. Furthermore, the attacker may become deafened (75% chance) or stunned (25% chance) during the following round unless a save vs. breath is made. The sound barrier dissipates after 5 rounds. Requires: Resonating Weapon to make the existing NPCs more likely to be played they need some items viconia needs more hp or better constitution and perhaps an extra spell for evil clerics. the inflict wound spells without the need to attack can be good or give her better skeleton warriors as summons. shar priests are about using mirror images or shadown effects. dorn has a good blade, but his stats suck a little, he need more hp or lets say damage reduction or give him immunity against power word death via his helmet. edwin has enough spells, but how about enhancing his summoning or his conjuration spells in general, adding an extra dice to every damage spells or makes saving throws even harder that are mz few thoughts on enhancing this ![]() |
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#207
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![]() Forum Member Posts: 2878 Joined: 10-May 13 ![]() |
Hey! Thanks for that long message with many good ideas!
QUOTE the assasin should do high single strike damage Believe me, he will :> with my current implementation of Assassins, they become the hardest hitters of all classes at some point, but they're still vulnerable, so you have to play carefully.QUOTE or at least doing a very crippling strike.perhaps decreasing speed factor or movement speed to half or slowing. Or reducing strenght or makes the enemy bleed or poison. at least they should have the poisen like the black guards. or there damage should last as for example piercing damage for a few rounds. That's another idea worth exploring, if players decide that Assassins are still too weak. And regarding Blackguard poison - I actually think that Assassin Poison Weapon is comparable. There's no saving throw for 1/2 of the damage and if you can poison a caster, he's useless for some time despite making that saving throw. I hope that people will respect that ability more, when a few Rune Assassins will hit you! And they will hit more often and harder due to improved Single Weapon Style ![]() QUOTE the bounty hunter should do more damage with "spells" with his traps. or lets say throwing grenades. a grenade that makes blind like glitterdust or a acid/fire grenade which can hurt even undead or soften their AC or slowing even golems. Apart from the general rework of the number of Thieving Ability points available, Shadow Dancers and Bounty Hunters will not be touched in the upcoming release, sorry for that. But I already have some ideas for the future and what you say about Bounty Hunters at least partially overlaps with what I have in mind. As for Shadow Dancers... If I manage to implement things and balance them, this should be the most unique kit with high versatility. Shadow Dancers won't be able to backstab, but they will utilize their high affinity with the Shadow Realm for other purposes.perhaps he develops anti magic grenades who can dispell magic or reduce magic resistance ir elemental resistance. that opens up a few more tactical ways to start fights. or a haste grenade. the shadow dancer is a reallz hard topic, but i can imagine that he should onlz be able to hide in shadows and gain a special ability that he can stay invisble even after attacking just for around or two. QUOTE for bards Bards will be the last class to rebalance, right now they'll only get a slight boost from reworked Pick Pockets ability. Sadly both debuffs (Jesters) and too many immunities (Skalds) aren't very welcome in IA right now and might be hard to incorporate and balance properly. QUOTE i have a little inspiration from rogue rebalancing Yes, they definitely sound like stuff I already read somewhere ![]() QUOTE viconia needs more hp or better constitution and perhaps an extra spell for evil clerics. the inflict wound spells without the need to attack can be good or give her better skeleton warriors as summons. shar priests are about using mirror images or shadown effects. I think for now I'll add a component that will allow players to change her kit to Cleric of Talos, I know some dialogues won't make sense any more then, but hey, IATweaks can turn Imoen into a Riskbreaker ![]() QUOTE dorn has a good blade, but his stats suck a little, he need more hp or lets say damage reduction or give him immunity against power word death via his helmet. Hmm, I never played with Dorn, I'll take a look at his stats.QUOTE edwin has enough spells, but how about enhancing his summoning or his conjuration spells in general, adding an extra dice to every damage spells or makes saving throws even harder ![]() |
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#208
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Forum Member Posts: 81 Joined: 10-September 17 ![]() |
I got so many more ideas☺️ but no idea how to implement it in the Game, but my goal for next year is to learn how to do it. And idea where to Look and how to learn it ?
One or two last ideas for clerics. To make them more Viable in combat, They could use that Hammer Spell to Hit from a Little distance or make the Hammer hurt Undead More or let them Creat holy water which can blow up like a fireball but only hurts undead . For the bounty Hunter… perhaps its easyer to make him a ranged shooting Expert, with Special amunition Like Jan Janson. Itemwise the Cross bows could be used to make Piercing or Crushing damage in his hands. Or for my grenade idea u Can use the ability from them imps who are throwing These Little Balls ☺️ My last question is, U mentioned a Programm which Shows the Stats and data from Enemy. Where did u get it ? |
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#209
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Forum Member Posts: 72 Joined: 15-August 21 ![]() |
@SparrowJacek
Was there a rough timeline you had in mind for the update coming to IATweaks with the new changes? Getting that itch to start another run. |
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#210
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![]() Forum Member Posts: 2878 Joined: 10-May 13 ![]() |
QUOTE And idea where to Look and how to learn it ? If you have some programming knowledge, then you'll have a much easier time with starting to mod BG.Three most important links are: https://weidu.org/~thebigg/README-WeiDU.html https://gibberlings3.github.io/Documentatio...eiducourse.html https://gibberlings3.github.io/iesdp/ I won't write more, as this is not a good place for such discussions. There are more appropriate threads of BWL that you can explore ![]() QUOTE One or two last ideas for clerics. To make them more Viable in combat, They could use that Hammer Spell to Hit from a Little distance That's a shame, but weapon range is hardcoded into the file, no spells can change that. But most Cleric kits have some improvements to their fighting capabilities and all Clerics get Heavenly Shield spell if you're familiar with v6.6_BETA. QUOTE For the bounty Hunter… perhaps its easyer to make him a ranged shooting Expert That's what I'd like to achieve actually.Swashbucklers - competent melee fighters with good defences and AC Assassins - more of a glass cannon melee fighters, with outstanding damage, but worse survivability Bounty Hunters - masters of ranged combat with both traps and bows Shadow Dancers - very specific, more ranged oriented Thieves - utility class for the most part, good at pickpocketing, disarming traps and opening locks QUOTE U mentioned a Programm which Shows the Stats and data from Enemy. Where did u get it ? It's an external program called BG2 Radar Overlay, you can read more about it here https://forums.beamdog.com/discussion/84149...verlay-released, it shows stuff that players shouldn't have access to, so I don't advise using it if you want to have fun playing and figuring strategies out by yourself. QUOTE Was there a rough timeline you had in mind for the update coming to IATweaks with the new changes? Getting that itch to start another run. As usual with such projects, it's very hard to predict anything. I had much more time for modding recently and sped up significantly, but I'm still pre-Spellhold in my playthrough. I'll make some small updates here when I'll have something more to say and will progress further with the playthrough, so stay tuned. This post has been edited by SparrowJacek: Dec 27 2024, 12:07 AM |
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#211
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![]() Premium Member Tactical reputation: 2 Posts: 6268 Joined: 23-February 08 ![]() |
QUOTE but no idea how to implement it in the Game, but my goal for next year is to learn how to do it. And idea where to Look and how to learn it ? Depends on where you want to start. I'd say the best starting point is to learn how various resources in game are structured (items, spells, effects, creatures, etc.) The best way to do it is to grab the latest of version of Near Infinity (https://github.com/NearInfinityBrowser/NearInfinity/discussions/191) and start messing around. The go-to place for actual knowledge is IESDP (https://gibberlings3.github.io/iesdp/) which is a sort-of official documentation on Infinity Engine file formats, maintained by the community. Simply browsing through technical documentation might be daunting, especially if you have never had any experience programming or doing some other modding activities, but there isn't really any way around it. The modding tutorial forum at G3 has some useful guides that are more concise and structured around a particular topic (how to make an NPC, etc.), you might find them useful as well. At some point you will also have to learn how weidu does stuff in order to install the mod. The best way here is study the existing code, as well as those guides. The official documentation (https://weidu.org/~thebigg/README-WeiDU.html) will be needed at some point as well. You might also decide to learn how scripts work, here's a good starting point for that: https://www.pocketplane.net/tutorials/simscript.html. The best course of action is to take on some project that does not feel too daunting (modifying the skald's song to provide those bonuses is a good example) and make it happen: prepare all modifications and pack them into a separate mod, installed by weidu on top of IA. Feel free to ask more specific questions if you have them. |
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#212
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Forum Member Posts: 81 Joined: 10-September 17 ![]() |
Thank u guys.
I will try it out. I have found some more modding Forums with really good and developed Kits. If u guys dont mind i will post a playthrew with them. I will try out a warlock Bard 😇 |
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#213
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![]() Premium Member Tactical reputation: 2 Posts: 6268 Joined: 23-February 08 ![]() |
Go ahead, just be advised that things might behave in a very strange fashion depending on the complexity of those kits and whether they modify the same stuff as IA or not.
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#214
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Forum Member Posts: 25 Joined: 30-September 13 ![]() |
Hi,
I've just wanted to report that the fist of nature of the auramaster is inefective against base rakshasa in the game (whereas the improved call lightning explode them in million of pieces). Another bug I've found, is when a character is beeing imprisoned and I use the freedom spell, I cannot interact with it. I don't know if it is a IA bug or a base game one This post has been edited by Alva: Dec 31 2024, 08:12 PM |
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#215
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Forum Member Posts: 638 Joined: 30-November 20 ![]() |
A few suggestions;
Imoen the riskbreaker/kensai can't use pendant of recovered light now. she definitely should (even though the extra spells per level are wasted). So Imoen the RB/Kensai is actually now worse off with 7.0 than with 6.5 ![]() Aerie should have the option of tweaking into a shaman. All things considered, her personal item(s) should follow. If turned into a shaman I'd say stats are fine, give her an armour with +2 spells per level with a nice AC and nice protection from magic damage + acid and +20 hp. Or so. I'd say give her a nice weapon, perhaps something a little bit unique like a spear or a dart. Then she should be able to contribute! Valygar should have the option of tweaking into a wizard slayer. It's a perfect personality fit, I think ![]() And since we're on Valygar, the Vagrant version needs a touch as well. I'd say 19 con + turn the corthala family blade into a corthala family axe, with similar bonuses as the corthala family true blade. As for the armour, maybe the AC is fine, but the bonuses could be spread around a little bit - that would give the player a different kind of Vagrant to play, but one that is quite powerful as well. Keldorn is quite underpowered as it is. Not a single version of him is powerful enough to take along. It's much better to fix a custom made inquisitor / undead hunter if one wants such a character along. Dorn needs imrpoved stats to function properly. Maybe a personal belt could fix that? So Il-Khan Ironheart girdle: +20HP +2CON +1DEX +"Aura of despair", which gives all enemies within a certain range -2 (or so) to their saving throws vs emotion, horror and such spells? An additional belt or two would be fantastic! I've proposed before, nothing overly powerful but a "blessed belt" would be nice, gives permanen bless + permanent protection from evil plus a belt that gives out say +10% magic resistance +5 LUCK would be great. Consider tweaking the sensate amulet to paladins + maybe good aligned fighters as well? I think the spellcasting tables have been revised for 7.0? Now Sorceror gets -1 spells from level 1-7 compared to a Necro. I'd propose to bring them in line ![]() This post has been edited by pekkae: Jan 4 2025, 03:29 AM |
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#216
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![]() Forum Member Posts: 2878 Joined: 10-May 13 ![]() |
QUOTE Imoen the riskbreaker/kensai can't use pendant of recovered light now. Are you sure that it's an issue of her being a Kensai/RB? Opcode 319 which is used has some weirdness to it, but her class/kit shouldn't change anything.QUOTE Valygar should have the option of tweaking into a wizard slayer. It's a perfect personality fit, I think smile.gif. I've had a look and the Wizard Slayer is incredibly powerful with the appropriate build. But then a change with the personal equipment is needed, as the protector-equipment just doesn't work. Maybe turn the items into a corthala family helm with a few specific helpers for a WS? You're right, he's the perfect WS character-wise! WS are more of a 2h wielders, so I understand that his blade is not the best choice here, but I think his armor is quite nice even for a WS, no? QUOTE And since we're on Valygar, the Vagrant version needs a touch as well. I'd say 19 con Will add it.QUOTE As for the armour, maybe the AC is fine, but the bonuses could be spread around a little bit - that would give the player a different kind of Vagrant to play, but one that is quite powerful as well. Hmm, can you tell us more? QUOTE Keldorn is quite underpowered as it is. Not a single version of him is powerful enough to take along. It's much better to fix a custom made inquisitor / undead hunter if one wants such a character along. Is that so? I thought that his armor is quite powerful. What other aspects could be addressed?QUOTE An additional belt or two would be fantastic! I've proposed before, nothing overly powerful but a "blessed belt" would be nice, gives permanen bless + permanent protection from evil plus a belt that gives out say +10% magic resistance +5 LUCK would be great. +5 luck is VERY powerful even +1 gives you 100% chance that the enemy will hit all mirror images before hitting the real body and +5 turns ADHW into a rather harmless spell ![]() QUOTE Consider tweaking the sensate amulet to paladins + maybe good aligned fighters as well? Sensates were a group of priests, so it makes sense that only Clerics can use the amulet, but it makes it quite underwhelming... Paladins are almost like Clerics, so I think it should be OK to allow them to wear the amulet. |
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#217
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![]() Premium Member Tactical reputation: 2 Posts: 6268 Joined: 23-February 08 ![]() |
QUOTE Imoen the riskbreaker/kensai can't use pendant of recovered light now As things stand now, it should work unless you somehow gotten the amulet before Spellhold (which shouldn't be possible considering that the crafting depends on post-Spellhold ingredients). I see nothing wrong with the item. I'll try to test in game and see what's what.QUOTE Aerie should have the option of tweaking into a shaman. All things considered, her personal item(s) should follow. If turned into a shaman I'd say stats are fine, give her an armour with +2 spells per level with a nice AC and nice protection from magic damage + acid and +20 hp. Or so. I'd say give her a nice weapon, perhaps something a little bit unique like a spear or a dart. Then she should be able to contribute! Conversion is not a problem, I'll add a component to IA Tweaks. Items are a bit more involved, since it requires coming up with lore, graphics and ingredients (if it's craftable stuff), so no promises there :-) QUOTE Valygar should have the option of tweaking into a wizard slayer. It's a perfect personality fit, I think smile.gif. I've had a look and the Wizard Slayer is incredibly powerful with the appropriate build. But then a change with the personal equipment is needed, as the protector-equipment just doesn't work. Maybe turn the items into a corthala family helm with a few specific helpers for a WS? I'll add the component here too. And I agree with Jacek about the armor. As for the sword, maybe the stupidest and simplest thing here is to convert his katana into a 2-H sword, but I think he'd be better off using other improved gear.QUOTE And since we're on Valygar, the Vagrant version needs a touch as well. Tweaking this is already on my todo list, there were reports about it in the past. I am a bit reserved about the axe part (I'd prefer the sword to stay the sword), but it is a simple enough tweak to do by hand in NI, if someone wishes to do it. QUOTE Dorn needs imrpoved stats to function properly. Maybe a personal belt could fix that? So Il-Khan Ironheart girdle: +20HP +2CON +1DEX +"Aura of despair", which gives all enemies within a certain range -2 (or so) to their saving throws vs emotion, horror and such spells? Honestly, it's much easier to simply adjust his stats. He is a half-orc after all.QUOTE Consider tweaking the sensate amulet to paladins + maybe good aligned fighters as well? QUOTE Sensates were a group of priests, so it makes sense that only Clerics can use the amulet, but it makes it quite underwhelming... Paladins are almost like Clerics, so I think it should be OK to allow them to wear the amulet. Well, this is a bit of a weird item. I am not sure why it is restricted to the clerics. If I remember my planescape lore correctly, the sensates were never restricted to the priesthood. Even so, the item is kind of meh, really, so I wonder if we should bother at all.QUOTE I think the spellcasting tables have been revised for 7.0? No, I don't remember anything like that. On paper, it's quite the opposite: a 40th level sorcerer will have more spell casts per level than a mage (check resources/2da/mxsplsrc.2da and resources/2da/mxsplwiz.2da for comparsion). But Necro is a specialist mage, so having +1 spell per level is expected. I am not sure that this is even customisable, the engine handles it. |
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#218
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Forum Member Posts: 638 Joined: 30-November 20 ![]() |
QUOTE Are you sure that it's an issue of her being a Kensai/RB? Opcode 319 which is used has some weirdness to it, but her class/kit shouldn't change anything. I was mistaken. I tried this in chapter 0 and testing with a later save confirms that this works as intended. My mistake - didn't know this was possible ![]() QUOTE You're right, he's the perfect WS character-wise! WS are more of a 2h wielders, so I understand that his blade is not the best choice here, but I think his armor is quite nice even for a WS, no? Well ... In most cases I'd assume the "competition" is between huskar lord's armour / great wyrm scale / ultimate plate, which all are far superior to current corthala family armour. Considering WS's quite limited options on lowering AC the armour is critical. And even if the base isn't that far off the bonuses make those plates far more powerful. Imho, ofc. QUOTE Will add it. It's also in line with Valygar's current stats - as protector gets minuses while vagrant get bonuses. QUOTE Hmm, can you tell us more? Sure. So afaik players tend to play Vagrant as the protagonist (or towards it), where it's power lies in having extraordinary DR (up-tp-75%), innate elemental resitances and the summons. There's a few problems there, first being that it can't tank until the latter parts of the game and ofc. if it's not the protagonist, it will have a hard time coming up with that DR. I always throught that Valygar version plays differently, I scrap the DR part and focus on the AC, this is where CFA comes in handy as it has better base than Red Coral Armour. Valygar the Vagrant reaches quite competitive AC levels, as you can drop to -24 (or so) quite soon after you get the supreme shelter, and of you have Elowen, a little bit later while dual wielding - meaning non dispellable -24AC, 8-9APR, 75% magic damage resistance, 100%+ fire resistance with really good other resistances as well and if needed, 50% DR. My initial idea was that I'd spread the bonuses vs fire/cold/electricity to 25% and leave acid & magic damage resistance as well. Or something like that. But it's not thought out thoroughly. QUOTE Is that so? I thought that his armor is quite powerful. What other aspects could be addressed? Sure, it is. But if Keldorn doesn't get judgement day, he's kind of drag to play - as you need to babysit him until the very end. And the armour uses BoIB, so you'll lose utility (EDIT: or was this changed?).He's of course quite powerful as a 2H specialist, reducing the babysitting to an extent, but then it's assumming you don't have other 2H specialists, as those probably provide more utility (wizard slayer, barbarian and in some cases Kensai). I think 2H specialist Keldorn plays throughout the game like a custom 2H specialist Kensai, but just with worse damage & ability to hit. That is until Damascus Steel Blade, which for some reason isn't usable by Kensai (?).And the inquisitor-version used to be quite powerful but now there's the wizard slayer, which does what the inquisitor does, but just far better. Judgement Day used to redeem Keldorn very effectively, but now if you get the quest you'll most likely want to use JD on your PC. And it's a nerfed quite a lot even if you get it. As for a suggestion, I'd say the armour could be: * AC -2 Base, with -6 slashing, -5 piercing * slight regen (2-3 hp/ rd) * no bonuses to magic damage resistance * +50% fire resistance (or even absolute immunity to fire?) * 10% DR * 10% bonus to damage caused with slashing weapons * +2 to saves(?) => Keldorn is most likely going to be hit so this would protect him a little bit better. And it has a nice boost vs slashing weapons while providing a boost to damage with Swords etc.. Especially Damascus Steel Blade wielding Keldorn would be very good with this. Imho. QUOTE +5 luck is VERY powerful even +1 gives you 100% chance that the enemy will hit all mirror images before hitting the real body and +5 turns ADHW into a rather harmless spell ![]() Right ![]() ![]() QUOTE Sensates were a group of priests, so it makes sense that only Clerics can use the amulet, but it makes it quite underwhelming... Paladins are almost like Clerics, so I think it should be OK to allow them to wear the amulet. Why I'm proposing this is that it gives a little bit of flexibility and alternate choices, as there's not that many good amulets to go around. With some groups I have been wearing the wooden horse necklace + amulet of protection +1 in Tob and it would be nice to have a few alternate options. I think the sensate amulet is nice and it definitely is not OP and then it could be made into a "true sensate amulet" or something later on, to give it a little bit of a boost. This post has been edited by pekkae: Jan 4 2025, 03:52 PM |
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#219
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Forum Member Posts: 638 Joined: 30-November 20 ![]() |
QUOTE As things stand now, it should work unless you somehow gotten the amulet before Spellhold (which shouldn't be possible considering that the crafting depends on post-Spellhold ingredients). I see nothing wrong with the item. I'll try to test in game and see what's what. nope, "my bad" - works as inteded! QUOTE Conversion is not a problem, I'll add a component to IA Tweaks. Items are a bit more involved, since it requires coming up with lore, graphics and ingredients (if it's craftable stuff), so no promises there :-) I used the graphics from "studded leather of thorns". You get it so late no-one uses it. I think chatgpt knows bg2 & ad&d quite well, so lore part should be quite easy. For graphics in general: 1) I think there are a few other options already in existing in the game, that are not used (so gauntlets, rings, armours, weapons etc...), that could be just re-used(?) 2) And those AI image generators these days probably can do a pretty good job with helping with images(?) 3) There's items in existing item packs where some graphics could be re-used / recycled a little bit(?) QUOTE I'll add the component here too. And I agree with Jacek about the armor. As for the sword, maybe the stupidest and simplest thing here is to convert his katana into a 2-H sword, but I think he'd be better off using other improved gear. Yup, the 2H version probably loses to existing weapons already. An axe would be nice, though then it's "competing" with Axe of Gleaming Lava of you have Elowen, which is stupendously good. QUOTE Tweaking this is already on my todo list, there were reports about it in the past. I am a bit reserved about the axe part (I'd prefer the sword to stay the sword), but it is a simple enough tweak to do by hand in NI, if someone wishes to do it. Well, there's nice axes already in the game, so it isn't that big of a thing. QUOTE Honestly, it's much easier to simply adjust his stats. He is a half-orc after all. Yup. QUOTE ]Well, this is a bit of a weird item. I am not sure why it is restricted to the clerics. If I remember my planescape lore correctly, the sensates were never restricted to the priesthood. Even so, the item is kind of meh, really, so I wonder if we should bother at all. Well, it is definitely not OP item ![]() QUOTE No, I don't remember anything like that. On paper, it's quite the opposite: a 40th level sorcerer will have more spell casts per level than a mage (check resources/2da/mxsplsrc.2da and resources/2da/mxsplwiz.2da for comparsion). But Necro is a specialist mage, so having +1 spell per level is expected. I am not sure that this is even customisable, the engine handles it. Allright. Hmh. Maybe I'm mistaken then. I'll have a look at some point! This post has been edited by pekkae: Jan 4 2025, 04:02 PM |
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#220
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![]() Premium Member Tactical reputation: 2 Posts: 6268 Joined: 23-February 08 ![]() |
QUOTE I was mistaken. I tried this in chapter 0 and testing with a later save confirms that this works as intended. Imoen in CH1 and in CH4 are two different creature files (with different name variables). The item is restricted to the latter.QUOTE For graphics in general Well, graphics isn't really my forte (unless it's a reused image from an IE game), I'd have to rely on Jacek and his skills here. But I imagine he has his plate full right now with the rebalance. |
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Lo-Fi Version | Time is now: 17th August 2025 - 06:04 PM |