The Black Wyrm Lair Forums
The Black Wyrm's Lair Terms of Use Help Search Members Calendar

Welcome Guest ( Log In | Register )

2 Pages V  < 1 2  
Reply to this topicStart new topic
> IATweaks 1.1 - IA Rebalance, New spells, enemies, items and many balancing changes
SparrowJacek
post Mar 4 2026, 07:45 PM
Post #21





Forum Member
Posts: 2965
Joined: 10-May 13




QUOTE
So Warrior classes get additional APR at a level breakpoint past lvl 13 ?
Warriors get reworked HLAs that increase their APR. (Greater) Whirlwind and Warcry are changed.

QUOTE
Also is this like Version 7.0 IA in the sense that you need Druid protag to do Buried Ambitions, Fighter for JD fight etc?

The mod works only with IAv7. I guess you're right, I don't think we have a component that enables Burried Ambitions. I also don't see one for JD fight, was it present in some earlier version of IATweaks?
Go to the top of the page
 
Quote Post
lxgxnd9
post Mar 4 2026, 07:53 PM
Post #22





Forum Member
Posts: 41
Joined: 16-January 22




I don't think it was a part of IATweaks ever, it's just v6.5 Judgement day was available for any playthrough. But v7 that got changed.

I believe it has been mentioned those two (along with others) should be an option in Tweaks to enable or just be part of the game version itself. Along the lines of Dequ's unrestricted version etc.
Go to the top of the page
 
Quote Post
SparrowJacek
post Mar 4 2026, 08:32 PM
Post #23





Forum Member
Posts: 2965
Joined: 10-May 13




This change fits IATweaks much better than IA. It would be best if Dequ could share his changes required to enable those 2 quests, that way I could prepare new components pretty fast.
Go to the top of the page
 
Quote Post
kilorew
post Mar 5 2026, 06:33 PM
Post #24





Forum Member
Posts: 84
Joined: 15-August 21




Fantastic work, so good to see the greatest bg2 mod there is, is still receiving love years on.

I must echo the sentiment about the component allowing any playthrough to do Buried Ambitions as well as MotA related quests for non mages and Judgement day for non fighters. The one thing v7 is missing.

Can't wait to play and see the new changes.
Go to the top of the page
 
Quote Post
DequNew
post Mar 5 2026, 08:51 PM
Post #25





Forum Member
Posts: 178
Joined: 18-November 24




I don't rememember exact files or details to unlock those 2 quests, but commits can be founds here:
https://gitlab.com/tommolas/improvedanvil-u...?ref_type=HEADS

JD encounters there were multiple things to take consider when unlock.
1. JD related item drops enabled for characters
2. JD crafting to be enabled for all characters
3. Encounter triggering related scripts to be enabled for all character
Go to the top of the page
 
Quote Post
SparrowJacek
post Mar 5 2026, 09:06 PM
Post #26





Forum Member
Posts: 2965
Joined: 10-May 13




Good to see more and more users coming back at the right time to check the new version smile.gif

Ohh, I must have missed the fact that you have a Git repository for those changes. That will make things easier, I'll prepare new components today or tomorrow.
Go to the top of the page
 
Quote Post
SparrowJacek
post Mar 6 2026, 12:22 PM
Post #27





Forum Member
Posts: 2965
Joined: 10-May 13




JD plot for all protagonists is added as an optional component. It has to be installed after IA Rebalancing.
Go to the top of the page
 
Quote Post
kilorew
post Mar 6 2026, 03:50 PM
Post #28





Forum Member
Posts: 84
Joined: 15-August 21




Simplified economy doesn't seem to be working correctly for me, thought I was seeing quite a few more gems than usual. I killed a Gem golem and instead of dropping the usual 2900~ gold under simplified economy it drops all the gems instead. Not a huge deal this one but thought I'd point it out if anyone else is having similar issues.

Also Rings of protection +1, +2, and Cloak of protection +1 (I assume all of them) do nothing, doesn't add to savings throws nor armor class when equipped.
Go to the top of the page
 
Quote Post
SparrowJacek
post Mar 6 2026, 04:03 PM
Post #29





Forum Member
Posts: 2965
Joined: 10-May 13




QUOTE
Simplified economy doesn't seem to be working correctly for me, thought I was seeing quite a few more gems than usual. I killed a Gem golem and instead of dropping the usual 2900~ gold under simplified economy it drops all the gems instead. Not a huge deal this one but thought I'd point it out if anyone else is having similar issues.
There were a few changes to Simplified Economy prior to my release. From what I remember, critto restored the original recipes and prevented the gems from being converted into gold. It made the implementation easier and cleaner and there aren't that many gem types, so I hope it's still acceptable. Or did you have any other issues with Simplified Economy, that was not related to gems?

QUOTE
Also Rings of protection +1, +2, and Cloak of protection +1 (I assume all of them) do nothing, doesn't add to savings throws nor armor class when equipped.

They should have a slight delay and you should see the results after equipping them and unpausing the game for a second. Let me know if that's true for you. To make such items wearable but not stackable, I had to resort to such implementation and I'll update Known Issues part of the first post so that people are aware of this, if they install Controversial Changes.
Go to the top of the page
 
Quote Post
kilorew
post Mar 6 2026, 04:07 PM
Post #30





Forum Member
Posts: 84
Joined: 15-August 21




Yeah I've kept RoP +2 on since I got it and only just realised it isn't doing anything. Along with other party members protection items.
Go to the top of the page
 
Quote Post
SparrowJacek
post Mar 6 2026, 04:13 PM
Post #31





Forum Member
Posts: 2965
Joined: 10-May 13




Can you send me a save game and your weidu.log file?
Go to the top of the page
 
Quote Post
pekkae
post Mar 7 2026, 11:04 PM
Post #32





Forum Member
Posts: 660
Joined: 30-November 20




Howdy All!

Thank you Jacek, this seems (ridiculously) exciting!

I will be following the forums until I get a chance from RL to try out everything!

Big congratulations; even bigger thanks!

(edit: a question; is there a log available somewhere with changes/possibilities?)

This post has been edited by pekkae: Mar 7 2026, 11:08 PM
Go to the top of the page
 
Quote Post
SparrowJacek
post Mar 7 2026, 11:16 PM
Post #33





Forum Member
Posts: 2965
Joined: 10-May 13




QUOTE
Big congratulations; even bigger thanks!
Thank you, I hope it will live up to your expectations smile.gif

QUOTE
(edit: a question; is there a log available somewhere with changes/possibilities?)

The readme file that is shipped with the mod should have most of the changes listed, there is nothing more detailed, the number of changes was just too large to write them all down in detail. But if you want to know more about a specific change, then feel free to ask here on the forums!
Go to the top of the page
 
Quote Post
SparrowJacek
post Mar 8 2026, 01:52 AM
Post #34





Forum Member
Posts: 2965
Joined: 10-May 13




Added "Burried Ambitions quest line is available for non-druid protagonists" component
Go to the top of the page
 
Quote Post
pekkae
post Mar 8 2026, 07:48 PM
Post #35





Forum Member
Posts: 660
Joined: 30-November 20




Well, there's truly a lot of stuff here.

I'm trying to avoid asking all of the questions I have but here's a few I can't resist asking. Also with a few comments smile.gif.

* Viconia's changes? Kit / Stats? She was always one of my favorites, but has been left unused in IA for obvious reasons (she wasn't very powerful)
* A lot of the non-useable spells have been reworked, like magical stone, poison, nature's beauty etc -> this is superb!
* What are the changes to Nature's Fist?
* Cleric/Mage multiclass can now pick Improved Alacrity as a HLA -> This is absolutely fantastic!! I have personally always though it should be so. Now Aerie looks like a playable character thumb.gif
* Rework of Defensive Stance of Dwarven Defender --> This was like a cheatcode before, (especially with a shaman) -> what's done with it? smile.gif
* Extend spell progression for Mages and Sorcerers past level 30 --> Wonderful!!
* Reworked: Bigby's, Prismatic Spray, PW:Silence + Black Blade of Disaster, Spellstrike, Energy Drain --> wonderful!!
* Rework of Cloak of Atonement --> Haha, no more cheat code - I think this is good even though most of the players missed how superbly powerful this item used to be. (including myself for most of the runs, hah)
* New items ->> ooh!!!

This post has been edited by pekkae: Mar 8 2026, 07:49 PM
Go to the top of the page
 
Quote Post
SparrowJacek
post Mar 8 2026, 08:31 PM
Post #36





Forum Member
Posts: 2965
Joined: 10-May 13




QUOTE
I'm trying to avoid asking all of the questions I have but here's a few I can't resist asking. Also with a few comments smile.gif.
For spells you can always create a new character and check their description whenever you have access to the game smile.gif

QUOTE
What are the changes to Nature's Fist?

Its base damage was increased to 6d10, but its damage to Rakshasa was decreased to 24d10 (from 28d10). A small change, but it should be slightly more useful for general use, especially for Auramasters. Bigby's Hands got a more significant upgrade.

QUOTE
Cleric/Mage multiclass can now pick Improved Alacrity as a HLA -> This is absolutely fantastic!! I have personally always though it should be so. Now Aerie looks like a playable character
M/C are quite weak in general, so there was no need to nerf them further by preventing them from learning IA. And regarding Aerie - there's a component now that turns her into a Shaman and changes her specific item upgrade. You can readd about it here http://forums.blackwyrmlair.net/index.php?...494&st=361# if you missed it.

QUOTE
Rework of Defensive Stance of Dwarven Defender --> This was like a cheatcode before, (especially with a shaman) -> what's done with it?

QUOTE
For 1 turn, the Dwarven Defender gains +20% resistance to all forms of physical damage, a +2 bonus to Armor Class, a -2 penalty to Save vs Breath, a 50% movement rate penalty and immunity to any forms of knockback. This effect cannot be removed or dispelled.
A bit less PDR and penalty to save vs breath (as it's related to dodging and reacting fast), but got some bonuses to compensate for the change.

QUOTE
Reworked: Bigby's, Prismatic Spray, PW:Silence + Black Blade of Disaster, Spellstrike, Energy Drain

Some changes were small, some larger, but Spellstrike is now a completely diffferent spell, I hope it'll be an interesting choice now, though RVE/Wish are still unmatched smile.gif

QUOTE
Rework of Cloak of Atonement --> Haha, no more cheat code - I think this is good even though most of the players missed how superbly powerful this item used to be. (including myself for most of the runs, hah)

You'll be able to use it much more reliably now, though you might have to invest some money into it. And all of the item's abilities should be useful at some point.

This post has been edited by SparrowJacek: Mar 8 2026, 08:32 PM
Go to the top of the page
 
Quote Post
pekkae
post Mar 11 2026, 05:54 PM
Post #37





Forum Member
Posts: 660
Joined: 30-November 20




QUOTE
M/C are quite weak in general, so there was no need to nerf them further by preventing them from learning IA. And regarding Aerie - there's a component now that turns her into a Shaman and changes her specific item upgrade. You can readd about it here http://forums.blackwyrmlair.net/index.php?...494&st=361# if you missed it.
Yes, but this is definitely a move into the right direction - not sure if they are now on par with Cernd but they are now much closer - which is a really good thing!

Aerie's new armour looks fantastic; she now looks like a very playable character and one that is probabbly even more powerful than a PC shaman (for the added spells!) - while the PC Shaman plays a little bit differently (would play it so that it can take a more active role in H2H as well - as the Half-Orc version of the Shaman should be quite nice withthe gauntlets).

QUOTE

Some changes were small, some larger, but Spellstrike is now a completely diffferent spell, I hope it'll be an interesting choice now, though RVE/Wish are still unmatched smile.gif


QUOTE
You'll be able to use it much more reliably now, though you might have to invest some money into it. And all of the item's abilities should be useful at some point.


Haha. I'll need to buy a new Mac now, to try out all of the stuff. These things look really, really good!

A few other notes from the readme:

"IA loves Golems, but gives too few means of dealing with them. Since we have specialized anti-Golem spells, they should really help when fighting Golems. And if we're talking about Elemental Golems, the most rewarding way of dealing with them was to prolong the fight till all lesser Golems spawn, which was tedious, but gave a huge advantage; this is not the case any more, Golems can die in 1 round and the reward will still be the same now."

How does the dynamics work now? But this definitely is the way. I actually felt that this was one of the most straining sides of the game that one needed extreme durability for the fights, even though I think milking out all of the golems from supreme golem in WK was qute thrilling the first time around, haha. But. Really good stuff this!

Regarding APR's

"It always bothered me that a 6th (not 9th!) arcane spell is actually the best spell in the entire game and warriors can't reach their full potential without an arcane caster. Now this is changed and the progression of APR should be smoother. IH should still be useful, but not mandatory to win the game."

How is this changed?

Thank you, again biggrin.gif





Go to the top of the page
 
Quote Post
SparrowJacek
post Mar 11 2026, 09:46 PM
Post #38





Forum Member
Posts: 2965
Joined: 10-May 13




QUOTE
How does the dynamics work now?
A creature spawns when the Elemental Golem's HP drops to certain values. The number of enemies and the HP thresholds are different for Greater and normal Elemental Golems, but you should get the same number of enemies no matter how long the fight takes to finish.

QUOTE
even though I think milking out all of the golems from supreme golem in WK was qute thrilling the first time around

Spawns from other creatures (Ghost Spiders, Ultra Golems, Supreme Golems) are not changed at the moment, so EG spawns will be time based, but each EG should spawn enemies based on HP.

QUOTE
"It always bothered me that a 6th (not 9th!) arcane spell is actually the best spell in the entire game and warriors can't reach their full potential without an arcane caster. Now this is changed and the progression of APR should be smoother. IH should still be useful, but not mandatory to win the game."

There are quite a few changes, but in general you reach the largest number of APR a few levels after you reach HLAs with your warrior-type characters, as there are 3 that increase APR for some duration: Whirlwind Attack, Greater Whirlwind Attack and Warcry. Before that the number of APR for them might be lower than before, though non-warriors should still have roughly the same APR. Yes, it makes pre-HLA part of the game a bit tougher, which I hope is at least partially compensated by other changes.
IH was changed in Controversial Changes to grant standard Haste + additional 1 APR. So characters with 1APR with IH now have 3APR (more than before), characters with 2 APR have 4(same as before). This should also lower the necessity of dual wielding for non-warrior characters, as the difference in APR is less significant and some characters can reach *** in Single Weapon Style or 2h Weapon Style and get additional 1/2APR from that (change available even without Controversial Changes)
Go to the top of the page
 
Quote Post
Hideous the W...
post Yesterday, 09:02 AM
Post #39



Group Icon

Premium Member
Posts: 145
Joined: 27-March 08




Loving the new additions!! I'm in the middle of the Underdark, taken on the 2 drow parties and some minor drow quests so far. Party is...

Transmuter Protagonist
Viconia
Valygar (Riskbreaker) > now Imoen (Riskbreaker)
Beastmaster
Assassin
Enchanter

I'm really loving the Transmuter! Not so much the Enchanter. Assassin and Beast Master are fun and unique but only decent additions to the party. Cleric changes are great! I'm finding this party may need a little more firepower, some of the controversial changes and reworked battles are even more challenging, which I love.

A bit of feedback...

-Minsc does not have the Beastmaster class even though I asked for it when setting up the mod
-Beastmaster's Animal Fortitude spell does not block "Death Spell"
-Whenever I right click Cloverleaf to see the properties my game crashes
-There have been two instances of Golems just standing there. Torgal's Gem golem and a few of the Asylum Scouts
-Summoned Berserker from Iron Horn of Vahalla goes hostile after taking his berserk damage (not a big deal really)
-Cloak of Magic Shielding is usable by other rangers, seems like Beastmaster should be able to equip.

Overall great fun so far!! I might restart just to try out some more kits and have a cleaner run. One instance of the Transmuter fun was getting the majority of the drow party and spiders to follow him away using his blinding speed ability while other party members smashed the drow spellcasters. Transmuter and some beastmaster beasts were able to withstand the spiders and drow for just long enough for the rest of the party to reinforce! Very rewarding battle!

Thank you again for all your work!
Go to the top of the page
 
Quote Post
SparrowJacek
post Yesterday, 11:22 PM
Post #40





Forum Member
Posts: 2965
Joined: 10-May 13




QUOTE
-Minsc does not have the Beastmaster class even though I asked for it when setting up the mod
-Beastmaster's Animal Fortitude spell does not block "Death Spell"
Should be fixed now, please download the newest version smile.gif

QUOTE
-Whenever I right click Cloverleaf to see the properties my game crashes

This issue and another one with Vithal's script have already been fixed a few days ago

QUOTE
-Summoned Berserker from Iron Horn of Vahalla goes hostile after taking his berserk damage (not a big deal really)
I forgot that he goes hostile any time he's attacked by an ally, and the game treats him as an ally of himself smile.gif fixed the issue, you should be able to safely attack him and order him to go into your cloud/AoE spells without him turning hostile.

QUOTE
-Cloak of Magic Shielding is usable by other rangers, seems like Beastmaster should be able to equip.

Implemented this inside "Mage- and ranger-specific rewards and crafted items are available for all protagonists" component


QUOTE
Overall great fun so far!! I might restart just to try out some more kits and have a cleaner run. One instance of the Transmuter fun was getting the majority of the drow party and spiders to follow him away using his blinding speed ability while other party members smashed the drow spellcasters. Transmuter and some beastmaster beasts were able to withstand the spiders and drow for just long enough for the rest of the party to reinforce! Very rewarding battle!

Good to hear that you like the new Transmuter! It's the hardest Mage kit to balance as it loses so much, because of its opposing school. I still think it should be improved, but haven't tested it myself.
Go to the top of the page
 
Quote Post

2 Pages V  < 1 2
Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:



- Lo-Fi Version Time is now: 20th March 2026 - 01:25 PM