Sikret
I've now completed IA (+Ascension) with my F/M & party (Jaheira as Ranger/Cleric, Keldorn, Imoen as Swashbuckler, Nalia & Sarevok). Altogether, it is an excellent mod (perhaps "overhaul" is more accurate than "mod" given how comprehensive it is), and thank you for all the time/effort you have spent on it.
I particularly liked:
-Elemental golems (the gating in of new golems was a real incentive to kill off the elemental golem quickly)
-Most of the improved mage encounters (caveat below) - the deadly Chain Contingencies caught me out a few times
-the added content (new encounter with Memory of the Apprenti in the Docks caught me out too but was a lot of fun!)
Some specific points I was less keen on/possible improvements:
-Been mentioned elsewhere numerous times, but the reliance on Ruby Ray of Reversal as the main (and often only) way of dispelling spell protections got to me after a while. It seems to reduce diversity in encounters and makes many of the higher level spell removals (eg. Spellstrike) of rather lesser importance. Could some mages take alternative approaches - eg. some with "uber aggressive" scripts, like fire chain contingencies on sight, rather than slamming up the defensive shields all the time?
-Reduce fire/cold resistances. I can understand why some enemies had the ability to reduce resistances, otherwise you could just cast protections from fire/cold+Immunity:Abjuration etc and chop the enemy to pieces. But some enemies seemed to fire off multiple instances of these every few seconds, which I found quite annoying for various reasons:
1/ Sometimes my fire/cold resistances ended up in the minuses - how does the engine cope with negative resistances? I think there should at least be a lower cap of zero.
2/ The number of times these "lower resistances" were cast on my party seemed excessive. I had little opportunity to counteract them with spells/scrolls/potions and had to rely on brute force to kill off the enemy quickly.
-Is it possible to put an upper limit on the total number of spawns which are on the map at the same time? In the golem encounter in WK, the snake encounter in Windspear etc, the game engine started chugging badly because of the number of enemies (my computer is fairly high spec so I assume it is the engine which is struggling). If the total number of enemies spawned at a single time could be capped at (say) 20 (if you killed one of the 20, a new one could be free to spawn) this might help. Not sure if it is feasible or not.
-Again, sometime similar has been mentioned elsewhere, but is there any possibility of creating some new higher level spells (either "proper" spells or cast via items) which give mass buffing, eg. mass improved haste, mass chaotic commands etc? This is less to do with game balance than convenience, and reducing the time consuming process of casting individual spells on most or all party members.
Anyway, thanks again for a great mod & I look forward to future versions!
coaster