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Full Version: Progress report for IA v6
The Black Wyrm's Lair - Forums > Released mods - Baldur's Gate II > Improved Anvil
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Sikret
The progress report is categorized and I will edit it as the work proceeds.

For quests and encounters which are still "in progress", I welcome the help of anyone who is willing to participate (for example: dialogue writing or any new ideas, etc)

Estimated Date of Release: Public release is postponed. For more information and early access to the mod, visit Improved Anvil Fan Club.


1- New quests:

- Expanded Druid Stronghold (Postponed to IA v7)
The reason for postponing the Expanded Druid Stronghold to v7 is that the person who had promised to make a new wilderness area for the expanded stronghold didn't make it in time. He presumably had too many real life occupations to finish the promised work in time. Eighteen months after starting to create it, he finally sent me an incomplete version of the area. He has done most of the work (for which we thank him), but the new area is still incomplete and requires some works to be done before being usable. I can do the rest of the work to complete the area for IA v7.

- The existent Expanded Mage Stronghold will be enriched with several more new quests. The expanded stronghold will be available only to single-class mages; the new quests will be available only to good-aligned Necromancers. The complete list of new quests of the expanded mage stronghold is as follows (those written in italics are the new ones added to v6; those written with small letter are already existent in v5 and are just mentioned here for completion):

- Magical container
- Furnaces may malfunction
- The Mystery of the Jewel Casket
- Treasure in the Ice (Or 'Why is it so cold down here?')
- Does Marvella always say the truth?
- Danger at harbors! (Or 'Is it safe to go to Cromwell anymore?')

- Story of The Old Ones
- My new apprentice and research programs
- Activating an old device
- The Wine and The Sandalwood
- Lavok's postmortem request (or "A second journey to demons' plane")

- Squirreled Away (or "A hard nut to crack"):
A quest which can be found in Waukeen's Promenade, will continue in Umar Hills, and will continue again in the Bridge District in Athkatla. The quest has also an addendum (a side-quest which could have been even listed as a distinct quest). The addendum is intentionally not so easy to find (and i don't intend to spoil the fun of finding it--at least for a while). This quest and its addendum will be available to single class mages, single class druids and single class rangers.

- Extended Twisted Rune (in progress): This is TOB content (postponed to IA v7)

- The Ancient Secret of Suldanesselar (A new big quest available only to Vagrant rangers):

Elhan is very conservative when talking with you about Irenicus and Bodhi. He thinks that their elven background and what they did is probably the most important secret of elven community which should not be discussed with others. Perhaps, he doesn't know that the elven city of Suldanesselar has one other and far more mysterious secret hidden behind its walls.

- How many of the residents of the city know about the mysterious staircase?

- What is that house with no entrance you see inside the city?

- What has happened in that house far long ago and how can one enter that building?

- Do you have the intention and courage to investigate the case and enter one of the most ancient, mysterious and dangerous adventures related to elven community? If yes, then The Ancient Secret of Suldanesselar is exactly what you are looking for.

2- New Tactical challenges:

- Improved Crypt King

- Encounter with the Amnesic Librarian in the library in spellhold.

- Duels with drow mages in the tavern in Ust Natha are slightly improved.

- Improved Beholders.

- Improved Prophecy Verification Challenge (Sahoagin City).

- Improved Challenge for the "Great Druid" title (one on one duel with the "Great Auramaster")

- Improved Bodhi (chapter 6)

- Improved Demon Knights in WK (3rd lvl)

- A new encounter with an entirely new creature type is added to Firkraag's maze (the same dungeon in which you meet Samia).

- Guarded Harpist's House (in Suldanesselar)

- Slightly Improved Rayic Gethras

- Slightly Improved Mae'Var

- Improved Vampires

- Improved Vampiric Mists: Vampiric mists will now have their pnp ability of enveloping targets; additionally, they will also pick their targets much more intelligently.

- Slightly Improved Trolls

- Improved Ruhk Conjurer and Kamikaze Kobolds in Windspear Hills.

- Improved Screaming Statue (in the area leading to the temple of forgotten believers)

3- Other types of new content:

- Another new ranger kit added and assigned to Valygar.

- A new 2nd level druidic spell, Speak with Animals, is added to the game (none of the existent spells is replaced though; it's a new addition to the collection of 2nd level spells).

- Nine more item upgrade recipes added.

- Riskbreaker kit is revised (improved).

- Two new druidic HLA are added to the game.

4- Fixes applied to the vanilla game:

- Garren Windspear and Sir William Reirrac will not attempt to retrieve your paladinhood if you are not actually a fallen paladin.

- Free Action spell and Freedom potions are fixed to grant immunity to stun.

- Root of the Problem and Bone Club's magic levels fixed.

- Enemey mages now use a different version of Improved Inivisibility spell which protects them against spells such as Breach if cast from scrolls.

- Ilbratha is fixed to cast Mirror Image rather than mimicking the effect.

-Cernd's script for when he is not in party is fixed (thanks to LZJ).

- Book of infinite Spells has some bugs in the vanilla game. Fixed it and also replaced its spells with some more useful ones.

- A bug in Grandmaster's Armor +6 is fixed.

- Spirit animals' weapons fixed. The spirit animals summoned by totemic druids had unenchanted weapons in the vanilla game. The enchantment numbers were set on 5 or 6, but the "magical" flags were not set properly. Now, they are fixed so that they are indeed magical but also fixed to have +3 enchantments rather than +5 and +6. The level drain effect of the wolf's attack and the horror effect of the bear's are omitted and the bear's claw is fixed to do crushing damage rather than slashing (to be in harmony with other bears).

- The Ogre Jelly form of Polymorph Self spell had wrong attributes (such as 100% MR instead of 10% which is the correct MR of an ogre Jelly). This and all other similar bugs related to Polymorph self are fixed.

- There is one certain condition under which Nalia "unfairly" gives you 650 gold pieces instead of the usual 10650 gp as the reward of saving the keep. This is fixed. Thanks to leonidas for drawing my attention to this case. (there is also a second condition under which she gives you 650 gp, but that second case is not "unfair" and I didn't touch it.)

- Two of the game's stores still had bad buying and selling prices which would allow earning money by buying and selling items. The exploits are fixed (thanks to leonidas).

- Clerical Holy Symbols' prices reduced to zero (thanks to Clown).

- A few more spells which were not properly flagged as "hostile" spells in the vanilla game are fixed.

- A minor bug in Spirit of the Grove's dialogue file fixed.

- Wizard Slayers' miscast magic ability is fixed to match the kit's description.

- Comet spell is fixed and tweaked. It's fixed not to be bounced by Spell Turning; it will no longer show the false "Stun" Icon either. and it's also fixed not be blocked by SPell Immunity: Invocation. Its throwing effect is also tweaked not to allow saving throw. Its unconsciousness effect's duration is shortened considerably but is also tweaked not to allow saving throw.

- One of the dialogue options with the djinni of "Wish" spell didn't match with the spell the djinni actually granted in the vanilla game. The bug is fixed. Also, the "Breach on enemies" option would make ally summons hostile. This is fixed too. The related dialogue option is also changed to "Breach on everyone in the area except party members" to indicate the fact that the breach will affect allies and neutral creatures in the area as well (though as mentioned above, this particular version of breach won't be considered as a hostile action by allies and neutral creatures and won't make them turn hostile).

- The second level mage spell "Strength" is fixed and tweaked: It's casting range is fixed to match the spell's description and the spell's duration is shortened.

- Staff of The Earth and staff of Air are both fixed to function similar to Staff of Fire in regard to the number of elementals they summon. The elementals summoned by all three staves are slightly improved to behave more intelligently during battles. Moreover, the lesser elementals summoned by the Air and the Fire staves were using the wrong animation/avatar in the original game, which are fixed too.

- Drizzt's level and THAC0 were not matching together in the vanilla game. A compromise has been decided. His level is increased to 18 (from 16) and his base THAC0 is changed to 3 (from zero). As an 18th level ranger, he will also have one use of HLA per day which he will use in Bodhi's lair if you invite him to help you in that battle.

- Some of the Stoneskin scrolls in the game were not usable by daul-class mages. This is fixed.

- Whirlwind and Greater whirlwind are both fixed not to be overridden by "Haste" spell.

- The Spirit Armor spell could stack with itself in the vanilla game resulting in more and more saving throw bonuses. The bug is fixed. The spell is also tweaked to have shorter duration, and the damage it inflicts to the recipient will be applied with no save (thanks to Ymarsakar for drawing my attention to this issue).

- The "Mist, Horror" creature, its natural weapon, and the version of "Chaos" spell it casts had some bugs and inconsistencies in the vanilla game, which are all fixed.

- A cheesy exploit while talking with the Black Dragon fixed.

- An xp exploit in the tanner's hideout blocked and a similar xp exploit in spellhold are both blocked and fixed (thanks to Clown).

- The extra and incorrect +4 bonus to AC in the 4th level spell, Improved Invisibility, is omitted. Being improved invisible automatically applies a -4 penalty to the attacker's "to hit" roll, there was no need to have it as an extra effect in the spell's file. The bug is fixed (thanks to Ymarsakar for drawing my attention to this latter issue and thanks to Clown for performing the relevant tests for me).

- Ice Storm spell's description is fixed and its damage is set according to pnp AD&D. Fire Storm and Meteor Swarm, on the other hand, are fixed to match their BG2 descriptions.

- Demiliches' and Bone Golems' immunity to 9th level spells are fixed to include immunity to 'Dragon's Breath' spell.

- Potion of Magic Protection is fixed to match its description and to set MR at 50% (rather than adding 50% to MR).

- Maheer would take all of your diamonds or Beljuril gems to upgrade
horns of Valhalla if those gems were stacked in one inventory slot. The bug is fixed (thanks to Dago for drawing my attention to this issue).

- Transmuters couldn't learn "Larloch's Minor Drain" and "Vampiric Touch" spells in the vanilla game. The bug is fixed.

- The undead destroying effects of both versions of Runehammer are fixed (in the vanilla game, the undead could roll a saving throw vs. Death "twice" rather than once).

- Wand of the Heavens had wrong power numbers assigned to its efffects and the amount of damage it would inflict was wrong as well. The bugs are fixed (Raven).

- Rings of Elemental Control are fixed. Their bugged charm abilities are omitted and their abilities (which were mostly using wrong effects) are also fixed to cast the relevant spells rather than mimicking the effects. The Ring of Fire Control's bonus to fire damage is also reduced to 25%.

- Some of the options of wish spells had wrong spell power in the vanill game which are all fixed (Raven).

- Warriors summoned by Horns of Valhalla (excpept the improved one from IA) had bugged weapons which are fixed. Their number of attacks are also fixed and now they use Berserker Rage ability and fight a lot more intelligently (raven).

- A bug/exploit in the vanilla game which would allow the player to gain access to Imoen during the dream in spellhold without losing one point of one of his or her attributes is fixed.

- 'Scribe Scrolls' and 'Alchemy' HLAs are all fixed not to turn to a source of infinite gold. The scrolls and potions created by these spells won't have any market value and can't be sold (the same fix is also applied to the 'Create random potions' & 'Create random wands' options of wish spell--see below)

- There was a bug in the vanilla game which would allow fighter/thieves to pick more than one Assassination HLA. Another bug would also prevent the fighter/thief from picking 'Avoid Death' if he had already picked Assassination. Both bugs are fixed.

- All traps are removed from bards' HLA table.

- The constitution bonus in Obsidian Ioun Stone and Malla's Soul Stone are replaced with hp bonus.

- Some bugs in Abyss trials fixed.

- The scripts the player could assign to party members (to be used when the party AI option is 'on') had some bugs which are all fixed. The scripts are also slightly improved (however, despite the improvements and bugfixes, I still do not recommend turning on the party AI; a true tactician should be able to play much more effectively than one can expect to gain from any such scripts).

- In the vanilla game, you could return to the drow city even after exiting underdark (in chapter 6). The bug is fixed. You can return to underdark, but not to the drow city.

- All bugs related to blades' Offensive Spin ability in the vanilla game are completely fixed.

- Death Ward spell's casting time didn't match the spell's description in the vanilla game. The bug is fixed.

- One of the effects in the first level spell, Doom, had a wrong power number. It's fixed.

- Staff of Curing's cure disease effect is fixed to remove the disease icon as well (thanks to geh4th).

- Summoned skeletons and some other undead creatures were not immune to charm in the vanilla game. the bug is fixed (LZJ).

- Wakizashis were usable by druids despite the items' descriptions. The bug is fixed (Raven).

- The first level mage spell, Magic Missile, used to inflict a wrong amount of damage per missile in the vanilla game. It is fixed to match the spell's description (Raven).

- Evasion and Greater Evasion could stack with each other in the vanilla game. The bug is fixed (Raven).

- The names of some scrolls had typos in the vanilla game. They are fixed (Raven).

- The skullcrusher mace had a bug in the vanilla game. Its bonus damage would be applied even to the second weapon the character might wield. The bug is fixed (Raven).

- The Fireshield (Blue) spell had a bug in the vanilla game which would allow it to affect even rakshasas, liches and demi-liches. The bug is fixed (Raven).

- Shield Amulet is fixed to actually cast the spell rather than mimicking the effects. The item is also now usable only by mages.

- Berserker's enrage ability protects against level drain, but the message "x levels drained" would still appear on the screen. The bug is fixed.

- A hidden bug in the vanilla game sometimes causes the exit of the sphere to lead to the Slums rather than the demons' plane. The bug is fixed (Raven).

- Boots of the North displays a wrong icon on the wearers portrait in the vanilla game. The bug is fixed (geh4th).

- Due to a bug of the original game, sometimes Melissan would appear prematurely during the battle with Gromnir and his guards before the battle was completely over. The bug is fixed (Raven).

5- Tweaks applied to the vanilla game:

- Namarra is tweaked to cast Cure Serious Wounds rather than Silence 15' r.

- Staff of the Magi is nerfed and its usability conditions are changed as well (the item is now usable by a more limited subset of mages and can't be used by thieves at all).

- Darksteel Shield's pointless +10% resistance to poison is replaced with +10% resistance to electricity.

- Rangers have a slightly better spell progression table (though still capped at 3rd level spells). Bards, on the other hand, have a slightly nerfed table (capped at 5th level spells). Bard's level progression table is also nerfed. It never made sense to me that in the vanilla game, a high level bard could cast a better Remove Magic spell than a mage with the same amount of xp.

- "The Answerer" long sword and the Harper Pin item are nerfed.

- Vocalize spell will only cure silence (not greater or grave silence though); the spell doesn't grant immunity to silence for any duration.

- The fifth level clerical spell, Magic Resistance, is tweaked. It adds (rather than setting) +5% per three levels MR to the cleric upto 30% at 18th level. But it cannot be cast on any other character or creature than the caster. Multiple uses of the spell won't cumulatively work together either.

- Chaos Shield and Improved Chaos Shield spells are both nerfed: Shorter durations and less Wild surge Bonuses. The improved one had actually a wrong (too long) duration even compared with its vanilla description.

- Cerebus, the creature summoned by the Moon Dog Figurine is tweaked: His spell-like abilities and innate immunities are omitted, but on the other hand, his +1 claw is improved to have +3 enchantment and his number of attacks are increased (from 1) to 3. He has much better morale during the combat as well.

- Joolon, the lion summoned by the Golden Lion Figurine is improved: His +1 claw is changed to +3 and he fights more intelligently.

- Helm of the Rock is tweaked. Resistance to poison is replaced with Ac bonus vs. blunt weapons. The improved helm will cast Horror (rather than mimicking the effects).

- The "Cavalier" kit was one of the kits of the vanilla game which had too many advantages with almost no significant disadvantage. The kit is tweaked and rebalanced by omitting the permanent immunity to fear effects from the list of advantages (immunity to fear effects would unjustifiably make the cavalier immune to evil clerics' turning ability, which was a big edge over other paladins; with this change in IA v6, enemy clerics will attempt to turn cavaliers as well; in the previous versions of the mod, enemy evil clerics would only try to turn a paladin if he was not a cavalier).

- Harp of Discord is tweaked to actually cast 'Confusion' rather than mimicking the effects.

- The "Pick for me" button will choose the best and most useful 1st through 3rd level spells to be used in IA for your sorcerer. This is a cool feature added for the benefit of less experienced players (thanks to Raven for the suggestion).

- The two first level mage spells, 'Armor' and 'shield', are both tweaked to work much similar to each other except for one point: Armor will add additional AC bonus to 'piercing' and 'slashing' weapon types, whereas 'Shield' will grant additional bonus to 'missile' and 'blunt' weapons. 'Shield' will no longer grant immunity to 'Magic Missile' spell.

- Thieve's Hood is tweaked not to grant immunity to backstab.

- Improved Mace of Disruption is Tweaked not to grant immunity to level drain. The item is too easily available in the game to have such a powerful ability.

- The 4th level spell, "Enchanted Weapon" can't be cast more than once a day (24 hours).

- More Sensible Wish spell (Wish spell is rebalanced to work in a more sensible and balanced way):

- Time Stop + Improved Alacrity:

This option will be offered only to those who practice pure arcane arts (= single class mages). To be honest, It was never making sense to cast time stop and then attack the enemy with a sword rather than casting spells. Now, Multi-class mages can't have this option of the wish spell.

- Magical Rest:
(Note: changes applied to this option of the spell are still at testing stage and are open to further modifications and reconsiderations)

This option is also rebalanced to be offered only to single-class mages and work more sinsibly as follows: When you wish "Make it as if the entire party has just rested a full night", your wish will now have a chance to indeed make it as if you have rested, which means there will be a chance for your enchantments and protections to expire (due to resting) and also a chance for new hostile creatures to appear (during the night). The first time you use this option of the wish spell, the chance of negative effects will be zero, but if you repeat choosing this option during the same day, the risk of the side effects will increase seriously.

- Create random potions & random wands:

These two options are fixed not to turn to a source of infinite gold. The potions and wands created by this spell won't have any market value and can't be sold.

- Increase all stats to 25:

Certain cheesy applications of this option of wish spell have been blocked by changing it to increase only Strength, Dexterity and Constitution to 25.

- Time Trap is replaced with a more sensible HLA. The new HLA fits much better with the thief class (it was never making sense that a thief could stop the flow of time mimicking the effect of a most powerful arcane spell).

- Improved Anvil has now its own xpcap-modifier and will not work with any xpcap-remover. This new feature of the mod does not remove the xpcap, but extends it to 12.2 million xp (it was 8 million in the vanilla game).

Notes regarding the xpcap-modifier:

1- This amount of xp (= 12.2 M) is more or less equal with the total xp each party member can gain in the entire game with a party of 6 members. So, players who play the mod with a party of 6 won't even notice that a cap exists (regardlesss of whether they play single-class or multi-class characters). In other words, such players won't notice any change in their characters' level progressions. Even those who play with a party of 5 members will notice the cap late in the game. Playing with a party of 6 is recommended.

2- The new xpcap is still enough for single class characters of all classes (even rangers and paladins) to reach level 40 regardless of the number of party members.
The only single-class characters who can't reach level 40 are the mage and the bard who will stop level progression at level 36; but even such characters won't notice the cap if the game is played with a party of 6 members, because even without the xpcap, there is not more xp to gain in the game.

3- While the new xpcap won't affect single class characters in any remarkable way, it will adequately and sensibly block absurd level progression of multi-class characters in a game with no xpcap and in a party of few members. Actually, the only character type whose level progression will be practically and noticeably affected is a multi-class character who is NOT a member of a full party.

- Chain Contingency spell can't be cast more than once per day (thanks to LZJ for suggesting this tweak/fix).

- Multi-class thieves and Swashbucklers' HLA tables are revised (swashbucklers have now a much more appealing HLA table than before). Also, Fighter/Clerics won't gain the warrior Resist Magic HLA (they have their own Improved Magic Resistance Spell instead).

- Multi-class mages won't have access to Improved Alacrity (Thanks to Raven).

- Revised THAC0 tables: While the nerfed THAC0 tables of the vanilla game are not ideal, the totally unnerfed THAC0 tables of Ease-of-Use are not satisfactory either. Improved Anvil has now its own custom THAC0 tables (something between the nerfed tables of the vanilla game and the unnerfed tables of Ease-of-Use).

- Characters will be able to wear minor and mid-power protection rings and cloaks with each other and together with armors, but the powerful (+3 and better) ones can't be worn simultaneously or with magical armors. The related component of Eas-of-Use which allows unlimited use of such rings and cloaks together and with armors will no longer work with IA.

- Monsters who spawn to interrupt the party's rest no longer carry any treasure nor do they have any xp value. The same tweak is applied to monsters who can respawn infinitely during the game.

- The mage spells Skull Trap, Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Mislead, Cacofiend, Delayed Blast Fireball, Summon Fiend, Power word Blind, Spell Trap and Gate are replaced with new spells. The clerical spells, Glyph of Warding, Gate and Holy Word are replaced with new spells as well.

- Wizard Slayers are no longer allowed to dual-class to mage and thief classes.

- Amulet of Power and Amulet of the Master Harper don't grant immunity to Silence (Amulet of Hades and The Lord of the Underworld still do).

- The clerical HLA, Mass Raise Dead is replaced with a new clerical spell/HLA and is only available to clerics (not druids).

- The third level mage spell, slow, is tweaked not to incur any AC or THAc0 penalties. It just now slows the target.

- Some items in the vanilla game grant small and negligible resistances to elemental damage AND add the icons to the characters portrait as well. During battles the protection icons added by these items can play a negative role, because they prevent the player from noticing that the main protective spells on the character are expired or dispelled. Such misleading icons are mostly removed from those items.

- The Spectral Brand +5 is tweaked not to grant immunity to level drain.

- Dwarves, Halflings and Gnomes won't gain more than +1 racial bonus to their saving throws.

- Learning spells from scrolls won't grant any xp. The xp of disarming traps and picking locks is also modified (lowered).

- Specialist mages won't be able to dual-class.

- Short Swords of Mask (+4 and +5) are fixed and tweaked. Wrong power numbers in their effects are fixed. The +4 sword's chance per hit to entangle the target is reduced to 10%. The +5 sword's ability to level drain is omitted, but its chance to entangle is 15% per hit.

- More realsitic points to start gaining HLAs:
- Single (and dual) class characters start gaining HLAs (approximately) at 3,400,000 xp (not new; it was such in v5 too).
- Double-class characters start gaining HLAs (approximately) at 5,100,000 xp (not new; it was such in v5 too).
- Triple-Class characters start gaining HLAs (approximately) at 6,800,000 xp (this one is new in v6)

- The Negative Plane Protection spell is now working almost similar to its pnp version. In pnp, the spell protects the character only for one single shot. Now, vampires have a chance to dispel the NPP spell with each successful hit. If we wanted to make the spell work exactly similar to pnp, we should have set the dispelling probability at 100%, but we thought that 100% might be overkill and didn't go that far. Vampires used to be a joke in the vanilla game, with this change they are (hopefully) going to be as fearsome as the legends tell us.

- The spell, Melf's Acid Arrow is tweaked to inflict its entire damage instantaneously in one shot. The total amount of damage will be 2d4 + 2/three levels of the caster (capped at 18th level for 2d4 +12)

- The Stonefire and Frostreaver axes are tweaked to have a chance per hit to inflict their elemental damage (rather than 100% chance per hit which they had in the vanilla game). The amount of damage is increased instead. A similar tweak is applied to Flail of Ages (all versions) and Crom Faeyr.

- The cheesy method of hiding the silver blade somewhere in order to go to Cromwell's shop before confronting Kruin is blocked. Cromwell's shop won't be accessible as long as you haven't dealt with Kruin.

- The infinite gold exploits are removed from strongholds.

6- Fixes applied to the mod's content:

- The cosmetic battle between alibakkar and Lurraxol guards in Trademeet pub is fixed and now the alibakkar guard defends himself.

- Some elemental golems in the game had unintended immunity to 'Ray of Fragmentation' spell. The bug is fixed. (Thanks to LZJ). Those who have not installed this fix yet and want to install it right now, can find it here.

- Vigil Knights' scripts had a non-critical bug. It's fixed. (Thanks to Aegor). Those who have not installed this fix yet and want to install it right now, can find it here.

- Sunfire scrolls' descriptions fixed.

- A minor and non-critical bug in custom NPCs farewell dialogues is fixed. Those who have not installed this fix yet and want to install it right now, can find it here.

- There was one certain condition under which Ancient Dragon wouldn't drop one of his items. The item should be dropped if the protagonist qualifies the conditions to use it, but sometimes (not always) he just wouldn't drop it even when he should. The glitch is fixed now. Those who have not installed this fix yet and want to install it right now, can find it here. (Thanks to Clown for reporting the issue)

- There was a specific but rare condition under which an item might disappear from your inventory in Cromwell's shop or in Pocketplane unintendedly. The problem is fixed. Those who have not installed this fix yet and want to install it right now can find it here. (thanks to Vardaman for reporting the possible issue).

7- Improvements and Refinements (as distinct from bugfixes) applied to the mod's content:

- The difficulty of the battle with Shade Lord now varies depending on your xp.

- The battles with various (already) improved enemies are improved further.

- The Drow ambushes in underdark are toned down a bit.

- Some possible cheesy exploit and cheats while fighting with Tarnor and his party in sewers are blocked.

- Some possible cheesy exploits and cheats while fighting with Warden in planar prison are blocked.

- A minor possible exploit in spellhold blocked.

- Three more items are added to the item randomizer program.

- You won't meet monsters who require +4 weapons in spellhold.

- Dragon Lord halberd is changed a bit. It's 10% chance per hit ability to level drain is replaced with 20% chance to inflict additional Acid and Fire damage.

- Firkraag is improved even further.

- Black Dragon is improved a lot further.

- A possible cheat in the battle against Samia's party is blocked (They can't be killed before turning hostile or by casting 'Time Stop' offscreen before the battle has actually begun and while they can't see you).

- Swanmays, Greater Swanmays and Swanmay Queen are tweaked as follows:
- Swanmays and Greater Swanmays will be more different than each other.
- Swanmays and Greater Swanmays' resistances to elemental damage is decreased but their resistance to magic damage is increased a bit.
- Swanmay Queen's resistance to magic damage is increased (her resistance to elemental damage is not changed)
- All types of swanmays will be immune to protective spells which grant resistance to elemental and magic damage (they already have good resistances, but you won't be able to increase their resistances any further by buffing them with such spells).

- Some of the encounters and enemies will grant a bit less xp, but on the other hand, some resources for gaining a bit more money are added.

- High level thieves and assassins will now detect barbarians and will not waste their backstabbing attacks on them.

- Irenicus at Tree of Life is improved even further. Despite the fact that you interrupted his link to the tree, he has already stablished some links and can use the power of the tree against you during the battle. His dialogue is also revised and he will tell you about his connection with the tree.

- Summoned Elemental Princes are slightly improved. Their natural weapons (= claws) have now +4 enchantments and they fight smartly.

- A possible cheesy exploit while fighting with the Master Brain in mind flayers lair in underdark blocked (thanks to LZJ).

- Most of the enemies in the game are now bullet-proof against the timestop-melee cheat.

Revisit this topic frequently.
Shaitan
Can't you improve Neb? He just stands laughing while chopped and yields 3500 xp...
Vardaman
How about improving the Rejiek Hidesman fight in Trademeet? He's supposed to be a mass-murderer but he and his skin dancer companion are basically the weak skeletons from High Hedge in BG1.

Maybe he could drink some potions of Invisibility and try to backstab. Both of them should have more hit points and maybe the Skin Dancer could have a negative energy or stun touch attack.
lroumen
What about a slightly toughened up Circus? I wouldn't make the encounter to difficult though since it's a starters quest for many players, but right now it's still far too easy.

Suggestions:
1. The commoner orcs on Level 1 (AR0604) could be doubled (from 2 to 4).

2. An added Creature on Level 2 (AR0605), something like a Phase Spider... sounds slightly Illusionistic to me and is not too tough for the party. After all, the commoner was polymorphed into a spider too.

3. Kalah in the Circus focuses his spells mainly on Quayle rather than the party and he has so few spells to begin with. It would be nice if he were to put a few minor spells on the party rather than only Quayle. I can think of the following bits.

Now: Kalah (enchanter!!! gnome, level 8) now has: Magic Missile (4), Horror (0), Monster Summoning I (1), Melf's Acid Arrow (2), Larloch's Minor Drain (0), Invisibility (Innate 1). 46HP, Base AC1, 50% resistance to missile damage

Future: Kalah should be an Illusionist gnome, level 8 gives him 5x1, 4x2, 4x3 and 3x4 spells (amount per level) due to being a specialist. Base AC10, No resistance to missiles (I have a better suggestion).
Suggestion for a tougher version:
- level 1: Magic Missile (2), Shield (1), Reflected Image (1), Spook (1)
- level 2: Stinking Cloud (1), Blur (1), Melf's Acid Arrow (2)
- level 3: Flame Arrow (1), Monster Summoning I (1), Slow (1), Protection from Normal missiles (1)
- level 4: Polymorph Other (2), Minor Sequencer (1)
- Innate: Invisibility

- Shield, Blur, Reflected Image (at start, it's a good defense)
- Magic Missile on Quayle (after starting talk)
- Stinking Cloud on the party (after the talk and after pelting 1 magic missile spell at Quayle).
- Slow on the party (some time after Stinking Cloud).
- Minor Sequencer -> Melf's Acid Arrow + Magic Missile (stored and used on party or on Quayle... his focus is still partially on Quayle after all).
- Flame Arrow (on party or on Quayle).
- Polymorph Other (not on Quayle, since he is polymorphed already).

conditional:
- Spook when attacked by melee
- Invisibility when struck by a spell
- Protection from Normal Missiles when hit by a ranged weapon
- Monster summoning after his use of Invisibility or when his shadow fiends are dead


That should toughen him up for low level parties and fix his creature file since it's a bit off. His death Creature file is disturbing btw... totally different again (Enchanter level 8 with the same mage spells but with Priest Spells as well?... strange)
Ryel ril Ers
I like the Kalah's idea, but it is possible that he has some mage scoll like mislead because he has a misterious master who help he create the illusion world.
I suggest mirror image to level 2, and the following scrolls:
1 mislead, 2 mirror image
He must concentrate the thief of the party because he/she the only who can dispel illusions in unlimited amount.

I suggest also not do this battle too hard because if every battle in the game modified, what the players do in the start.
lroumen
Mislead is a bit much though. I would prefer to keep any type of Improved Invisibility out of this battle.
Sikret
QUOTE(Sikret @ Jan 3 2008, 12:36 PM) *
- Encounter with the Amnesic Librarian in the library in spellhold.


This part (which was in progress) is now completed.

I won't send a new post every time I update the initial one; so, keep checking it frequently if you are interested in following the progress.
Vik
I would definately like to see Firkraag, the Red Dragon encounter improved. I thought of something like adding to the fight some challenge. As Firkraag, is old dragon he can have sons . I think adding two sons to the batlle will do great.
One of them is a sorceror and second is Fighter/Mage lvls may vary according to party lvls .
about the fight itself: his two sons will appear then you attack Firkraag and they will fight till near death and run away till they will be ready for revenge and next time they will appear in real forms of a dragon . or something like that biggrin.gif

I thought about it because i found it strange that a party which was searching in the maze were tougher chalenge than Red dragon. wacko.gif biggrin.gif
Sikret
The possibility to encounter Skeleton Grandlords in spellhold (who require +4 weapons to hit) has raised some questions that if a player goes there with a high level party but without any +4 weapons, he may have a very hard time defeating them, because he has to rely on Mordenkainen swords and Greater Swanmays to hit them.

As you can see in the initial post of this thread, I have modified the conditions in the favor of players a bit, but it's still in principle possible to face that problem. I have an idea for solving this problem for good, but I need your opinion on a certain point. I will write my proposal first and will ask my question afterwards:

The proposal:

I can make a new version of Skeleton Grandlord creature for spellhold. This new version will be identical with the main Skeleton Grandlord with one single exception: It can be hit by +3 weapons.

The question:

Do you think that the inconsistency of having some Skeleton Grandlords who are not immune to +3 weapons is a problem or not? I ask this, because I'm not going to make all Skeleton Grandlords vulnerable to +3 weapons. These creatures are used in other places as well and I need them to be immune to +3 weapons in general. The only problem is spellhold and the solution which occurred to me was to make a new and weaker version of the creature (with the same name) for spellhold. However, one may argue that this is an inconsistency: Skelton Grandlords are either immune to +3 weapons or they are not. It should not vary depending on where you meet them. Do you have the same impression or do you think it's not a problem to have two versions of the creature one of which is immune to +3 weapons whereas the second version is not?

Feedback and comments will be most appreciated.

Edited for typos
luan
I personally don't really have a problem with it.
It's like summoning a Pit Fiend or a Balor. I wouldn't imagine every Pit Fiend/Balor in the hells or abyss to be exact clones of each other. Some are simply more powerful than others. Just as not every bhaalspawn is alike.
Sikret
Thanks, luan!

Another possible solution is to make an entirely new type of skeleton creature, stronger than Skeleton Lord, but weaker than Skeleton Grandlord. What do you think?

However, I have to admit that I can't find a good name for such a creature at this moment. Skeleton Cavalier or Skeleton Chevalier both did occur to me, but they have implications of "good" alignment, or am I wrong here?

Skeleton Knight is probably a valid choice, but I doubt that "knight" properly implies to be stronger than "lord".
luan
Well, you can simply make the ones in Spellhold "Skeleton Grandlords" and make the even more power varients "Skeleton Kings"!
Sikret
QUOTE(luan @ Jan 27 2008, 01:34 PM) *
Well, you can simply make the ones in Spellhold "Skeleton Grandlords" and make the even more power varients "Skeleton Kings"!


If I decide to go for the solution to make a new creature with a new title, I prefer it to have a title between Lord and Grandlord (the title, "Skeleton Grandlord" is too good to be confined only to those you meet in spellhold, IMO).

I'm not sure if any of these titles will be suitable:

- Skeleton Knight
- Skeleton Overlord
- Skeleton Champion

The point is that the new title should properly indicate to be higher than Lord but below Grandlord. This requirement makes it difficult, I guess.
Baronius
How about Skeleton Warlord?

Warlord can be considered as the main vizier of an army or local army, but in our case, it could just mean it's a very powerful Lord. So it's a Lord, but beyond that, it's more powerful than an average Skeleton Lord.
Raven
QUOTE(Baronius @ Jan 27 2008, 03:10 PM) *
How about Skeleton Warlord?

Warlord can be considered as the main vizier of an army or local army, but in our case, it could just mean it's a very powerful Lord. So it's a Lord, but beyond that, it's more powerful than an average Skeleton Lord.


I think that Warlord is a good suggestion.

But IMO it would be best if there was some distinction between the new intermediate Lord and the Grandlord beyond the vulnerability to +3 weapons, for instance that their stats/resistances were slightly different.
Sikret
QUOTE(Baronius @ Jan 27 2008, 03:10 PM) *
How about Skeleton Warlord?


This is an excellent suggestion, Baronius! Thank you.

QUOTE(Raven @ Jan 27 2008, 08:33 PM) *
But IMO it would be best if there was some distinction between the new intermediate Lord and the Grandlord beyond the vulnerability to +3 weapons, for instance that their stats/resistances were slightly different.


I agree.
Gorwath
I have a suggestion based on the encounters where various skeletons are concerned.
I think that there shouldn't be alot of Skeleton Grandlords on one spot. I mean they are the best of the best and they must have a lot of minions around them but for example encountering 4 Skeleton Grandlords on one spot seems a little out of place.

I would like it if there is some sort of Skeleton War party which contains lets say:
1 Grandlord(Commander, chief whatever you want)
2-Warlords (the lieutenants of the Grandlord)
3 Lords
6 Warriors

I just think that this should be a basic encounter for people who encounter the Grandlord for the first time since they don't have to fend of multiple guys and get frustrated.

I think you could tone those encounters down when encountering the first Warlord or Lord.
You can even enhance this war party with a lich and maybe 2 Grandlords but that can be discussed.
The question is if those skeletons should still be a difficult encounter even at high levels

cheer
Gorwath
Raven
QUOTE(Gorwath @ Jan 28 2008, 08:32 PM) *
I would like it if there is some sort of Skeleton War party which contains lets say:
1 Grandlord(Commander, chief whatever you want)
2-Warlords (the lieutenants of the Grandlord)
3 Lords
6 Warriors


I think this is a good idea. However there is the difficulty that all these enemies look identical; there are four different types of Skeleton in your example and I imagine it could be a pain to keep track of what's what, so to speak.
luan
Good point. Effects could be added around them, such as the rotating green orbs on Yagashura, or even a fireshield red/blue, globe of blades, etc.
Gorwath
QUOTE(Raven @ Jan 28 2008, 10:29 PM) *
I think this is a good idea. However there is the difficulty that all these enemies look identical; there are four different types of Skeleton in your example and I imagine it could be a pain to keep track of what's what, so to speak.


I don't know if thats possible but maybe one could change the colors of the skins of the basic Skeleton warrior so that they all have different colored torsos or sth like that.

Or just like luan said, add some specific buff to them
Shadan
I would like to suggest several things in Spellhold-Brynnlaw-sahuagins for 5.1 or 6.0:

1. Those murderers after Irenicus fled in Spellhold should be a bit more hard. Like rune assasins for example.
2. Fight with pirate lord when you leave Spellhold is a joke. He and his goons die from 1 hit. Maybe they could be more hard, since pirates in the dock is a good and decent fight, and I cannot imagine how can be pirate lord so weak.
3. Challenge in sahuagin city should be improved. First only protagonist should be allowed to fight, since he is the chosen one from the prophecies. (Similar to Faldorn's duel.) He should fight unbuffed agaisnt harder enemy than an ettin. Maybe enemy could depend on protaginst's class. Warriors should get warrior type enemy, mages mage type, divine casters divine type, rogue-bard-monk rogue type.
4. In king-prince conflict as a good character I always sided with prince earlier. He is more sympathetic to me. So I would be happy if the King would be improved in similar way than the Prince. And maybe both would be improved if you want to kill both.
Sikret
QUOTE(shadan @ Jan 30 2008, 01:03 PM) *
3. Challenge in sahuagin city should be improved. First only protagonist should be allowed to fight, since he is the chosen one from the prophecies. (Similar to Faldorn's duel.) He should fight unbuffed agaisnt harder enemy than an ettin. Maybe enemy could depend on protaginst's class. Warriors should get warrior type enemy, mages mage type, divine casters divine type, rogue-bard-monk rogue type.


This is an excellent idea. I will give some priority to implementing it (out of the regular queue of players' suggestions).

QUOTE
4. In king-prince conflict as a good character I always sided with prince earlier. He is more sympathetic to me. So I would be happy if the King would be improved in similar way than the Prince. And maybe both would be improved if you want to kill both.


The only time I sided with the Prince and returned to kill the king, he said that he didn't expect me to betray him. The way he said that sentence impressed me and I never repeated that again. smile.gif

Siding with the king is also more rewarding than siding with the prince (even if you are not as sensitive to the king's way of talking after being betrayed as I was smile.gif ).
Sikret
QUOTE(Vik @ Jan 21 2008, 11:13 PM) *
I would definately like to see Firkraag, the Red Dragon encounter improved. I thought of something like adding to the fight some challenge. As Firkraag, is old dragon he can have sons . I think adding two sons to the batlle will do great.
One of them is a sorceror and second is Fighter/Mage lvls may vary according to party lvls .
about the fight itself: his two sons will appear then you attack Firkraag and they will fight till near death and run away till they will be ready for revenge and next time they will appear in real forms of a dragon . or something like that biggrin.gif


This is a good suggestion too.

Especially since, Vik was the first player who reported to me his success to find the 48-sided Garnet, he has the right to have my gift to implement his suggestion with priority.

Conster already has Skeleton Lords at his side; so why shouldn't Firkraag have Skeleton Warlords? wink.gif

The idea of two sons who will return for revenge later on (probably in TOB) is also a nice idea.

But... won't Firkraag (with these new minions) become almost as challenging as the Ancient Dragon (or something close to that)?!
Shadan
QUOTE
The only time I sided with the Prince and returned to kill the king, he said that he didn't expect me to betray him. The way he said that sentence impressed me and I never repeated that again.


Hmm, I haven't noticed this. But that high priest says you are the chosen one from the prophecies. King is insane, sahuagins are dying and the sane Prince is their only hope. As a good character I don't want to risk when a whole race can dissipate cause of my mistake. Even if they are not "good" race. smile.gif So I usually want to fulfill prophecies. I think I will skip this now, since I want to see improved Prince. wink.gif
Ryel ril Ers
Suggested fix:
Change the amnish legoinary-s armor to plate mail instead the full plate! If somebody use the low reputation discount part of ease of use and you travel throug athakala's districts you encounter some legionary + enforcer group and after every too group you earn 18k gold from the full plates. The centurion wear full plate but the legionary don't, so if somebody play with evil only earn this money after every 10. encounter.
Raven
How is the Answerer being nerfed?
Sikret
QUOTE(Raven @ Jan 31 2008, 08:36 PM) *
How is the Answerer being nerfed?


The Answerer is tweaked: It's MR decreasing effect is omitted, its AC lowering effect will be applied but with 10% chance per hit; however, it's also changed to bypass the target's magic resistance.
Arkain
QUOTE(Sikret @ Jan 30 2008, 10:40 AM) *
[...]

But... won't Firkraag (with these new minions) become almost as challenging as the Ancient Dragon (or something close to that)?!


Hum... I'm not sure about that but isn't Firkraag a great wyrm or wyrm? If so I don't see the problem - dragons that old are supposed to be very powerful.
Sikret
In your dialogue with the Ancient Dragon (who is a great wyrm) you can ask about Firkraag as well. Firkraag is presumably much younger than Ancient Dragon. The latter calls himself "The great wyrm", but refers to firkraag as a weak dragon. Ancient Dragon's scales are different and are marked as the Great Wyrm's (Cromwell and Cespenar will only accept the Ancient Dragon's scales in order to forge the Great wyrm's armor).

However, as an afterthought, I believe that adding a few minions to Firkraag can hadly make him as diffuclt as the Ancient Dragon. The main point is that regardless of their minions, the Ancient one is personally much tougher than Firkraag (even his breath is different).

So, Vik's suggestion is a good one.
Vardaman
QUOTE(Sikret)
- Rangers have a slightly better spell progression table (though still capped at 3rd level spells). Bards, on the other hand, have a slightly nerfed table (capped at 5th level spells).


Now bards don't even get a few castings of PFMW or Imp. Haste? sad.gif
Sikret
QUOTE(Vardaman @ Feb 1 2008, 02:53 AM) *
QUOTE(Sikret)
- Rangers have a slightly better spell progression table (though still capped at 3rd level spells). Bards, on the other hand, have a slightly nerfed table (capped at 5th level spells).


Now bards don't even get a few castings of PFMW or Imp. Haste? sad.gif


Yes, casting 6th level spells is a big jump, IMO. Even single class mages gain 6th level spells with much delay compared to 5th level spells. They already cast four spells in each spell level (1st through 5th) when they gain their first 6th level spell.

A bard is supposed to know only a little bit of anything, not more. The un-nerfed (pnp) Bard spell progression table is laughable. It even allows bards to cast 8th level spells!
Gorwath
I read in one topic that you (Sikret) intended to introduce some sort of Monster Manual to the game that would give hints how to defeat the new monsters and their tactics. Yet I don't see anything of that mentioned in your report.
Did you abandon that idea because it is too spoilerish or did you just foret to write it down?

Gorwath
Arkain
Mhm... you might want to rethink the nerfed bard spell progression, maybe?
I think with spells "only" up to level 5 bards will be much less useful than they are now. While it's debatable whether a "jack of all trades" should be able to cast spells of all but the highest spell levels it's not that unlikely, on the other hand. As the bard grows more experienced he does just that - he gets more experience in everything. This includes magic. So he might very well, after some time, reach the point where he makes that huge "jump" and understands the higher grades. A slowed spell progression might be wiser. It would keep the bard more useful and would allow more variety in terms of party composition - or let's say that at least I would prefer a F/M over the "new" bard anyday.
But then again it might be interesting to use a bard not as a F/M substitute and "quick" arcane tank, but as something more specialised, as he couldn't "tank" away with lots of PfMW memorised etc.. This could make the role of the bard more interesting, as other spells are to be used then, making him into some sort of debuff specialist with annoying features like, say, throwing emotion spells and the like around and staying at the back, using his "I can do almost anything to some degree" to fit into the role just needed - maybe using scrolls. Have to think about that again.

As for Firkraag and the Ancient Wyrm: well, the Ancient Wyrm is your creation. You might as well change the dialog. But then you're right, since minions won't make Firkraag himself tougher, only the battle.
Sikret
QUOTE(Gorwath @ Feb 1 2008, 03:52 AM) *
I read in one topic that you (Sikret) intended to introduce some sort of Monster Manual to the game that would give hints how to defeat the new monsters and their tactics. Yet I don't see anything of that mentioned in your report.
Did you abandon that idea because it is too spoilerish or did you just foret to write it down?


Yes, that idea was abandoned long ago. The tactical expert should find each enemy type's characteristics during the battles (not by reading them somewhere).

The suggested idea was to add pages of the manual in different locations in the game so that the player could find them gradually and make the whole completed manual only after having all of the pages. It was not even discussed whether each single page should have been readable or not. However, the entire manual would have been an item (like a book) whose content could have been read in Shadow Keeper. Consequently, it would just turn to be an unintended help to cheaters.

Even if we assume that noone would cheat to read the book in Shadow Keeper, I still believe that the idea was not a good one (for the reason I explained at the beginning of this post).
Sikret
QUOTE(Arkain @ Feb 1 2008, 04:21 AM) *
As the bard grows more experienced he does just that - he gets more experience in everything. This includes magic.


Well, this is what the mage does as well. He doesn't cast high level spells when he is inexperienced or low level. He gradually gains experience and gains higher level spells.

There must be a "meaningful" difference between a mage and a Bard in this respect. The bard's spell progression should be capped at a reasonable point.
Clown
The bard changes upset me, having played a bard through IA several times Irealise that they are a very powerful class, however no more so than several others, vagrant, F/M, R/C, Sorc for example. However it might be justifiable to nerf them a little, whilst certainly not neccesary, this change is too great. The removal of all higher level spells from bards will make them a very unattractive prospect for an IA party especiallly in late game when higher level spells are required for any spell casting class to be effective. Perhaps capping at lvl 7 and removing the plus two spells per level from the bards armour would result in a more reasonable number of spells but leave the bard a playable class.
Shadan
QUOTE
- Rangers have a slightly better spell progression table (though still capped at 3rd level spells). Bards, on the other hand, have a slightly nerfed table (capped at 5th level spells).
Well, I have to agree with others regarding bards. If you do this change, bards will be useless class in IA. To tell the truth low level spells means nothing in high level encounters... Mislead's removing is big strike for bards, cause of Mislead+impr. bard song. if you do this change, I am sure none of the players won't play bard in IA. Yes, lvl 8 spells are a bit too high for bards, I agree with this. But at least lvl 7 should stay for them. I would leave the bard armor as it is, just I would make a spell progression for them a little slower.
Otherwise, I can great better spell progression for the rangers, but in this case you should do same for paladins. The 2 casts are similar in this aspect. Also if their spells won't be better, it is pointless to add more spells for them. As for rangers, Armor of Faith and CLW is good as level 1 spells, but at level 2 there is no good choice. Only Resist Fire/Cold can come into consideration, but due to ranger's low caster level, it is a very short buff, so I usually chose wizard version of these spells, or druid/cleric cast them. As level 3 spells, currently I use only the Zone of Sweet Air...
So may vote:
bards max. lvl 7 spells, slower spell progression
rangers/paladins a bit faster spell progression, a bit better spells.

QUOTE
- The fifth level clerical spell, Magic Resistance, is tweaked. It adds (rather than set) +5% per three levels MR to the cleric upto 30% at 18th level. But it cannot be cast on any other character or creature than the caster. Multiple uses of the spell won't cumulatively work together either.


I see you want to do clerics better, especially caster ones. I agree with this. It is a shame however, if I cast Shield of Archon (highest level spell from a cleric) but enemies can still dispel me with Breach or Dispel Magic without Shield is removed. So I would vote to make Shield of Archon better. It could stop Breach and Dispel, and it could be removed only with lvl 7+ wizard removing spells (Ruby, Piece Shield, Khelben's Whip, Spellstrike).

QUOTE
- Chaos Shield and Improved Chaos Shield spells are both nerfed: Shorter durations and less Wild surge Bonuses. The improved one had actually a wrong (too long) duration even compared with its vanilla description.


What is the reason for this? You said wild mage is not recommended for IA cause of his wild surges in important battles and cause of money loss. If you nerf these spells, wild mage will be absolutly unplayable cast in IA.
Sikret
QUOTE(Clown @ Feb 1 2008, 12:28 PM) *
Perhaps capping at lvl 7 and removing the plus two spells per level from the bards armour would result in a more reasonable number of spells but leave the bard a playable class.


The bard spell progression is capped at 6th level spells in the vanilla game. Having it capped at 7th level spells can't be called "nerfing", it would actually be "improving"!

It's the un-nerfed Bard spell progression table from Ease-of-Use which improves the table to let them cast 8th level spells. Unfortunately, it's part of the general un-nerfing component of Eas-of_use. Its other features are fine and even recommended.

I believe the best spell level for the bards being capped at is 5th level spells for the reason I explained before: The 6th level spells have the biggest distance/gap xpwise even for single class mages. If bards are supposed to stop somewhere, the most reasonable level is to be capped at 5th level.

As for the armor, I will keep its bonus daily spells but will remove its aura cleansing and casting speed bonus.

@shadan

QUOTE
What is the reason for this? You said wild mage is not recommended for IA cause of his wild surges in important battles and cause of money loss.


Yes, and I want to help those nasty wild surges to happen more frequently. wink.gif

Let's not to allow cheesy players to win a hard battle with the wild mage's overpoweredness or by pure chaotic chance (rather than thinking and calculating).

Fortunately, in IA, the wild mage is not as overpowered as it was in the vanilla game (even without these recent changes to the Chaos Shield spells), but it's still unreasonably more powerful than other mages. Hence, I thought of applying those new changes to those spells.
Shadan
Personally I don't care with wild mage nerf, since it is a kit only. Wild mages can sleep with other unused kit. smile.gif
But you should cast a vote about bards and lvl 5 spell cap. How many ppl would play a bard or even consider it if they are capped at lvl 5? Maybe I am wrong, but with this you put a whole class, not only a single kit, to the graveyard. sad.gif I surely will use anykind of fighter-mage dual or multi in the future instead of bard.
Clown
Oops, been playing with the un-nerfed component so long forgot it was a mod. However as for the bard changes as a whole, though they could certainly be justified in a vanilla game in IA they are far too draconian and as shadan has said will consign another class to the graveyard. This is not a positive or helpful change and simply reduces the variety of ways the mod can be played which are already to some extent limited. As it is now there is no class with the possible exception of the Vagrant which is over powered in IA and as a result none need to be nerfed from a balance perspective, the only thing that nerfing a class especially to this extent will do is dissuade players from using it leading more and more to the same cookie cutter IA party being the only one which is valid, something that will only harm the mod as a whole.

Vardaman
QUOTE(Clown @ Feb 1 2008, 10:02 AM) *
Oops, been playing with the un-nerfed component so long forgot it was a mod. However as for the bard changes as a whole, though they could certainly be justified in a vanilla game in IA they are far too draconian and as shadan has said will consign another class to the graveyard. This is not a positive or helpful change and simply reduces the variety of ways the mod can be played which are already to some extent limited. As it is now there is no class with the possible exception of the Vagrant which is over powered in IA and as a result none need to be nerfed from a balance perspective, the only thing that nerfing a class especially to this extent will do is dissuade players from using it leading more and more to the same cookie cutter IA party being the only one which is valid, something that will only harm the mod as a whole.


I agree with this too.

I can see taking away 8th level spells but not 6th or even 7th. I'd just delay their spell progression.
Baronius
It requires very much arcane knowledge to be able to work with high-level spells. Mages study very much, and they still need much experience to gain access to powerful spells. I agree that it's strange that a bard can use such spells while he will never be as proficient and skilled in the ways of arcane magic as a wizard.
The weakness of bards due to this restriction can still be compensated in some other way. Bards aren't wizards.
Sikret
QUOTE(Clown @ Feb 1 2008, 08:32 PM) *
As it is now there is no class with the possible exception of the Vagrant which is over powered in IA and as a result none need to be nerfed from a balance perspective,


You didn't get it correctly. The reason behind the recent changes was not that I believed that bards were overpowered. The rason was that it just didn't make sense to have a bard casting 6th level spells. Sixth level is a distinguished spell level even in wizards' spell progression table. It has the maximum distance with the previous level. It takes too long even for a single class mage to have accessto 6th level spells. If Bards are supposedto stop somewhere, 5th level is the rational choice.

QUOTE

the only thing that nerfing a class especially to this extent will do is dissuade players from using it leading more and more to the same cookie cutter IA party being the only one which is valid, something that will only harm the mod as a whole.


1- To which "extent"?

I have to remind you (and Vardaman) again that bards didn't cast 7th and 8th level spells even in the vanilla game. All I have done is to deprive them from casting one spell level. It's not a radical and dramatic change in the way you are trying to show it.

2- There is already a good and valid variety of different party compositions to play IA. There is no "same cookie cutter party" for IA.

lroumen
I never found it odd that bards could cast level 6 spells. They can in pnp. If you replace Mislead then I see no qualms with Bards casting level 6 spells. Enemy mages strip protective enchantments all the time.
Ryel ril Ers
Sikret:

If the bards lost their ability to cast level 6 spell than they will be the weakest class of all. They lose their tenser transformation and their prot from magic weapons. They are jack-of-all-trade like the swiss-army-knife fighter/mage/thief. I think these two class have equal power. The f/m/t get the highter level spell earlier and they have more spell a bit, and the bards have hight caster level what not as relevant than in the 4.2. The best spells typical bard's spells get cap (skull trap, sunfire) only the dispel and the remove magic is good. The bards get HLA earlier but the f/m/t get better HLA-s and they are good thiefs.
The mages always have one or two level highter casting ability than the bards and the bards always starts with one spell and their cp is only 4 or 5 per level (i don't remember) so they have small amount and lower level spells than the mages.

This one spell level loss very dramatic and send the bards and Haer'Dalis to the graveyard. They lose some key spell like contigency, pfmw and tenser. So their tanking and fighting ability lowered dramatically. They are poor casters and poor thiefs and after this change they will be poor fighters and tanks, so they lost their only advantage.

This is a tactical mod so logical or not the bards must able to use cast level 6 spells.
Sikret
QUOTE(Ryel ril Ers @ Feb 4 2008, 03:11 AM) *
If the bards lost their ability to cast level 6 spell than they will be the weakest class of all.


Naturally yes. Bards are weak in combat as per their design. If you see a bard as powerful as an F/M in combat you should wonder that something is wrong, not the other way round.

I'm sure that the bad un-nerfed spell progression table (from Ease-of-Use) has created the illusion that bards should be as good as F/Ms in combat in players' minds and I intend to dispel this illusion.

QUOTE
They lose their tenser transformation and their prot from magic weapons. They are jack-of-all-trade like the swiss-army-knife fighter/mage/thief. I think these two class have equal power.


They are much different. An f/m/t IS a mage; a bard is not. The f/m/t progresses too slowly and when he gains access to a certain spell level, it is his right (because he is a mage). The bard progresses fast exactly because he is jack-of-all trades which means he knows just little bit about anything and is not supposed to be proficient in any of those trades. If you like to play bards, you should like them for what they are and should be able to play them efficiently in that way (not for and by mistaking them with F/Ms).

As I explianed before (this is going to become repetitive), either bards should stop somewhere (= at some spell level) or they shouldn't. If they shouldn't, then we should let them learn even 9th level spells (which is absurd); but if they should stop somewhere, 5th level is the rational choice for reasons I have explianed before.

This will be my last post about bards.
Sikret
Vik's suggestion to improve Firkraag even further and shadan's suggestion to improve the challenge in Sahoagin City are both implemented smile.gif . See the initial post in this thread.
Shadan
Last word about bards:
Jack of all trades? How? They cannot fight really (1 star in weapons), they can only do pick pocket (no trap, lock, illusion, backstab etc.), and now they can't really cast also. What else, their HLA's are crap compared to warriors or mages due to recent changes (many items are not good for UAI, Mislead is out so their Impr. Bard Song is less effective). Formerly bards were very weak in early game, but good class in medium and highend game. Now they stay weak at start and they are weak in highend game also. Pointless class, I am sure I will never play bard in IA anymore after this, because in IA there is no room for who can't do anything. I think they could get at least something bonus to compensate their nerf. For example their song can be in effect while they are fighting (stop when they cast). This would be a very small bonus after they losing high level spell and Mislead+song combo.
Ryel ril Ers
shadan said he never play with bards anymore adter that change. I said never play the new IA anymore after that change. I remain with the version 5.

I think the level 6 is correct limit their abilities and they only cast 3 spell in the high and. I have a f/m/t and a bard in my party and the bard is laughable caster against the f/m/t with the same xp. They are nothing with the pure mages. If you limit the bards casting ability than limit the paladins and the rangers too. They are real fighters not hybrid like the bards, why can they able to cast level 4/3 divine spells?

I don't understand why do you close some good possibility if you already closed the cheasier things (mislead). You said it is logical but that think nonlogical that the best summoned creature in the game is summoned by a fighter class (vagrant).

Please leave the bards in this state. They are well-balanced and interesting class. They weakest arcane casters in the game. Lots of players like them. Make a poll at least, please.


EDIT:
An alternative solution to weak the bards but leave the usability. The bards are mostly illusioners and enchanters a bit diviners so add them restricted schools. I suggest the necromancy, conjuration and evocation. They can use little variety spells, and some good spells where their high casting level godd missed (skull trap, magic missile, flame arrow etc.). I think they will be usable but they loss their power.


I agree the wild mage restriction. I suggest to delete this kit and add a new mage kit. The wild mage not a tactical class this is a funny class but in tactical reason they are risky. To new mage kit i suggest some exotic power (example highter casting level or faster spell casting or special spell or better fighting capacity) but less spell (not get the +1 specialist spell).
I think funny idea to add a mage class who can alter self to combat machine, change their shape and possible to use them as decent caster and decent fighter.
Sikret
The discussion about bards is over, but since you mentioned a few points about rangers and paladins, I have to reply.

QUOTE(Ryel ril Ers @ Feb 4 2008, 04:25 PM) *
If you limit the bards casting ability than limit the paladins and the rangers too.


They are already limited.

QUOTE
They are real fighters not hybrid like the bards, why can they able to cast level 4/3 divine spells?
Rangers and paladins are warriors, but not fighters. And bards still cast 5th level spells (while they don't).

QUOTE
You said it is logical but that think nonlogical that the best summoned creature in the game is summoned by a fighter class (vagrant).


Vagrant is not a fighter kit; it's a ranger kit. In its description it is explained how they have become true friends with swanmays.

If you think that swanmays are overpowered, it may (or may not) be true, but it's a different question. You should send your comments about swanmays in the relevant topic in the forum. In v4.2, swanmays were much weaker than in v5, but many players requested me to improve them. I can't keep everyone happy.
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