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I believe these item restrictions have been fixed later, cause I remember reading something about that.
Yes, those were fixed.
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SPWII41 was the culprit, but apparently it is working for example in Improved Anvil-Master instead of my old version, so nevermind !
Yes, that was a long time ago. I believe the II issue was one of the first fixed after release of EE.
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-A vampire called Vampire had the string Panic after Dorn's aura of despair despite (obviously) not getting actually scared.
He's probably missing a specific protection from that particular string. Application of these effects is not centralised so things get forgotten, the more there are of them. I'll try to find and fix it for consistency's sake.
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-Flaming fists from Rasaad is dispellable but the icon doesn't wear off if dispelled, although the actual effects are dispelled. It doesn't seem to be something that should be dispelled if we compare it to other "innate-physical-fighter-type" abilities in the mod.
I do not really remember what are the flaming fists you're talking about but I'll check this ability.
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Mazzy's strength, invoke courage and righteous magic abilities are dispellable as well (and maybe shouldn't).
IIRC, these were indended to be dispellable but maybe they shoulnd't be. There's too much undispellable stuff in IA and this is something I don't really like.
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-Guardian of the ring tried remove magic on Rasaad's undispellable innate IH. It is quite likely that many IA dispellers including mages and purge magic users would likewise recognize a monk's IH and waste their efforts on that. Riskbreakers have a real innate improved haste (which is dispellable; understandably for balance purposes) and the monks have some flavour ability flurry of blows that is in terms of gameplay an improved haste. Don't know how you want to deal with that, but minimally monsters probably shouldn't recognize the monk's ability as a real IH if it's undispellable.
I'll check it out, thanks. This should be fixed either in the ability itself or in the AI.
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I don't think I will be continuing that run unfortunately. I would still like to say : Based on that incomplete archer run and countless tests/experiments in other runs, to me it certainly wouldn't seem exaggerated to go with a relatively universal fix for missile weapons in IA.
Something to take into account beforehand : missile weapons ARE usable and (quite) useful in many fights early on and mid game. Alas, many opponents are absolutely impervious to them and their usability late game is abysmal.
I've had drafts of possible changes to the mechanics of missile weapons for some time now, we even discussed this internally in our workroom. It's hard to find a solution that works while trying to minimize potential for abuse that was fought against in IA for a long time. But I'm not a fan of using complicated mechanics to police the player's behavior that's why I haven't done anything about this for a long time.
Of course, there's a radical approach to just stop caring about it, bring back the missile weapons in their original form, applying resistance to missiles only based on the enemy's resistance to piercing weapons, and then try to bring something new as a way to enrich the playing experience.
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The idea I had would be to implement some kind of : new missile resistance = 1-((1-n)/2) where n is the slashing/piercing/crushing resistance if they are equal to each other. For example, a monster with 60 resistance to slashing, piercing and crushing would acquire a 80% missile resistance instead of 100%; monsters that are seemingly designed with weapons in mind, for example gem golems, ultra golems, would still remain immune to missile.
Yes, this is something that would re-configure the missile resistance in a very basic and very doable manner.
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The reasoning behind this change would be to make some players happy and feel less obligated by IA to play a certain way and according to my experiences, taking into account the monster strengths, regeneration, sustainability, pressure to damage them quickly, impossibility to leave most fights, specific vs missile AC bonuses to many opponents, it wouldn't unbalance the game. The main idea of making most monsters totally invulnerable to missiles was to avoid cheesy uses of missiles, but with such a ruleset and the formidable challenge posed by many IA monsters, I highly doubt this kind of vulnerability would allow for drastically easy encounter solving. Remember that even with equal resistance to all types of physical damage, melee weapons will almost always do (a lot) more damage, so this difference increases further if the missile resistance is better than the 3 others.
It would not be possible to take down the rakshasha prince with enough +4 missile attacks and enough tacho and attacks per round. In a realistic scenario, you could see for example an archer reliably damaging the prince non-stop, but this amount of damage would only partially work out the regeneration of the prince, being far from enough to completely cancel it.
Anyway, just an idea !
Thanks for sharing. This might be something that I'll try to do in the future once I'm done with the current changes.
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Another thing I wanted to talk about is I recently finished a bg1-sod-bg2-tob walkthrough. The protagonist was a necromancer and I was able to play the entire saga without any kind of inconsistency whatsoever. Sensible stuff such as being a necromancer was properly checked. I did get one inconsistency, but it isn't IA related I think : I found 2 helms of balduran in its usual container. Other than that, everything behaved flawlessly. The 500K experience on party definitly wasn't game breaking at all. It did make the early game easier, but overall the run felt quite legit and satisfying. I decided to test improved spellhold since I had that xp boost. Party was able to defeat everything theoritically doable before spellhold, including mage stronghold up to the old one battle, twisted rune, firkraag, alhoon, umar, kangaxx, slaver hq, WK3, post firkraag adventures, etc. The only exclusion was orcus. This type of run was harder and more satisfying than the usual 2 350 000 spellhold ones, imo. Jon Irenicus in harder spellhold is really hard because he summons a TON of golems and party only had 4 800 000 xp, which meant very few HLAS to get rid of the golems.
It is strange that you didn't find any inconsistencies at all, maybe you just haven't noticed them. In any case, I've addressed the issue of character import in the recently published 6.5. There shouldn't be anything missing out if you import a character from the previous part of the saga (this only matters for Necromancer right now, I guess).
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Berseker-9 ->thief : Use any item is currently "broken", but I think you are aware of that. Even though it is "broken" and that character can use very interesting combinations of items, I didn't feel like this character was breaking my game. As a matter of fact, he was among the weakest of my arguably powerful party.
Yes, this was made possible because I've removed many constraining checks from the global scripts. I'm not sure how UAI works against restricting item to specific character via a new EE engine opcode 319, whether it overrides it or not. And, of course, I've never addressed the issue of disabling the buttons. I'm glad to hear that it was fun for you to play it. I don't really care much about sustaining any effort to make UAI useless, but if I were to work on the thief kits more consistently and if something like this were to happen in the future, I'd probably remove UAI at all. It's just too much of a wild card to balance against.
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Jaheira : Was a very powerful early game character. Her clan hunter was insanely helpful and remained pretty strong for the entire game. In mid game and certainly late game, I observed that her lack of spell casting alacrity combined with her reliance on over-preparation to become a fighting juggernaut made her a second class character, although still very strong overall. What I mean is that ultimately in the game you want somoene either ready to do great in physical combat with minimal prepration, or somoene capable of doing a lot in a little time in terms of spellcasting. There were many times where she faded away with a dispel/purge/script dispel and had trouble having great impact on the battle.
Yes, I realize this might be the case. Unfortunately, as it stands now, the mechanics of late-game IA rely very heavily upon enemies having a lot of lasting power via powerful resistances and scripted abilities which the party might overcome only with the use of more powerful class options that have access to similarly powerful melee/casting abilities. I have consiously avoided adding similarly overpowered abilities to the avenger kit or to Mazzy's kit. But I realize that it might be an unbalanced approach if the other side of the problem isn't addressed properly as well. With all that being said, maybe it makes sense to give the avenger kit possibility to use spell sequencers/triggers as a way to counteract certain scripted behaviors.
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1) The vagrant is totally legitimate as far as IA bg2 goes, even for stuff as sensible as the IAMVAGRANT variable, vagrant-specific items, specific quests, etc. This is great as maybe one day we could have the possibility of playing the IA party for the entire saga, see how they fared on the swoard coast before becoming strong heroes
Yes, it is fairly easy to overcome the issue of importing a character if you're aware about these hidden application of scripting states. I've removed these crutches in 6.5, however, they are completely pointless. The whole saga would be cool to play, indeed, I've toyed with this idea for many years. But this would be a very long term project as long as I enjoy spending some of my free time to work on IA.
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2) The icewind dale spells from SCS in bg1 ee and sod can be exported without risk in a bg2 improved anvil game. The game will simply consider these spells do not exist as the program is missing the ressources and it will gracefully avoid their existence. They were all removed from spellbooks in a seemingly totally bugless way and the characters seem flawless.
Yes, the EE engine has made many of these things much more sensible. There might still be some internal issues but this is very unlikely.
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So that's it, nice to see you guys are still working on IA ! Good luck and have a nice summer !
Likewise. Hopefully, then next time you're around you'll be able to play the real v7 version.
EDIT: just as a follow up, I've fixed Flaming Fists and the vampire called Vampire locally. The guardian of the ring did not react to IH specifically, but I'm still thinking on whether the ability should be undispellable. I've also found some minor discrepancies in how Flurry of Blows and Diamond Body are set up, will fix those for the next version as well.