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The Black Wyrm's Lair - Forums > Released mods - Baldur's Gate II > Improved Anvil
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pekkae
As mentioned in the other thread, I think Aerie should be a Shaman. She's a healer after all and the C/M is a little bit pointless (feel free to disagree).

- no change in stats, she's quite fine as she is
- no more might of avariel
- give her an armour (studded leather of Thorns looks like a fine template and it's so late in the game no-one uses that).

AC 3,
-6 vs missiles
+25% resistance to fire & acid
+2 spells per level (IA standard smile.gif)
+armour gives her one use of divine intervention

or something like that. Can be forged with aegar's hide & elven stones, 2 scroll of memory boosting and 100.000gp or so?
critto
Thanks for the suggestions. It is already nerfed for v7.

As for Aerie, I have considered it but it is not a priority at the moment.
pekkae
QUOTE(critto @ Dec 18 2023, 02:45 PM) *
As for Aerie, I have considered it but it is not a priority at the moment.


Allright. I think I'll try this on my own game & post a few notes of it!
pekkae
QUOTE(critto @ Dec 18 2023, 02:45 PM) *
Thanks for the suggestions. It is already nerfed for v7.


Can I get the nerfed cloak somehow? Or can you send me the description of the nerfed one?

(I'll try to simulate it in my game, if I can't get the proper one)
critto
I think only the amount of charges got lowered. Pretty easy to adjust with NI.
CODE
Atonement involves making reparations, paying a price. The Cloak of Atonement takes this requirement literally. In exchange for protection and safety, it will leech the health of its wearer to power itself.

STATISTICS:

Charge abilities (10 charges):
– On use, this cloak can reduce the wearer's Constitution score by one point for the next 8 hours in order to perform one of the following functions:
  30% chance to cast Armor of Faith
  25% chance to cast Chant
  20% chance to cast Chaotic Commands
  15% chance to cast Death Ward
  10% chance to cast Shield of the Archons

Weight: 3
pekkae
Allright. Cheers!
pekkae
Item Suggestions

Since we werel toying with wooden horse necklace / amulet of seldarine at EDE. Could we get "an amulet of end times", that would combine the 10 (or so) existing amulets that one might have? Tried to figure out an item that would be powerful, but that it would not be mod-breaking.

So:

Sensate Amulet
Amulet of Seldarine
Wooden Horse Necklace
Periapt of life proctection
Amulet of Spell Warding
Necklace of form stability
Amulet of Whispers
Starfall ore
Manual of elaboration
Amulet of protection +1
2 Scrolls of Wish
5 Scroll of limited wish
2 potions of absorption
Demogorgon's Tooth (a drop from the guy on the floor when he passes?)
200.000GP

Improved Wooden Horse Necklace

AC +1
Saves +2
Hit points +10
Charisma +2
Magic Resistance +10%
Magic damage resistance +10%
Resistance to electricity +25%
Protection from evil
Bless
Immunity to silence (regular silence) (I know this is pointless, so maybe immunity to all forms of silence?)

pekkae
A few additional ideas.

I dislike the mundane micromanagement things. So in order to maximize flow (and minimize micromanagement)

1. Make numerous existing items attachadble to rings of protection +2. Especially since many will now include a thief (Sibel) in their parties, I think previously it was a custom to play without traps & locks.

- Ring of danger sense
- Ring of lock picks
- Gauntlets of pickpocketing
- Mercykiller ring

Or improve ring of burglary to include all of those properties + it gives out +2 ac + saves. The end results is the same, without swapping rings. Alternatively, ring of lock picks & ring of danger sense could be made as potions, that are consumable by thieves.

2. Could you include improved versions of reaching ring / ring of acuity, that can be cobbled together with ring of protection +2. This also minimizes micromanagement while the end results is the same.

So:

Reaching ring
Ring of protection +2
30.000GP

=>

Additional 5th, 6th & 7th level spell slots
+2 AC
+2 Saves
critto
There's already a minor todo list item to review outdated item upgrades including the thief items, perhaps it will be done in not-so-distant future.
kilorew
Is it possible on IATweaks to perhaps have the option to ease the restrictions for protagonist requirement based forging's

Just realised I won't be able to do the JD fight on recent Druid run.
critto
Sure, I'll consider it.
psychlopes
I second that suggestion
Judgement day fight is a favorite of mine ( also the sword itself)
SparrowJacek
Just for your information, I've started a new run with many new changes that will be introduced in IATweaks. Many aspects are implemented and require testing, but I'll also introduce many more as I'll progress with the run. That's why it will take much more time, but hopefully will allow me to test as many aspects as I can.

Teasing some of the changes, here's the party chosen for this run:
Beastmaster protagonist
Assassin
Priest of Tempus
F/I
Edwin
Free slot for NPCs, then probably Minsc the Berserker
pekkae
QUOTE(SparrowJacek @ Aug 5 2024, 10:23 PM) *
Just for your information, I've started a new run with many new changes that will be introduced in IATweaks. Many aspects are implemented and require testing, but I'll also introduce many more as I'll progress with the run. That's why it will take much more time, but hopefully will allow me to test as many aspects as I can.

Teasing some of the changes, here's the party chosen for this run:
Beastmaster protagonist
Assassin
Priest of Tempus
F/I
Edwin
Free slot for NPCs, then probably Minsc the Berserker


!!!!!!

So next version of cleric rebalancing (yes please!) with thief rebalancing (!!!) and new improved beastmaster?!?
SparrowJacek
I don't want to say too much, especially since I might have to remove some elements if they turn out to be too buggy, but I have a few surprises prepared. As for the full Thief Rebalance, it would require much more time to implement and test, but I hope that for now at least Assassins will jump a few ranks from F to C or higher smile.gif
kilorew
Sounds awesome, might hold off on making a new run.

Roughly when can one expect these changes to be fully implemented ?
SparrowJacek
QUOTE
Roughly when can one expect these changes to be fully implemented ?

Hard to say, as it will be closely related to the number of new ideas I'll come up with during my playthrough. Right now I'm almost at the end of the starting dungeon, so there's still 95% of content ahead of me.
pekkae
I know you said "I don't want to say too much,", but still one question.

Is the 6.6. Sword & Shield - style making a comeback?

It's one of my favorite tweaks smile.gif & superbly useful
SparrowJacek
QUOTE
Is the 6.6. Sword & Shield - style making a comeback?

Sure smile.gif I've always wanted to do something about dual wield superiority and I'm glad that I was able to at least partially achieve that with such a simple change.
pekkae
QUOTE(SparrowJacek @ Aug 7 2024, 05:56 PM) *
QUOTE
Is the 6.6. Sword & Shield - style making a comeback?

Sure smile.gif I've always wanted to do something about dual wield superiority and I'm glad that I was able to at least partially achieve that with such a simple change.


Allright! that's great! It's a super simple way to give dual wielding proper competition & will add a variety of strategies in numerous encounters. thumb.gif
¨
SparrowJacek
Just a small update that my changes take a lot of time, because I'm also reworking some stuff for enemies, like teaching them to use new/changed abilities and spells. Yesterday I learned to respect Clerics, when the Priest of Cyric from Slaver Ship brutalized some members of my +-10th level party.
pekkae
QUOTE(SparrowJacek @ Aug 28 2024, 04:37 PM) *
Just a small update that my changes take a lot of time, because I'm also reworking some stuff for enemies, like teaching them to use new/changed abilities and spells. Yesterday I learned to respect Clerics, when the Priest of Cyric from Slaver Ship brutalized some members of my +-10th level party.


Hey!

How is this run going? Any updates?
SparrowJacek
Hey!

My playthrough is slowly but steadily moving forward. I really want it to go faster but each time I think that most changes are done, I encounter new stuff that I want to add or rework. I hope that you'll find that prolonged wait rewarding. Right now I have 66 new(or reused from v6.6_BETA) graphics for spells and items, 150 new .spl files (not counting those that are already in game but got reworked), over 2500 lines of Weidu code for Cleric Rebalance, over 2200 for Thief Rebalance and those are just 2 (though definitely the largest) components. smile.gif

Here are 3 new icons to back up my words.
pekkae
QUOTE(SparrowJacek @ Sep 18 2024, 12:00 AM) *
Hey!

My playthrough is slowly but steadily moving forward. I really want it to go faster but each time I think that most changes are done, I encounter new stuff that I want to add or rework. I hope that you'll find that prolonged wait rewarding. Right now I have 66 new(or reused from v6.6_BETA) graphics for spells and items, 150 new .spl files (not counting those that are already in game but got reworked), over 2500 lines of Weidu code for Cleric Rebalance, over 2200 for Thief Rebalance and those are just 2 (though definitely the largest) components. smile.gif

Here are 3 new icons to back up my words.


Thanks for the reply!

Allright, It looks amazing, again! biggrin.gif

I still need to finish my 7.0 run, but I might be able to get a few fights in within the next few weeks.
SparrowJacek
To incentivise players to use potions more, they will now be harder to dispel, the weakest potions will be treated as level 10 and the most powerful potions as level 20 (and Barb Essences as the ultimate potion will still be undispellable). Some enemies will use potions more and a few enemies will even drink them as their prebuff, since players can do that too.
pekkae
QUOTE(SparrowJacek @ Dec 2 2024, 05:08 PM) *
To incentivise players to use potions more, they will now be harder to dispel, the weakest potions will be treated as level 10 and the most powerful potions as level 20 (and Barb Essences as the ultimate potion will still be undispellable). Some enemies will use potions more and a few enemies will even drink them as their prebuff, since players can do that too.


Great!

I'd also vote for adding a few potions of power throughout the game, now there's only like 5 or so!
SparrowJacek
QUOTE
I'd also vote for adding a few potions of power throughout the game, now there's only like 5 or so!

I'll write it down, thanks for pointing this out smile.gif

Ok, another thing that is more of a cosmetic change which bothered me for too long:
- scrolls and wands won't be usable on invisible creatures
- scrolls won't be usable when silenced (the scroll will still be used, but nothing will happen, sadly there's no other way to implement that)
- improved forms of Silence won't disable most buttons, so you'll still be able to use potions, wands etc
DequNew
Potion of Power and Potion of Heroism, there are one issue with potion effect "Thac0 80%/90% of current base", they do not work correctly on low Thac0 value (near 0) no effect and when use when negative Thac0, they actually make it worse (increase).
To have effects working correctly, need to drink potions on while have high Thac0 first then do the buffing.

I suggest to change effect to decrease Thac0 value by fixed 2.
pekkae
I just use them to temporaily increase HP, if/when in dire need.

That bonus thac0 would be a nice bonus though!
SparrowJacek
Hahh, good to know that this is really how it works! Yeah, I think that +1 thac0 for potion of heroism and +2 for potion of power should be OK.
pekkae
QUOTE(SparrowJacek @ Dec 5 2024, 05:07 PM) *
QUOTE
I'd also vote for adding a few potions of power throughout the game, now there's only like 5 or so!

I'll write it down, thanks for pointing this out smile.gif

Ok, another thing that is more of a cosmetic change which bothered me for too long:
- scrolls and wands won't be usable on invisible creatures
- scrolls won't be usable when silenced (the scroll will still be used, but nothing will happen, sadly there's no other way to implement that)
- improved forms of Silence won't disable most buttons, so you'll still be able to use potions, wands etc


Well, no-one seems to be using those potions of power (and/or potions of heroism) and they make a little bit of a difference. One nice thing would be to add possibility for cromwell/cespenar to create imrpoved potions of power / heroism, with a cost (20-40k gold?) that gives some additional benefits (non-dispellable).

I've always wondered why the improved silenced characters most of the time removes anything in quick items slots. So that looks like nice development!
SparrowJacek
QUOTE
Well, no-one seems to be using those potions of power (and/or potions of heroism) and they make a little bit of a difference. One nice thing would be to add possibility for cromwell/cespenar to create imrpoved potions of power / heroism, with a cost (20-40k gold?) that gives some additional benefits (non-dispellable).
I'm still shying away from implementing any new recipes for forging, but I'll probably need to look at that to introduce new Thief items. Some kind of improved potion might be an interesting idea to explore.

QUOTE
I've always wondered why the improved silenced characters most of the time removes anything in quick items slots. So that looks like nice development!

Well, item slot blocking was the easiest way to prevent players from using scrolls and spell-like abilities when under the effects of Improved Silence, so I guess that was the main idea and probably the only one that could be implemented in non-EE games. Now that IA has moved to EE, we have much more freedom in what we can do.
pekkae
QUOTE
I'm still shying away from implementing any new recipes for forging, but I'll probably need to look at that to introduce new Thief items. Some kind of improved potion might be an interesting idea to explore.
Cool. Well, if that part is already in the works that should be a nice addition!

QUOTE
Well, item slot blocking was the easiest way to prevent players from using scrolls and spell-like abilities when under the effects of Improved Silence, so I guess that was the main idea and probably the only one that could be implemented in non-EE games. Now that IA has moved to EE, we have much more freedom in what we can do.


Alright! I think this is great development! Even though I'll still probably take Necro on my next run, so not that much worries on being silenced biggrin.gif
lappen
now that have werewolves an stuff improved... is it hard to implement a balanced shapeshifter druid class ? perhaps like in SCS mod or a mix of both ?
SparrowJacek
QUOTE
now that have werewolves an stuff improved... is it hard to implement a balanced shapeshifter druid class ? perhaps like in SCS mod or a mix of both ?

Maybe we'll address that kit at some later point, but for now there are no plans to rework it, at least I don't focus on it. We had some really cool ideas, but Shapeshifter is another melee oriented Druid, so a lot of effort would have to be spent to make it unique, balanced and above all - not boring.

But we're writing in "Suggestions for the coming release" topic, so if you have some vision for how you'd like to see the kit changed, I encourage you to share it smile.gif
pekkae
A few alternate ideas for potions; (concepts only)

Potion of Hearoic Power
potion of power
potion of heroism
barbaran essence
25.000gp

+30% hp's
+2 Thac0
lasts 2 turns
non-dispellable
--

Improved oil of resurgence

10x Oil of resurgence
10x potions of regeneration
75.000gp

regeneration 18hp/rd
permanency scroll
lasts 2 turns
non-dispellable
--

True potion of fire resistance
10x potion of fire resistance
10x oil of resurgence
100.000gp

+10% fire resistance per rd
manual of elaboration
non-dispellable
lasts for 2 turns
--

Potion of godly strength
2x potion of storm giant strength
2x potion of cload giant strength
2x potion of fire gian strength
1x scroll of bless
50.000gp

+1 str
bless
lasts for 2 turns
non-dispellable
DequNew
First dungeon second part lesser elemental golems (air, fire, earth). Right now I need +2 weapon to hit them and only such weapon is 2handed sword +2 (genie quest). Spells/many summons do work vs them. For solo this dungeon and some char classes cannot use 2handed sword. So I suggest to lower enchantment level to hit them for +1 and make each type distict weakness. There are +1 weapons on each damage types. Crushing (+1 Hammer and Staff +1), Piercing (+1dagger), Slashing +1 (Long Sword and +1 Bastard Sword). Not sure what the current resistances ares but my suggestions: Every dmg type work but with 60% res, then weaknesses: Air 30% Slashing, Fire 30% Piercing, Earth 30% Crushing. Or some other % resistance values. And just for consistency of elemental type resistances, follow the same type of resistances for higher level elementals (just increased values). Could be that higher level elementals already have some designed resistance, havent checked that.
pekkae
do you have enchanted weapon the 4th level wizard spell? you can create +3 weapons with that. alternatively Shaman's spirit weapon creates weapons +3 and then there's the 2nd level divine spell that creates hammer +2 (IIRC).
DequNew
QUOTE(pekkae @ Dec 6 2024, 04:11 PM) *
do you have enchanted weapon the 4th level wizard spell? you can create +3 weapons with that. alternatively Shaman's spirit weapon creates weapons +3 and then there's the 2nd level divine spell that creates hammer +2 (IIRC).

Ye all those will work. 1 scroll of enchanted weapon would be nice reward for first part of dungeon (for Gambion)
SparrowJacek
Thank you for pointing that out. I hope this issue will be addressed in the next version of IA (I'm working on IATweaks patch right now, so I mostly introduce changes, not fixes that should be present in the original mod). Both options - lowering enchantment level required to hit and giving a scroll of Enchant Weapon - are good, though the first one is probably a bit safer, as players might just scribe the scroll immediately and we don't want them to reload old saves.
critto
The enchantment requirement fix is on the todo list already, so will be fixed eventually.
SparrowJacek
QUOTE
Hey SparrowJacek!

How is it going with the Cleric (Thief) rebalancing version?

I'm not trying to push or anything, just thought I'd ask. cool.gif

I'll answer here, as this topic is more suited to talk about new versions of IA and IATweaks.

I'm afraid that you won't be satisfied with my answer. I prepared a few spells that worked differently from anything present in the game and was very happy with them until I figured out WHY there are no such things in vanilla BG. Turned out that when you save the game some data is lost, mostly that regarding source and target of some spells and effects. This destroyed my concepts for some changes and discouraged me heavily and I didn't work on my playthrough or the changes for some time. Now I'm slowly coming back and even found a workaround that should enable me to put those above mentioned mechanics into the game, though with a few drawbacks.

But I don't want to leave you with only negative thoughts. The number of changes when I'm finished will be really huge and should open up many new possibilities for party compositions. Although I track my changes under some more structured subcomponents, I think when I'm ready to release, players will be able to install 2 main components, since most of those small ones are heavily dependant on each other.
1. Base component - this will involve a lot of new stuff and some changes that should enhance your playthrough, improve things that are weak, potentially tone down stuff that is too broken in some places, but all/most general strategies for enemies should work as previously.
2. Controversial component - this one will make changes to some basic aspects of IA. I hope it will enhance the playthrough even further, but since it is more focused on applying changes to already existing stuff, players might not like it, so they'll have a choice to skip it entirely.

I have both components installed in my playthrough and I'm slowly starting to feel the difference, but since I'm still before Spellhold, I don't have too much to say.
What I can say though is that Priest of Tempus is very helpful, at least in early stages of the game with his completely reworked Chaos of Battle and synergizes well with my Assassin. The Assassin still needs a bit more exp to be useful, but she feels like a real assassin and successfully uses Hide in Shadows and stealth attacks to deal considerable amounts of damage. smile.gif
pekkae
Alright - thanks for the reply! smile.gif

Well, this sounds really good as well! I don't have the possibility for another run in the near future but I'm tinkering a little bit whenever I have a chance (so once a week for a little bit) at the moment.

But, can I help with anything?
DequNew
Suggestion to make Sword and Shield Style bit more useful, top of current bonuses to add: 1 * point = 1AC bonus, 2 * points = 2AC bonus. Would make for designated AC tanks worth to invest this style.
pekkae
QUOTE(DequNew @ Dec 6 2024, 09:38 PM) *
Suggestion to make Sword and Shield Style bit more useful, top of current bonuses to add: 1 * point = 1AC bonus, 2 * points = 2AC bonus. Would make for designated AC tanks worth to invest this style.


I think this is a really good suggestion! biggrin.gif

(Dequ, this was like this at 6.6 beta - and has been requested exactly like this after 7.0 came out )
SparrowJacek
Yes, new version of IATweaks will have S&S style bonuses from v6.6, so each * in this style will add 1AC base and additionally 1AC vs ranged. 2h weapon style will also be slightly improved and single weapon style will be dramatically improved and works very well for my Assassin.

I have a program that shows me in-game stats of creatures, so while playing I also check things like enemy proficiencies. There are many enemies that now have points invested in S&S, and that additional AC is noticeable smile.gif
DequNew
I will add here all ideas that comes to mind when playing, here is another for early game:

Fallorain's Revenge
Glasses of identification (from Slums thieves shop)
3 Scrolls of Free Action
Fallorain´s Plate +1 (From Suna Seni Encounter)
X amount of gold

Armor Class: 2 (-1 vs slashing)
Detect Invisibility ability once a day
Free Action permanent

Having effect on armor, means no item swapping mid Combat. Armor description mentions that Fallorain lost this armor and life in the Battle of Spider Swamps. So armor would work as anti spider armor to reclaim the revenge behind the graves.
DequNew
New weapon idea for clerics:

Staff Mace of Curing +3
Main ingredients:
Staff Mace +2
Staff of Curing
Scroll of Enchanted Weapon
Permanency Scroll
15,000 gp

Effects:
+2 Armor Class
Special: Heals 3d6+3 Hit Points of cures disease and poison

Staff Mace of Curing +4
Main ingredients:
//Might need some harder to get cleric related item, I have not enough experience of game to suggest anything here.
Staff Mace of Curing +3
Honorary Ring of Sune
3 Scrolls of Blessing
Scroll of Enchanted Weapon
Permanency Scroll
50,000 gp

Effects:
Thaco +4
Damage +4
+2 Armor Class
Special: Heals 3d6+3 Hit Points of cures disease and poison
Grants Blessing when weapon in hand
+1 Extra Divine Spells on levels 1-4
+1 Level of turning undeads
DequNew
I suggest to add more Potion of Extra Healing for Temples. Right now when checked temples in city, found only 2 potions in Slums temple.
These are very important for party that cannot AC/skins/mirror image tank.

Temples have around 10-20 all other healing potions. So 10 should be fine and price to follow similar cost/hp what regular healing potions do so around 9 Gold/1 Hp, it means 242 Gold per potion. And in terms of round effeciency it provide more than regular healing potions so +20% price due to that, it makes 292 Gold/Potion.
SparrowJacek
Hmm, if temples don't have those potions then it's a good idea to provide them, who should sell those potions if not temples after all?

I see that Roger the Fence has 10 of those potions if you need and some vendors (eg. Roger and Mrs Cragmoon) have potions of invulnerability, which work wonders for Riskbreakers.
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