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The Black Wyrm's Lair - Forums > Released mods - Baldur's Gate II > Improved Anvil
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DequNew
Suggest to add Delryn family shield missing Acic Resistance:

"
Abilities:
AC Bonus: +5, +8 vs. missiles
Resistance to Acid, Fire and Cold: + 40%
Resistance to missile damage: +50%
Immunity to Charm, Confusion, Domination and Hold Person
Magic Resistance: +10%

"
pekkae
Hey!

Any new development / updates / spoliers rolleyes.gif ?

HTRT
It is a pretty big ask, but two things I would love to see one day:

1) Helper monsters summoned during the span of a fight should not yield xp or treasure: for certain players I think it is a dilemma whether to milk monsters like elemental golems or not. The former feels cheap but very rewarding and the latter feels more realistic but leaves, at least for me, a feeling of missing out on something. I would rather see more monsters or encounters in general, as potentially brought by point 2.

2) A fine tuning of encounters based on well-defined paths. The mod already does a pretty good job at that, but I think it could be improved in that regard. There could be 3 main paths considered for SOA:
-Party does very minimal pre-spellhold content, beats Bodhi and leaves almost right away (~level 12)
-Party tries to be as close as possible to the Spellhold xp cap to prevent triggering Improved Spellhold (~level 15)
-Party does everything possible before Spellhold (~level 20 if I remember properly)

The first path for example could lead to a much improved Tor'Gal fight in chapter 6.

From the TOB standpoint, two main paths could be considered:
-Watcher's Keep was done entirely in SOA
-Watcher's Keep was left untouched in SOA and kept for later in TOB

Aside from that, I am currently playing a V7 run and I must say the new content is very very neat, especially the druid stronghold. Congratulations and thank you !!!

SparrowJacek
QUOTE
Suggest to add Delryn family shield missing Acic Resistance:
Interesting, nobody found that issue for years smile.gif

QUOTE
Any new development / updates / spoliers rolleyes.gif ?

Here's a spoiler: Anomen's shield will be more useful in some fights, even if we won't change it in any way.

The progress is very slow, but I hope that both Rock+Garock fight and the final Seals in WK will be much more demanding and fun for players to beat. Currently I'm starting ToB and for that portion of the game I have exactly 3 fights that I want to redesign, but there will be some small changes here and there too. After that I'll have to do a major clean up of the files and documents and finally prepare at least a semi-useful readme, because the number of changes is quite high.

QUOTE
1) Helper monsters summoned during the span of a fight should not yield xp or treasure: for certain players I think it is a dilemma whether to milk monsters like elemental golems or not. The former feels cheap but very rewarding and the latter feels more realistic but leaves, at least for me, a feeling of missing out on something. I would rather see more monsters or encounters in general, as potentially brought by point 2.
That issue is already addressed for (Greater) Elemental Golems in Controversial Changes component, I wonder how it'll be received. I have a similar concept in mind for Spiders and especially Spider Queen, but it won't be present in the upcoming release. In general I don't like 0-exp powerful enemies and would like to avoid that if possible.

QUOTE
2) A fine tuning of encounters based on well-defined paths. The mod already does a pretty good job at that, but I think it could be improved in that regard. There could be 3 main paths considered for SOA:
-Party does very minimal pre-spellhold content, beats Bodhi and leaves almost right away (~level 12)
-Party tries to be as close as possible to the Spellhold xp cap to prevent triggering Improved Spellhold (~level 15)
-Party does everything possible before Spellhold (~level 20 if I remember properly)

The first path for example could lead to a much improved Tor'Gal fight in chapter 6.

From the TOB standpoint, two main paths could be considered:
-Watcher's Keep was done entirely in SOA
-Watcher's Keep was left untouched in SOA and kept for later in TOB

The idea is great, it would open up many interesting possibilies for playthroughs and potential tactical challenges without designing them from scratch. It would definitely take a lot of time, but the work on such changes could be done in small steps, whenever someone has enough time and motivation to do that smile.gif
pekkae
QUOTE(SparrowJacek @ Jan 17 2026, 12:13 AM) *
QUOTE
1) Helper monsters summoned during the span of a fight should not yield xp or treasure: for certain players I think it is a dilemma whether to milk monsters like elemental golems or not. The former feels cheap but very rewarding and the latter feels more realistic but leaves, at least for me, a feeling of missing out on something. I would rather see more monsters or encounters in general, as potentially brought by point 2.
That issue is already addressed for (Greater) Elemental Golems in Controversial Changes component, I wonder how it'll be received. I have a similar concept in mind for Spiders and especially Spider Queen, but it won't be present in the upcoming release. In general I don't like 0-exp powerful enemies and would like to avoid that if possible.


My very strong feeling is that "this is the way".

While "milking" strategy gives one comprehensive superpowers; it comes with quite the high cost.

In addition, I think it's quite conflicted, that the "most powetful party" isn't one that can actually finish off the enemies the fastest, but one with amazing endurance.
HTRT
QUOTE(pekkae @ Jan 18 2026, 10:53 AM) *
QUOTE(SparrowJacek @ Jan 17 2026, 12:13 AM) *
QUOTE
1) Helper monsters summoned during the span of a fight should not yield xp or treasure: for certain players I think it is a dilemma whether to milk monsters like elemental golems or not. The former feels cheap but very rewarding and the latter feels more realistic but leaves, at least for me, a feeling of missing out on something. I would rather see more monsters or encounters in general, as potentially brought by point 2.
That issue is already addressed for (Greater) Elemental Golems in Controversial Changes component, I wonder how it'll be received. I have a similar concept in mind for Spiders and especially Spider Queen, but it won't be present in the upcoming release. In general I don't like 0-exp powerful enemies and would like to avoid that if possible.


My very strong feeling is that "this is the way".

While "milking" strategy gives one comprehensive superpowers; it comes with quite the high cost.

In addition, I think it's quite conflicted, that the "most powetful party" isn't one that can actually finish off the enemies the fastest, but one with amazing endurance.


It definitely is the way, I just don't think it was ever intended to be so tongue.gif
SparrowJacek
Hey! I have a question to you guys, how would you rate the difficulty of the fights against the children of Bhaal in ToB? Are any of them really difficult?
lxgxnd9
At that stage of the game and by extension how strong your party would be comparatively none of them are really difficult at all.

Especially Balthazar, despite being the last of them he is by far the easiest

HTRT
QUOTE(SparrowJacek @ Jan 22 2026, 08:03 PM) *
Hey! I have a question to you guys, how would you rate the difficulty of the fights against the children of Bhaal in ToB? Are any of them really difficult?


I think in ToB in general:

Too easy:
Ilasera
Saradush
Gromnir
North Forest
Marching mountains
Berenn
Forest of Mir the Temple
Amkethran
Sendai
Draconis
Abazigal
Balthazar (purely vanilla)

Ok:
Yaga-Shura
Oasis
Epic Divine Encounter

I have not yet played the new improved Melissan or any ToB Sibel content
SparrowJacek
QUOTE
Especially Balthazar, despite being the last of them he is by far the easiest
He is supposed to be the strongest out of The Five, however even in non-modded game he was nothitng special. Some kind of a rebalance of this fight was on my mind ever since I joined the team working on Improved Anvil... I hope to one day sit and rework the fight so that it really shows that Balthazar is the one closest to Ascending, but it won't happen in the upcoming patch.

QUOTE
none of them are really difficult at all.

QUOTE
Too easy:
Ilasera
Saradush
Gromnir
North Forest
Marching mountains
Berenn
Forest of Mir the Temple
Amkethran
Sendai
Draconis
Abazigal
Balthazar (purely vanilla)

I knew that ToB was significantly easier, but tthat list caught me off-guard... Okay, that's actually good, I won't have to restrain myself, when working on those fight in the future.
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