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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
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