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bob_veng

Member Since 03 Mar 2016
Offline Last Active Yesterday, 09:30 AM

Posts I've Made

In Topic: Arcane Specialties (new mage-sorcerer-bard mod project)

Yesterday, 08:59 AM

that's a really good cantrip

In Topic: SCS v32 and the difficulty slider

07 November 2018 - 01:35 PM

SoA tries so hard to get the player out of the "boring level zone", according to the original developers who apparently saw no specific appeal to levels 6 through ~10 because they wanted to showcase their implementation of the fancy 2e spell system which only gets really intricate on higher levels.

 

in order to accomplish this, the game "force levels" you on many occasions, such as the gratuitously high rewards at the start of the game, when you exit the dungeon, complete the circus quest etc. also the massive XP reward when you pay gaelan. there are several such examples i can't remember right now. 

 

as it turns out the "boring level zone" isn't boring at all. this has only been understood by modders and subsequent developers who created interesting mid-level content. also people have learned from IWD which did well in mid-level game flow and encounter design.

 

SoD has been developed as a sort of integration of all of this experience and nerdy affinity for balanced AD&D gameplay into a mid-level module that takes it to the max, really squeezing the last drop of challenge, and original AD&D epicness that is associated with this level range, which had previously been seen as "high", not "mid". it's like a thesis on "why levels 6-10 are NOT boring". I think it borrows a lot from IWD too.

 

so when you complete SoD and import into SoA, that makes you fight goblins while wanting to get you out of the level range you've already left, things make no sense whatsoever, and the flow and dynamics of getting XP gets really bad... that's why i think a lot of SoA quest XP rewards need to be a lot lower. The most problematic ones are when you exit Irenicus' dungeon, the reward from the circus quest, when you pay gaelan bayle and a few other distinct examples i can't remember right now. all of that "force leveling" needs to go away, and some of that brawny and tactical IWD feel needs to come into play in early portions of BG2.

 

all of this goes for EET as well, because the difference between a 500k import and ~650k (with no cap) is pretty small, while the difference between 500k and 161k is big. 


In Topic: Progress

30 October 2018 - 09:11 AM

IWD2 was within the scope from (almost?) the beginning, so when you see IWD-in-EET you shouldn't automatically presume "IWD1-in-EET". it's not possible to cut out IWD2 now, i think that can reliably be said.


In Topic: SCS v32 and the difficulty slider

23 October 2018 - 05:19 AM

Yeah, extra numbers were quite good.

 

However SoD areas were seemingly designed to have enough space to handle larger numbers of creatures.

 

Narrow corridors in BG1, and, also some relatively cramped interiors in BG2, can't really handle more. I'd limit more creatures only to those encounters that happen in sufficiently large spaces, and where it makes sense for to spawn continuously.

 

for example, ankhegs and umber hulks can spawn continuously in various places because they emerge from underground. 

the encounter with the army in ToB (the oasis) can have large groups of enemies spawning continuously

 

i remember one example where it's strange how few enemies there are: the green caves in durlag's tower lvl 4


In Topic: Stacking Bonuses from Launchers and Ammo

01 October 2018 - 03:09 PM

oh sorry, i've been playing iwd2 a little lately and got it all mixed up...

 

- - - 

another idea: 

how about including the additive mechanic but reducing launchers +2 to +1, +3 to +2, +4 also to +2, and +5 to +3?

 

so that launcher +3 and ammo +3 would have an ench. level of maximum +6?

 

or

launchers +4 to +3, and +5 to +4, but remove projectiles +3

 

or

a combination of those two so that a maximum of +3 launcher and a maximum of +2 projectile would make for a max ench lvl +5 which seems the most appropriate to me

 

 

@jarno

 

...

So yeah, in my mind, the arrows should set the damage, while the bows say how accurate they are and they can give a small damage via class. So for example all composite long bows could give +1, but their enhantment doesn't give damage bonus. And yeah, there probably should be one bow that gives damage bonus too... but that's for the mod maker to deside on how to go about doing that, and for what bow.

 

i've been thinking about it and i that if thac0 and damage bonuses were split between ammo and launchers, ammo should get the thac0 and launchers the damage because an enchanted launcher can launch, say an arrow, with supernatural force, and an enchanted arrow can home in on the target, but in other respects it's just an ordinary arrow that doesn't do anything magical once it hits the target, so if it was launched with relatively weak force from an unenchanted shortbow, it wouldn't do any greater damage. this is more in line with the vanilla state of things, so less of a radical change

 

but... +8 enchantment level seems completely inappropriate. +5 or maybe +6 should be the max

 

- - - 

perhaps only 1/2 of launcher's ench. level should be accounted for before adding with arrow ench. lvl. these are some of the ideas for overcoming enchantment level bloat:

 

 

1/2 launcher enchantment, rounded up:

 

shortbow +1: ench. lvl 1 (total ench 4 with +3 arrow)

shortbow +2: ench. lvl 1 (total ench 4 with +3 arrow)

shortbow +3: ench. lvl 2 (total ench 5 with +3 arrow)

shortbow +4: ench. lvl 2 (total ench 5 with +3 arrow)

shortbow +5: ench. lvl 3 (total ench 6 with +3 arrow)

 

1/2 launcher enchantment, rounded down:

 

shortbow +1: ench. lvl 0 (total ench 3 with +3 arrow)

shortbow +2: ench. lvl 1 (total ench 4 with +3 arrow)

shortbow +3: ench. lvl 1 (total ench 4 with +3 arrow)

shortbow +4: ench. lvl 2 (total ench 5 with +3 arrow)

shortbow +5: ench. lvl 2 (total ench 5 with +3 arrow)

 

both launcher and arrow 1/2, separately, rounded up:

 

shortbow +1 w. arrow +1 / arrow +3: total ench 2 / 3

shortbow +2 w. arrow +1 / arrow +3: total ench 2 / 3

shortbow +3 w. arrow +1 / arrow +3: total ench 3 / 4

shortbow +4 w. arrow +1 / arrow +3: total ench 3 / 4

shortbow +5 w. arrow +1 / arrow +3: total ench 4 / 5 (so to hit as +5, you need the best available launcher and the best available ammo which seems pretty reasonable)

 

another idea: launcher ench. lvl counted as +x -3

 

shortbow +1: ench. lvl 0 (total ench 3 with +3 arrow)

shortbow +2: ench. lvl 0 (total ench 3 with +3 arrow)

shortbow +3: ench. lvl 0 (total ench 3 with +3 arrow)

shortbow +4: ench. lvl 1 (total ench 4 with +3 arrow)

shortbow +5: ench. lvl 2 (total ench 5 with +3 arrow)