Shaitan Posted January 11, 2009 Share Posted January 11, 2009 Hi! I've installed your mod to try it out on a tutu game. Seems fine but it feels rather drastic to the game... well I'd like to try it nonetheless. My question: Weapon speed: does it define initiative or what? BTW: Shouldn't there be a bonus to speed then for high strength (and vice versa)? I mean carrying a heavy armour probably hinders a strength 14 char more than a strength 19 right? Regards Link to comment
erik Posted January 11, 2009 Share Posted January 11, 2009 I've installed your mod to try it out on a tutu game. Seems fine but it feels rather drastic to the game... well I'd like to try it nonetheless. My question: Weapon speed: does it define initiative or what? Feels rather drastic on tutu and iwd, yes. Do tell how well it works when you get somewhere. Weapon speed defines initiative. Practically, it's the delay from your click to attack and when the attack actually is carried out. In heavy armour, that delay is longer. BTW: Shouldn't there be a bonus to speed then for high strength (and vice versa)? I mean carrying a heavy armour probably hinders a strength 14 char more than a strength 19 right? Probably should. Impractical to implement in the engine, though. Thanks for the interest! Link to comment
Shaitan Posted January 11, 2009 Author Share Posted January 11, 2009 I've installed your mod to try it out on a tutu game. Seems fine but it feels rather drastic to the game... well I'd like to try it nonetheless. My question: Weapon speed: does it define initiative or what? Feels rather drastic on tutu and iwd, yes. Do tell how well it works when you get somewhere. Will do, I'm a bit sceptical, but I'll let you know when I have played enough to have some opinions... BTW: Shouldn't there be a bonus to speed then for high strength (and vice versa)? I mean carrying a heavy armour probably hinders a strength 14 char more than a strength 19 right? Probably should. Impractical to implement in the engine, though. Ok Link to comment
Shaitan Posted January 28, 2009 Author Share Posted January 28, 2009 Could the spell Free Action be neglecting the slowdown of armours? Is that on purpose? Boots of speed: Wouldn't be a good idea to indicate just how much benefit (speed) a player get from those? Cheers Link to comment
erik Posted January 28, 2009 Share Posted January 28, 2009 Could the spell Free Action be neglecting the slowdown of armours? Is that on purpose? It's on purpose that Free Action doesn't help against mundane armour slowdown. Logically, it would need to protect against the other various penalties as well, which gets broken very quickly. Boots of speed: Wouldn't be a good idea to indicate just how much benefit (speed) a player get from those? Hmm, yes perhaps. But as I don't change them at all, running around changing descriptions feels a bit wrong. Have you gotten far in your tutu runthrough? Link to comment
Shaitan Posted January 28, 2009 Author Share Posted January 28, 2009 Have you gotten far in your tutu runthrough? Yes, doing some Baldur's Gate quests now. I'm must say that I'm overall pleased. I was rather sceptical at start, but the idea appealed me. I'm glad I did it now - it adds to the overall feeling. Link to comment
SirLancelot Posted February 16, 2009 Share Posted February 16, 2009 Could the spell Free Action be neglecting the slowdown of armours? Is that on purpose? It's on purpose that Free Action doesn't help against mundane armour slowdown. Logically, it would need to protect against the other various penalties as well, which gets broken very quickly. Boots of speed: Wouldn't be a good idea to indicate just how much benefit (speed) a player get from those? Hmm, yes perhaps. But as I don't change them at all, running around changing descriptions feels a bit wrong. Have you gotten far in your tutu runthrough? I would be glad to hear some feedback about the impact of Boots of speed on a heavily armored char. Link to comment
MichaelFurlong Posted March 4, 2009 Share Posted March 4, 2009 Weapon speed defines initiative. Practically, it's the delay from your click to attack and when the attack actually is carried out. In heavy armour, that delay is longer. BTW: Shouldn't there be a bonus to speed then for high strength (and vice versa)? I mean carrying a heavy armour probably hinders a strength 14 char more than a strength 19 right? Probably should. Impractical to implement in the engine, though. Hmm, so If I have 3 attacks per round with my greatsword, wearing heavy armour won't reduce how many attacks I make? it will just push them further back to the end of the round? Pity you can't implement strength changes : ( I agree with sir_lancelot, do post with your findings on boots of speed : ) Edit-> I have not played BG in a while now, but if I remember correctly, if you got hit it would interrupt your attack? Now if your char is wearing full plate mail, nearly every attack would go through potentially interrupting many of their attacks, is this correct, or is my memory wrong? Link to comment
Guest Obi-1 Posted April 1, 2009 Share Posted April 1, 2009 Great Congats to the author of Mod, Good ideas, hope realized well, too. although some Queries in advance - before install on BG1 TUTU: -as Damage / Hit system changed, how about non-hp-damage effects (illness, paralyze, leveldrain, poison, ...) on gameplay balance? Players, do you think BG1 -tutu is still playable, enjoyable? bye Link to comment
erik Posted April 23, 2009 Share Posted April 23, 2009 -as Damage / Hit system changed, how about non-hp-damage effects (illness, paralyze, leveldrain, poison, ...) on gameplay balance? I expect fighting vampires in full plate is pretty horrible without level drain protection, in BG2. I would recommend light, enchanted armour and shield in order to avoid hits completely. Poison was already scary in Tutu, it does not get easier with this mod. I think this mod is best balanced for BG2-level characters, but it is certainly playable in Tutu and IWD as well - just a bit scarier than usual. Link to comment
Guest Shae Posted July 7, 2009 Share Posted July 7, 2009 If I understand this mod correctly it changes the armors in the game so that they just give character some resistance against attacks and at the same time it removes the aspect of AC almost completely. This is a good idea and a step toward a more realistic gameplay. But shouldn't armors also have some sort of damage threshold in addition of a procentual damage resistance? I mean if a character wearing a full plate always gets some damage from arrows and daggers there has to be something wrong, right? Is it impossible to program a damage threshold property to Infinite Engine games? If I remember correctly there is such damage threshold in Icewind Dale 2. Link to comment
erik Posted July 7, 2009 Share Posted July 7, 2009 See the FAQ about damage threshold. ... and once armours get enchanted, AC gets into play again. See the spoiler thread for details. Link to comment
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