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Mike1072

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Celestial's Fury is unchanged in terms of combat abilities, I've only changed its two special abilities: Lightning Bolt now hits only 1 target a la SR, while Batto is a beefed up version of vanilla's AoE Blindness (it's mostly a cosmetical change, but this ability is the only improvement over vanilla's CF). This weapon is a little tricky because it's indeed overpowered within most of SoA, but it's perfectly fine within late SoA and ToB imo. I left it as per PnP simply because I assumed (I know I shouldn't) most IR players are also SCS players, which makes this weapon much much harder to obtain. I've never received much feedback asking to nerf this weapon but I'm open to discuss it if necessary.

 

Sword of Mask being more powerful than before is questionable instead, as vanilla's Entangle (its animation was really out of place imo) allowed no save, while IR's Hold does. Then I'm not sure I can compare vanilla's Level Drain with IR's II effect...both are really powerful and effective. Anyway, I surely didn't nerfed this sword, as it has to be the most powerful short sword in the game imo, but it's also so much different from its vanilla's version that comparing them is difficult. I'd suggest you to try it out (if you didn't ) and let me know how you feel about it. If it really is too powerful (I dind't tested it myself much) I'm surely not against finding a way to nerf it a little.

Well, I do play with SCSII, although I played with the Tactics version of the GC... it was still quite doable with level 11-12 party. Also, with regards to the difficulty of obtaining Fury, this is true of every noteworthy weapon with SCSII. Example: The Lich guarding Daystar prevents you from leaving the tomb while he is alive. Firkraag now has triple hitpoints and immunity to blindness and death magic, thus getting Carsomyr early is also very difficult.

 

The short Sword of Mask can be purchased in chapter 2, and even the unupgraded version has the improved invisibility on hit effect. It's not so noticeable for a low apr character (like a single class thief) but for fighters who use short swords (Mazzy for instance) this can mean spending most of a fight under regularly triggering improved invisibility. Now SCSII mages can sort of deal with improved invisibility (they use AoE spells), but they still can't fire sequencers or any single target damaging spell at you, so they are at a big disadvantage.

 

I don't mean to be excessively critical, I really like your work.

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Celestial's Fury

I do play with SCSII, although I played with the Tactics version of the GC... it was still quite doable with level 11-12 party. Also, with regards to the difficulty of obtaining Fury, this is true of every noteworthy weapon with SCSII. Example: The Lich guarding Daystar prevents you from leaving the tomb while he is alive. Firkraag now has triple hitpoints and immunity to blindness and death magic, thus getting Carsomyr early is also very difficult.
Mmm, I'm almost sure Tactics version was easier than SCS one, not to mention you could still "cheat" by moving from one floor to another again and again. That being said, if it's relatively easy to obtain CF with mid-lvl parties than we have a problem, because its current power level is fine only for "post-underdark" stages of the game.

 

Regarding Daystar I actually suggested it myself to David and I was uber-glad to know he make it so that only high level players can obtain such a powerful sword. Some goes for Carsomy, Soul Reaver, and so on, but also for easy to obtain items. IR do takes into account where and when an item is found, in fact item randomisation mods may not work so well with IR (even less in V3 where we'll handle stores and item allocations).

 

 

Sword of Mask

The short Sword of Mask can be purchased in chapter 2, and even the unupgraded version has the improved invisibility on hit effect. It's not so noticeable for a low apr character (like a single class thief) but for fighters who use short swords (Mazzy for instance) this can mean spending most of a fight under regularly triggering improved invisibility. Now SCSII mages can sort of deal with improved invisibility (they use AoE spells), but they still can't fire sequencers or any single target damaging spell at you, so they are at a big disadvantage.
Well, the real issue here is that this sword should really not be available before the very end of SoA. I'll check if Ardanis already "fixed" this for V3's huge revisoin of item allocations.

 

Regarding the sword itself, V2's version is indeed too powerful for V3's standards (both its incarnations), but I was actually keeping its II-like ability because this weapon should be the "ultimate stealth blade". :suspect: When it comes to "who wields it determine its effectiveness", that is quite true for all weapon. I have the same "issue" with things like V2's Stiletto of Demarchness, which is great if used by a thief/assassin, but becomes hugely more powerful if used by a fighter/thief, and its actually overpowered if used with grandmastery (I overlooked what I did and it's as effective as Celestial Fury ;) ).

 

 

I don't mean to be excessively critical, I really like your work.
Don't worry, feedback is always welcome. :)
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Wohay!

Some of you may remember my posts in the bug thread, sorted them out after you all correctly pointed out the components I'd installed from Ashes of Embers, so thanks for that!

 

One thing though, I installed the component 'Sensible weapon restrictions for MODS' from AoE which works fine alongside IR, but for that component to be fully realised you have to install the components 'Ashes of Embers -> Sensible weapon restrictions for SoA (non-mod weapons)' and 'Ashes of Embers -> Sensible weapon restrictions for ToB (non-mod weapons)' which are two of the few mod components that are currently incompatible with IR (because they overwrite the item description I assume?).

What this means is, although all the weapons and weapon descriptions have been correctly altered from IR, I'm using the weapon stat requirements from AoE .... which for example changes the strength requirement to wield a mace from 10 to 12, but the description still says 10 from IR.

 

Do you think it might be worth incorporating a weapon stat requirements update if you've installed the mod that changes them from AoE? Or would that be something better considered in the AoE mod as opposed to the IR mod.

 

I hope that makes sense. I don't think even I understand it really ....

Cheers again,

Enjoying the mod as always.

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It'd be best if the AoE components patched their description changes in. The mod is quite old, so there are a lot of things that could be changed (or rewritten from scratch), but I'd have to look into it to determine what exactly would have to be done to achieve compatibility with IR. (If it could be done entirely in the Sensible weapon restrictions for MODS section, that'd be ideal.)

 

In the mean time, if you wanted something untested that you could add to the Sensible weapon restrictions for MODS component to update strength and dexterity requirements in the descriptions, I could probably do that.

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Guest Bartimaeus

Is it possible item descriptions could be standardized? I realize it's not exactly high priority, but it annoys me to no end to see descriptions have Special: Protection from Evil while equipped in the middle of the stats of a weapon, but then see a different item have

 

Equipped Abilities:

Protection from Evil

 

and then see another item have Equipped Ability: Protection from Evil. Same thing with the Unusable By: / Not Usable By: - use one or the other! :mad: After installing everything, I usually go through with DLTCEP and rewrite every item from scratch, and maybe revise some of the abilities.

 

Off-Topic: Does anyone know if there's a reason why there's like six bajillion different Bastard Swords? FL1T01, FL1T02...all the way up to 25, then restart at FL24T01, then up like 14...and etc. Are they all useless except for the base sword, (SW1H01)? If so, I'm just going to replace their text with nothing, so I don't have to keep going through all of them every time I type in 'Bastard Sword', lol.

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Is it possible item descriptions could be standardized? I realize it's not exactly high priority, but it annoys me to no end to see descriptions have Special: Protection from Evil while equipped in the middle of the stats of a weapon, but then see a different item have

 

Equipped Abilities:

Protection from Evil

 

and then see another item have Equipped Ability: Protection from Evil. Same thing with the Unusable By: / Not Usable By: - use one or the other! :mad: After installing everything, I usually go through with DLTCEP and rewrite every item from scratch, and maybe revise some of the abilities.

IR descriptions are already standardised in these two areas. Item descriptions no longer have "Special:" lines inserted randomly into the statistics section, or specialised combat information on the THAC0/Damage lines.

 

IR descriptions show the different types of abilities in separate blocks to make their effects clearer:

 

Equipped Abilities - active while the item is equipped

Combat Abilities - relate to the weapon hitting a target

Special Abilities - require the user specifically activate them, like the Ring of the Ram

 

IR also uses "Not Usable By" in place of "Unusable By". Unfortunately, these standardisations are not applied to mod-added items.

 

Off-Topic: Does anyone know if there's a reason why there's like six bajillion different Bastard Swords? FL1T01, FL1T02...all the way up to 25, then restart at FL24T01, then up like 14...and etc. Are they all useless except for the base sword, (SW1H01)? If so, I'm just going to replace their text with nothing, so I don't have to keep going through all of them every time I type in 'Bastard Sword', lol.

They don't exist in the vanilla game, so some mod must have added them. I couldn't say if they are actually used or not.

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Is it possible item descriptions could be standardized? I realize it's not exactly high priority, but it annoys me to no end to see descriptions have Special: Protection from Evil while equipped in the middle of the stats of a weapon, but then see a different item have

 

Equipped Abilities:

Protection from Evil

 

and then see another item have Equipped Ability: Protection from Evil. Same thing with the Unusable By: / Not Usable By: - use one or the other! :mad: After installing everything, I usually go through with DLTCEP and rewrite every item from scratch, and maybe revise some of the abilities.

IR descriptions are already standardised in these two areas. Item descriptions no longer have "Special:" lines inserted randomly into the statistics section, or specialised combat information on the THAC0/Damage lines.

 

IR descriptions show the different types of abilities in separate blocks to make their effects clearer:

 

Equipped Abilities - active while the item is equipped

Combat Abilities - relate to the weapon hitting a target

Special Abilities - require the user specifically activate them, like the Ring of the Ram

 

IR also uses "Not Usable By" in place of "Unusable By". Unfortunately, these standardisations are not applied to mod-added items.

 

Off-Topic: Does anyone know if there's a reason why there's like six bajillion different Bastard Swords? FL1T01, FL1T02...all the way up to 25, then restart at FL24T01, then up like 14...and etc. Are they all useless except for the base sword, (SW1H01)? If so, I'm just going to replace their text with nothing, so I don't have to keep going through all of them every time I type in 'Bastard Sword', lol.

They don't exist in the vanilla game, so some mod must have added them. I couldn't say if they are actually used or not.

 

You're completely right - my bad. My last install doesn't use Ashes of Embers, and it looks waaaay better, :beer:

 

Item Request: Could Skin of the Ghoul +3 be treated as Hide Armor, instead of Leather Armor? It makes perfect sense, and there's hardly any hide armor in the game, anyways, so...

 

Orc Leather +3 and Human Flesh +1/Human Flesh +5 could also be treated as Hide instead of leather.

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Item Request: Could Skin of the Ghoul +3 be treated as Hide Armor, instead of Leather Armor? It makes perfect sense, and there's hardly any hide armor in the game, anyways, so...

 

Orc Leather +3 and Human Flesh +1/Human Flesh +5 could also be treated as Hide instead of leather.

Look here, you'll find that we've already made Skin of the Ghoul work as a hide armor for V3, and we've also added another hide armor later on, a heavily enchanted Trollhide Armor.

 

P.S IR V2 already "added" one hide armor, the Shadow Dragonhide Armor. :mad:

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Is V3 development still active "privately", or is it on summer break ? :beer: It's been a couple weeks since I've seen items added to the V3 thread's OP...
A week ago I was incredibly busy, but the last one...eh, let's say I couldn't resist the temptation of Starcraft II. :mad: Anyway I'm already back on IR, and I expect to post a considerable update tonight.
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eh, let's say I couldn't resist the temptation of Starcraft II.

It's hard to not understand such a tempation. I've bought SC2, which costed me half of my food-and-living money only to see day later how my computer bursts in flames. Damn storm (not psi one)! I've lost my pc, study works, mods and translations. And I cannot play SC2, which I didn't even installed. Damn. Sorry for sad offtop.

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I'm already back on IR, and I expect to post a considerable update tonight.

 

I'm afraid Demi got Zerg-rushed on its way to G3. :mad:

 

I never got into RTS much, but I have some friends who have been waiting on SCII for YEARS. Strangely, I haven't heard much from them for the past week....

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I'm already back on IR, and I expect to post a considerable update tonight.

 

I'm afraid Demi got Zerg-rushed on its way to G3. :beer:

 

I never got into RTS much, but I have some friends who have been waiting on SCII for YEARS. Strangely, I haven't heard much from them for the past week....

Hi hi, you're almost right. Anyway I've actually updated the post with all heavy armors' changes, and rings too, but I've yet to finish/test a couple of things before putting the 'Done' tag on all rings. Shields are coming too. :mad:
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I'm already back on IR, and I expect to post a considerable update tonight.

 

I'm afraid Demi got Zerg-rushed on its way to G3. :beer:

 

I never got into RTS much, but I have some friends who have been waiting on SCII for YEARS. Strangely, I haven't heard much from them for the past week....

Hi hi, you're almost right. Anyway I've actually updated the post with all heavy armors' changes, and rings too, but I've yet to finish/test a couple of things before putting the 'Done' tag on all rings. Shields are coming too. :mad:

OOooooooOOhh! Nice. Any progress is good.

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