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IR v4 Beta (last update 20 June 2017)


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What is the status of EE compatibility for Item Revisions?

Are you asking for the BG1EE, or the BG2EE ? Or IWDEE... and please, never again use the word EE, my Enhanced Enchanter. Epic Endeavours.. and so forth.

 

EE means all Enhanced Edition games :p

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What is the status of EE compatibility for Item Revisions? I've installed it on BGII:EE and there wasn't any errors/warnings.

If everything goes as planned, Revised Critical Hit Aversion will finally be compatible with EE. This leaves only Revised Backstabbing and few ToBEx features not compatible with EE (e.g. Concentration Check is a MUST for me), but overall IR is already fully compatible with EE.

 

Btw, all hail CrevsDaak :worship: he just gave me a shiny new surprise which I should be able to squeeze into tonight's build. A very easy hint: Allow Spellcasting in Armor component never looked so interesting for me. Now a certain class will write poems about it. :D

Edited by Demivrgvs
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The new build is up. :)

 

Crucial for the official release, read the Readme and tell me what you think, what I need to refine, re-do, improve, etc.

 

I'd love to get feedback about Revised Critical Hit Aversion for both BG1 and BG2. I'm almost sure we'll need to add protection against critical hits on a handful more items.

 

V4 - Beta 7 (26 February 2015)
- Readme major update
- re-organized installer
- Allow Spellcasting in Armor makes Bards cast spells without penalties while wearing light armors (up to chain mail)
- Revised Critical Hit Aversion should now work on EE too, Ioun Stones no longer get +1 AC (only helmets do)
- minor fixes (e.g. descriptions, small effects targeting, displayed icons, etc.)
- increased projectile speed of darts, throwing daggers and throwing handaxes from 20 to 40 (arrows/bolts have 60)
- light and heavy xbows reload pauses user for 1-2 sec respectively instead of setting movement rate to 0
- Protector of the Second grants immunity to critical hits
- Mail of the Dead grants immunity to critical hits
- Enkidu's Full Plate +1 to all saves replaced by immunity to critical hits
- Helmet of Defense keeps immunity to critical hits when Revised Critical Hit Aversion is installed
- Adventurer's Robe +10% physical dmg resistance replaced with immunity to critical hits
- Dwarven Shield turned into a medium shield (BG1 had not a single unique specimen)
- Shield of the Falling Stars enchantment lvl raised by 1, +10HP bonus removed
- Kovera's Ring tweaked to reflect its unique role, grants +1 luck, custom bam and lore
- Ring of the Phantom Wraith also grants immunity to critical hits

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- Enkidu's Full Plate +1 to all saves replaced by immunity to critical hits

Ummm...I'd definitely keep the saves. Protection from mages is mentioned in the lore of the item, and +1saves is imo perfect for this armor.

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I read the Readme and here are my opinions:

 

Allow Spellcasting in Armor

I really like the latest change which allows Bards to cast arcane spells without penalties while wearning armor. However, it seems that too many armor types are allowed. Leather and Studded Leather are enough imo. If Chain Mail is allowed, the merit of Elven Chain Mail would be really reduced.

 

Allow Thieving Skills in Armor

The penalties given by wearing Studded Leather seems a little bit huge. 10~15% would be ok imo.

 

Weapon Changes

There is missing word, "medium". :jump: Joking aside, I think staff is too weak especially when we consider this is a two-handed weapon. +1 AC or some defensive bonus would be fit with staff and makes it much more differentiate with the other weapons imo.

 

About Halberd, Hmm... As far as I remember the 3 range was only for Spear in the past version of IR. And I think it was reasonable indeed. The current Halberd thus seems a little OP especially comparing with the Spear, if it still can swap damage type from slashing to piercing and vise versa. I don't know how many throwing spear is in game, but it seems not to be sufficient to share its unique feature to Halberd.

 

Throwing Axe's damage is a little huge. How could the throwing weapon have the highest damage?... And it even take STR bonus... 1D12 or less damage would be appropriate.

 

Throwing Spear, on the other hand, has less damage than what it should deal with, as two-handed weapon imo. 2D4 or higher damage would be good.

 

By the way, is there no Throwing Hammer? I remember the IR has changed Crom Faeyr to be throwable, hasn't it? And there is a Throwing Hammer in vanilla, Dwarven Thrower. I hope IR adds plain Throwing Hammers, e.g., Throwing Hammer +1, +2, etc., in near future... :love:

 

Lastly, the reload time penalty must be tested in game... I'll play BG:EE soon with IR and give my impressions about it.

 

 

Sidenote: Do you consider to provide Speed Factor bonus from higher weapon proficiency? Since Fighters would generally wear heavy armor, i.e., Full Plate Armor, and prefer to use strong two-handed weapon like Two-handed Sword. You know, the cumulative Speed Factor penalties are tremendous... Unless you consider to give Speed Factor bonus from the higher weapon proficiency and even better Speed Factor bonus by Two-handed Weapon Style in Weapon Style Revision, it would be better to reduce the penalties slightly.

 

Sidenote2: I think the Weapon Style Revision would be suitable to be included in IR. No? :devlook:

Edited by leania
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Allow Spellcasting in Armor

If Chain Mail is allowed, the merit of Elven Chain Mail would be really reduced.

Mage multiclasses can still use Elven. This only affect bards.

Throwing Axe's damage is a little huge. How could the throwing weapon have the highest damage?... And it even take STR bonus... 1D12 or less damage would be appropriate.

It's a typo. Damage is in fact 2d3.

By the way, is there no Throwing Hammer? I remember the IR has changed Crom Faeyr to be throwable, hasn't it? And there is a Throwing Hammer in vanilla, Dwarven Thrower. I hope IR adds plain Throwing Hammers, e.g., Throwing Hammer +1, +2, etc., in near future... :love:

There are two, Crom and Dwarven Thrower.

Sidenote: Do you consider to provide Speed Factor bonus from higher weapon proficiency? Since Fighters would generally wear heavy armor, i.e., Full Plate Armor, and prefer to use strong two-handed weapon like Two-handed Sword. You know, the cumulative Speed Factor penalties are tremendous... Unless you consider to give Speed Factor bonus from the higher weapon proficiency and even better Speed Factor bonus by Two-handed Weapon Style in Weapon Style Revision, it would be better to reduce the penalties slightly.

 

Sidenote2: I think the Weapon Style Revision would be suitable to be included in IR. No? :devlook:

With Kit Revisions, only Grandmastery level gives bonuses to weapon speed. Keep in mind, this affects enemies as well. Weapon styles can't be easilly changed on non-EE games. Imo, there's no real need to reduce the speed factor penalty. It's gets less severe with more apr.

 

 

Throwing Spear, on the other hand, has less damage than what it should deal with, as two-handed weapon imo. 2D4 or higher damage would be good.

 

This is balanced by the fact that a single specialization gives you access to both melee and ranged option.

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Allow Spellcasting in Armor

If Chain Mail is allowed, the merit of Elven Chain Mail would be really reduced.

Mage multiclasses can still use Elven. This only affect bards.

There could be room for more bard only special armors. There's like one in the vanilla BG2, the melodic chain. They would be more expensive and for bards only... and still have kinda bad AC, but the upside for bards is that they don't need utility items as their actual armor.
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When I said "read the Readme and tell me what you think, what I need to refine, re-do, improve, etc." I was actually speaking of the readme itself, like typos, better descriptions, etc. :D but any feedback is always welcome so...

Allow Spellcasting in Armor

I really like the latest change which allows Bards to cast arcane spells without penalties while wearning armor. However, it seems that too many armor types are allowed. Leather and Studded Leather are enough imo. If Chain Mail is allowed, the merit of Elven Chain Mail would be really reduced.

I'm a bit sympathetic to this and open to discuss it. As Kreso says Elven Chain is still a must for Mage multiclasses and I cannot even assure you all KR bards will be able to wear Chain Mail in the first place (surely the Skald and almost surely the True Bard, I'm not sure about Blade and Jester), but it's also true what Jarno says.

 

Maybe a good compromise could be no penalties with light armors, and halved ones with chain mails, but that would open a problem in terms of implementation via KR when IR is not installed...

 

Allow Thieving Skills in Armor

The penalties given by wearing Studded Leather seems a little bit huge. 10~15% would be ok imo.

That penalty is pretty much the only reason for a thief to pick leather armor over the studded one.

Weapon Changes

I think staff is too weak especially when we consider this is a two-handed weapon. +1 AC or some defensive bonus would be fit with staff and makes it much more differentiate with the other weapons imo.

Yes, we discussed this ages ago (there's a topic somewhere about adding a "parry bonus/penalty to different weapon types)", and I kinda agree with you. It's not a top priority though.

About Halberd, Hmm... As far as I remember the 3 range was only for Spear in the past version of IR. And I think it was reasonable indeed. The current Halberd thus seems a little OP especially comparing with the Spear, if it still can swap damage type from slashing to piercing and vise versa. I don't know how many throwing spear is in game, but it seems not to be sufficient to share its unique feature to Halberd.

Kreso answered for me.

Throwing Axe's damage is a little huge. How could the throwing weapon have the highest damage?... And it even take STR bonus... 1D12 or less damage would be appropriate.

yeah, 2d6 dmg is clearly a typo. It would be an insane weapon type! :D It's 2d3 (instead of vanilla's 1d6+1) with speed 4. Compared to vanilla it also has halved range but twice as fast projectile speed.

By the way, is there no Throwing Hammer? I remember the IR has changed Crom Faeyr to be throwable, hasn't it? And there is a Throwing Hammer in vanilla, Dwarven Thrower. I hope IR adds plain Throwing Hammers, e.g., Throwing Hammer +1, +2, etc., in near future... :love:

Actually I thought to keep returning hammers as rare as possible (only the two hammers you mentioned). It doesn't really make sense as a throwing weapon on a regular basis imo.

Lastly, the reload time penalty must be tested in game... I'll play BG:EE soon with IR and give my impressions about it.

Indeed. I already know a small flaw about it which is that the reload triggers only on successful hits, but hope it's not so noticeable in-game. I'm eager to get some feedback on it though.

Do you consider to provide Speed Factor bonus from higher weapon proficiency? Since Fighters would generally wear heavy armor, i.e., Full Plate Armor, and prefer to use strong two-handed weapon like Two-handed Sword. You know, the cumulative Speed Factor penalties are tremendous...

When you get increased apr you also automatically get increased speed. For example a Two-handed sword has speed factor 10 with 1 apr, but it becomes 5 with 2 apr, and 3 with 3 apr (thankfully, only a fighter with Grandmastery reaches that within KR). That's why those Speed Factor penalties are "tremendous", and if you skip Enchantment Doesn't Affect Speed Factor of Weapons all the system fails anyway, as all weapons pretty much get speed factor 1.

 

Unless you consider to give Speed Factor bonus from the higher weapon proficiency and even better Speed Factor bonus by Two-handed Weapon Style in Weapon Style Revision, it would be better to reduce the penalties slightly.

For the reasons explained above I would never improve those speed factor bonuses, I'm actually thinking to fully remove them from GM (+1/2 apr already grants increased speed factor indirectly).

I think the Weapon Style Revision would be suitable to be included in IR. No? :devlook:

Mmm...I'm not sure. It seems much more appropriate for KR, and I'll be full force on that mod within 1-2 weeks. Btw, with CrevSDaak's help I think we'll handle KR relatively fast, and I already have a lot of really cool stuff planned for it. ;)

Edited by Demivrgvs
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Do you consider to provide Speed Factor bonus from higher weapon proficiency? Since Fighters would generally wear heavy armor, i.e., Full Plate Armor, and prefer to use strong two-handed weapon like Two-handed Sword. You know, the cumulative Speed Factor penalties are tremendous...

When you get increased apr you also automatically get increased speed. For example a Two-handed sword has speed factor 10 with 1 apr, but it becomes 5 with 2 apr, and 3 with 3 apr (thankfully, only a fighter with Grandmastery reaches that within KR). That's why those Speed Factor penalties are "tremendous", and if you skip Enchantment Doesn't Affect Speed Factor of Weapons all the system fails anyway, as all weapons pretty much get speed factor 1.

 

Unless you consider to give Speed Factor bonus from the higher weapon proficiency and even better Speed Factor bonus by Two-handed Weapon Style in Weapon Style Revision, it would be better to reduce the penalties slightly.

For the reasons explained above I would never improve those speed factor bonuses, I'm actually thinking to fully remove them from GM (+1/2 apr already grants increased speed factor indirectly).

Oh, yes, I forgot about the effect of APR which decreases Speed Factor indirectly... It's then fine as it is!

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Oh, yes, I forgot about the effect of APR which decreases Speed Factor indirectly... It's then fine as it is!

There's also the fact that non-SR Haste cuts it in half. Speaking of which, Oil of Speed should be reworked.....

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