Ehm.. what do you mean? Be a bit more specific please.Maybe using a percentage penalty would be the solution of this problem?
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There have been 331 items by T.G.Maestro (Search limited from 17-June 23)
Posted by
T.G.Maestro
on 24 June 2005 - 08:40 AM
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Ehm.. what do you mean? Be a bit more specific please.Maybe using a percentage penalty would be the solution of this problem?
Posted by
T.G.Maestro
on 24 June 2005 - 08:46 AM
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Posted by
T.G.Maestro
on 24 June 2005 - 05:00 AM
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Posted by
T.G.Maestro
on 24 June 2005 - 01:16 AM
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Posted by
T.G.Maestro
on 13 June 2005 - 01:54 AM
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We'll take care of shields right after armors were coded - we'll add the shield AC modifications to the component along with the base AC modifications for armors.Right now we're talking just about shields
Posted by
T.G.Maestro
on 25 June 2005 - 12:00 AM
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Hmm. As far as I know, you cannot reduce ability scores by percents, only fixed numbers - though I'll have to check.Reducing dex to certain percent instead of applying a fixed penalty would stop the armor from chunking its wearer
Posted by
T.G.Maestro
on 25 June 2005 - 04:25 AM
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Yep, that is my problem as well - percentages are far less useful for these effects. Honestly, for the damage reduction part of Armor Revisions, I'd far more use fixed numbers than those percentages. Much more precise and reliable that way.Considering the stat range, percentage penalties will make things worse not better.
Posted by
T.G.Maestro
on 16 October 2005 - 01:00 PM
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The same here - but I fullheartedly hope that once it comes out, you'll enjoy it as much as I willThere is left only some quick fixes and the readme to complete. However, readmes are usually Littiz's doing, and ATM he is saturated with RL work.
Posted by
T.G.Maestro
on 27 September 2005 - 11:18 PM
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I can as well make it so that out of combat your movement speed is at least 10 (bg2's standard), if there is enough protest for this
As I said before, I don't support this idea - nostly because it never made the game annoying in my playtests (not when compared to the already present "Boots-of-Speed-problem").Well, I suppose it goes without saying that I'd welcome this. I think it would give the best of both worlds (realism and convenience).
Posted by
T.G.Maestro
on 25 September 2005 - 11:43 PM
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A year ago or so, when I was testing the prototype of this armor system on my computer, the differences in walking speed seemed reasonable, and never annoying. At least not more annoying than the issue with characters at normal and "boots of speed" walking pace, as it was already mentioned above.My point is that right now the only working version of the Movement Modifier is on my computer (TGM and Littiz have a beta build, but that specific part doesn't work correctly), so we're more or less doing theoretical debates on how annoying that part may be, without being able to justify our claims
Posted by
T.G.Maestro
on 05 July 2005 - 12:16 AM
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Posted by
T.G.Maestro
on 10 June 2005 - 08:36 AM
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Seconded. I guess we can add shields to Armor Revisions, but only with reduced number of effects. Their AC bonuses should be revised, yes. OTOH. I don't think we should add any DEX, speed or the other modifiers to them, since by that logic, we should add these to weapons as well.What I'd agree to do though, is to increase the level of missile defence provided by shields.
Posted by
T.G.Maestro
on 05 June 2005 - 10:38 PM
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Good point, but since +5 Leather Armors are already free of penalties in this system, the only thing I could change would be to boost the damage resistances somewhat (an extra 5-10% to all wouldn't hurtYou forgot the human flesh armor.
Posted by
T.G.Maestro
on 31 May 2005 - 12:26 AM
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Don't forget mod items Feanor.First, there are no +6 plate and full plate armors in BG2. Maximum is +3, I think.
I agree, but since there are countless exceptions on armor weights in BG2, that is a fairly unreliable factor to base these modifiers on. Enchantments level is simply much more easy to follow (and since it greatly affects weight, it is still a reliable source IMO).Second, the movement speed penalty should not rely on the armor's weight rather than the enchantment ?
Posted by
T.G.Maestro
on 31 May 2005 - 12:54 AM
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Heh, now this goes back to a discussion we had long ago, where we discussed the (possible) meaning of AC. You might as well remember, we even touched this subject in that old discussion about improved Dragons...TG, can you explain why an echanted armor must give you a slashing/piercing/blunt/missile resistance besides the better AC ?
Posted by
T.G.Maestro
on 30 May 2005 - 10:14 PM
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Posted by
T.G.Maestro
on 30 May 2005 - 12:24 PM
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Posted by
T.G.Maestro
on 30 May 2005 - 09:31 AM
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Right.About time we provide something entirely new, instead of component upgrades
I'm not sure if this is a good idea. The modifications listed above already do a great deal of balancing (and thus nerfing heavy armors in favor of lighter ones), and this additional nerf would make those heavy plates even less useful.Well, how about penalties to thac0 with the heaviest armours? I'm sure a full plate is enough bulky to make it difficult to aim correctly a melee weapon [damage, instead, shouldn't vary, since the extra weight would compenstate for the clumsiness].
I don't know how to do such HLA, but you might have a better knowledge on this part anyway.Also, maybe as an HLA, you can reduce permanently some penalties (like if you picked the Armour Use Feat).
Posted by
T.G.Maestro
on 31 May 2005 - 04:04 AM
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Lets separate this question.30% High resistance, TG ? That is for +6 armors. Sorry, TG, but a +6 armor, in my opinion, should be almost impenetrable for arrows.
Balancing the damage resistance types is another story, and we are fully open towards suggestions. Let me know if you think some of the values sound unrealistic.Anyway, it seems a little bit strange that the slashing and missile resistance have the same value (not in all cases, but most of them)
Posted by
T.G.Maestro
on 01 June 2005 - 11:24 PM
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It is possible. If you ever tried to shoot with a professional bow (or simply seen someone else do it), you know that even these normal real-life weapons are capable to penetrate 1-2 cms of iron, if the hit is centered directly at right angles to it. Of course, this is only true for precision bows in RL. In a fantasy setting however, we have magic enchantments. And using the same RL logic, it is indeed possible to penetrate armors with an arrow - of course, it is very hard, and in most cases the arrow will break or simply bounce off the armor's surface (AC!), but on success, it can pierce through the material by losing some of it's impact power (Damage Resistance!).I think additional ac bonus vs misslie weapons in the case of heavy armor is more realistic than damage resistance. Correct me if I'm wrong, but IMO there is no way an arrow could penetrate thick iron. And the way archers deal with heavily armoured enemies is to aim on weaker spots, such as maybe your neck, and things like that.
That would be allowing cheating openly, something that is definitely out of the scope of Refinements. One of the tweak mods already implemented this, but I never used it.Wouldn't an easy way to allow rings to stack with magical armor but not each other be to simply remove the flag classifying magical armors as magical? The armor works the same in all other respects whether the armors are flagged that way or not. I imagine this would save a lot of work. Also......most mod armors I've seen aren't actually flagged as magical anyway so you can already use rings of protection with them. Doing this would actually increase the consistency of most mods I've seen!
I wouldn't accept this in case of every armor type. There is an important difference between the infilcted damage types of the edged and blunt weapons. While a blade can have a most difficult time to damage a plated armor for example, a mace/morning star can easily penetrate it and damage the wearer. In fact, blunt weapons were always efectively used against armored opponents in RL too.I would make the slashing resistance more similar in values with the blunt resistance.
Posted by
T.G.Maestro
on 04 June 2005 - 05:57 AM
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Thanks for pointing this out, corrected.Thieving Skill penalties should be 0% for leather(in PnP D&D leather is thought to be standard
Posted by
T.G.Maestro
on 02 June 2005 - 10:13 AM
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Please don't forget that we also plan to alter the base AC modifiers vs. various weapon types somewhat - for example heavy armors will receive bonuses versus ranged weaponry.I think I'd favour an increase in the bonuses, yes.
Posted by
T.G.Maestro
on 02 June 2005 - 08:39 AM
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I'm glad you see things this way.Okay, this looks pretty good to me. The more I think about it, the more fair it seems
This is worth considering, I admit. The only problem with this is that we can only use %s when it comes to damage resistance. Fixed amounts (as seen in IWD2 for example) are not available in BG2.I'm not sure the damage % modifiers are actually going to make that much difference in practice. If you take 10 damage and your full plate takes 10% of it, that's not a whole lot a difference. Similarly, if Aerie takes 50 damage and her studded leather takes 5%, she's still (nearly) dead. The key factor is going to remain whether you take any damage at all, which is still determined by AC.
To be honest, making heavy armors weaker than they currently are was one of my goals - or to be more precise, I wished to make it more useful to less dextrous characters, because these won't suffer any additional penalties from wearing them (aside the slight decrease in movement rate), since their DEX score is already low. On the other hand, agile characters with a DEX score of 17+ will benefit much less from these types of armor, just as they should. As a compensation, they'll find once again re-equip all those "useless" Studded Leathers, because most of their skills and ability score bonuses will remain untouched by them.Have you considered simply upping the damage resistance to something far higher and dropping AC bonuses completely? Hence, armour would absorb damage, and AC would represent your ability to dodge. (That's what I tried.) That said, keeping the AC bonuses in does appear to make it better balanced-- I'd just be concerned that you're effectively making heavier armour much weaker than it currently is (potentially a decrease of 4 AC from the dexterity penalty of full plate) without a significant advantage to compensate.
Absolutely.I don't believe THAC0 penalties should be implemented, because I'd imagine that's already represented sufficiently by the dexterity drop.
Heh, this is a good point, really..Also, remember to implement minimum dexerity requirements to wear the armours, otherwise characters'll put on full plate mail and chunk because they only have 4 dex.
Well, we have basically similar dreams then. We are already discussing the possibilities of a modification that would deal with item restrictions in a proper way - but that is for the future for now.Finally, since it's been raised here, I'd be thrilled to see item requirements dropped and balanced properly. It'd be lovely to have AoE's Universal Weapons, my backstab tweaks, the armour revisions, and so on, combined into a well balanced sum which wouldn't have the stupid PnP usability restrictions.
Posted by
T.G.Maestro
on 01 June 2005 - 11:28 PM
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Posted by
T.G.Maestro
on 30 May 2005 - 07:15 AM
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