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Are the armour changes proving to be balanced?


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#1 Captain Spider

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Posted 03 May 2006 - 10:08 AM

Hi guys, just about to install... but have to wonder..


are you finding the armour and shield changes to be balanced?
Do they make the game a little tougher, easier.. more interesting?


Thanks.
CS


PS... as 3.5 edition offers a feat to allow druid to cast spells while in feral form, are you considering doing this for druids... maybe as an high lvl ability?

#2 the bigg

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Posted 03 May 2006 - 10:53 AM

Hi guys, just about to install... but have to wonder..


are you finding the armour and shield changes to be balanced?
Do they make the game a little tougher, easier.. more interesting?

Slightly more difficult, especially in the beginning where magical armor is hard to come by, but not too much.

PS... as 3.5 edition offers a feat to allow druid to cast spells while in feral form, are you considering doing this for druids... maybe as an high lvl ability?

Unfortunately, additional components and/or non bugfixing changes are improbable to happen in the near future, since the other two team members are busy with RL and I lack some needed skills (icon editing, bug fixing...), and I frankly prefer to hack WeiDU anyway -_-

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#3 Drew

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Posted 03 May 2006 - 04:17 PM

It makes you think twice about using Plate Armor early in the game......it's a lot more "realistic". The nice thing about this component is that meium and light armors are actually desireable. Heavy Plate armors are still worthwile, (by a certain logic, more so......they provide a LOT of damage resistance) but they actually carry enough of a price that you probably won't want all of your warriors wearing Plate.

Edited by Drew, 03 May 2006 - 04:19 PM.

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#4 Salk

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Posted 05 May 2006 - 08:25 AM

I'd love to use the Armour and Shield component (by the way, shuldn't also Helms come with some penalties ?) but the fact that other Mods' armour wouldn't be included would make the game extremely inconsistent so I had to leave it out... :crying:

#5 -bloke-

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Posted 10 July 2006 - 06:16 AM

The armour -% damage reduction is the best part of the mod.

The D & D armour system always sucked.

BUT, I'd prefer if it was a straight -X per hit off rather than a percentage.

Thats the way it's done in many games and that is the best way...

#6 the bigg

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Posted 10 July 2006 - 06:18 AM

BUT, I'd prefer if it was a straight -X per hit off rather than a percentage.

Thats the way it's done in many games and that is the best way...

And that's impossible to make, so no chance :(

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#7 f9th-underdog

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Posted 11 July 2006 - 07:19 AM

A litttle late for some of the reply, but like Drew said, it does make you think about what amor to wear, sometimes the better armour for the player is the higher AC armor, like a chain or leather may be better then plate, you have to keep trying them on.

One possible problem, Keldorn's armor, once it's put on it can' t be 'worn' his dex drops to 4, if Tyr made the armor for Keldorn wouldn't Tyr have made it less cumbersome or so magical, so it didn't whack his dex, it's only 9 now, so not changing Dex won't change the AC as 9 doesn't give any bonus anyway but 4 is -3(?) AC.

I installed the G3Tweaks with the wear heavy armour, it allows a mage to use a shield, and would add 5-15% spell failure to use a shield, Refinements seems to have removed the description that G3Tweaks put in, so you still get the miscast but don't know it, I have a 5% (Shield of Harmony) but have lost ~50% of spells :wacko: took 2 days to figure out where the failures were coming from. :doh:

Do you know if the G3Tweaks miscast% is overwritten/replaced with, or added to by your miscast%?
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#8 the bigg

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Posted 13 July 2006 - 07:07 AM

G3T and Refs are incompatible in that regard (IE, the penalties add, but the descriptions are fucked up).

As for Keldorn's DEX penalty, we discussed this in the team and were OK with the current setting. You can add a special file for his armor in armor/special/npcplat.txt (see the other files for a comparison).

Italian users: help test the Stivan NPC!

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#9 GeN1e

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Posted 19 November 2006 - 05:23 AM

I have to say something about damage resistance part. It breakes balance in some parts of game - for example, I was really annoyed to learn that I was almost unable to deal with Yaga-Shura in final battle in Ascension.
I think it would be wise to mention this in Readme.

Retired from modding.


#10 the bigg

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Posted 19 November 2006 - 05:44 AM

I have to say something about damage resistance part. It breakes balance in some parts of game - for example, I was really annoyed to learn that I was almost unable to deal with Yaga-Shura in final battle in Ascension.
I think it would be wise to mention this in Readme.

Well, I'll have to take your word for it, since I usually ctrl-y through the Ascension battle, or get bored somewhere down the line - I don't want to spend a week planning the battle, I just want to see the extended dialogues for the NPCs and the additional mod content :)

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#11 f9th-underdog

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Posted 20 November 2006 - 08:29 AM

I like the killsword for things like that , at least then you get the XP for it. :)
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#12 the bigg

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Posted 20 November 2006 - 09:17 AM

Nah, if I cheat I don't deserve the experience :)
And, I don't need experience during the final Ascension fight ;)

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.