the leather armor i posted earlier is for hide armor, mundane only, magical hide tends not to have the penalties. the point about needing above 100 in certain skills due to armor remains valid (elven chain tends to be the most protective). after talking to the one that wrote the guide i can say that the values came from the game itself, either from game files, or from a hex editor while the game was running (such as the no armor bonuses which don't appear in the game files), which is a trick from those days to find what was going on (very popular for diablo). ToB didn't change the armor in the game files, i am unsure about the rest though.
Doesn't matter where they come from, they are still wrong. Armour that gives bonuses or penalties to thief skills includes it in the description, and it is included in the values shown on the character sheet. There is absolutely no bonus for not wearing armour.
Doesn't matter where they come from, they are still wrong. Armour that gives bonuses or penalties to thief skills includes it in the description, and it is included in the values shown on the character sheet. There is absolutely no bonus for not wearing armour.
Some people would say that watching certain characters running around naked is bonus enough, just not in these games.
Doesn't matter where they come from, they are still wrong. Armour that gives bonuses or penalties to thief skills includes it in the description, and it is included in the values shown on the character sheet. There is absolutely no bonus for not wearing armour.
you should play the game again, half the armors that give penalties don't list it in the description, but you can see the effects on the character sheet. as for the certainty about the no armor thing, given that they apparently came from the game itself (and at the code level no less) i would probably try to think about offering some explanation as to why you think it is wrong.
you should play the game again, half the armors that give penalties don't list it in the description, but you can see the effects on the character sheet.
Such as? If you wear full plate mail and you are a fighter/thief the only thing it does is disable certain buttons for you. Your skills won't actually be lowered. Elven chainmails, hide armors, and probably some other exception to the rule (that I can't immediately think of) lower thieving skills.
as for the certainty about the no armor thing, given that they apparently came from the game itself (and at the code level no less) i would probably try to think about offering some explanation as to why you think it is wrong.
@Dee or @Camdawg might be willing to look into the code to see what if anything is happening. That said this discussion should probably be split off from this page (and thrown into general) since it is off topic.
The only armors that affect thieving skills in any way are the armors that specifically list penalties or bonuses in the item description. There's no hard-coded penalties for specific armors.
i may have missed some, but ya, some don't show up in the description. haven't checked EE versions, dee probably meant those (i doubt s/he would contradict sorcerer's place without so much as a google search).
I believe @Dee was referring to the EE descripts, where we've made great pains to make sure all of the thieving penalties and bonuses are explicitly listed.
In vBG2, the only armor with thieving penalties are elven chain and hide armor. Hide armor documented this, the various elven chains did not, but just about everything from the old Baldurdash GTU through EE corrects the descriptions to mention the penalties. All other armor either disallows thieving outright or allows it without penalty.
In IWD, elven chain also has undisclosed thieving penalties; IWDEE adds the penalties to the description.
Hey, I just finished a run of the entire BG saga which I haven't played in ages, and wanted to congratulate you for all the work done. Game felt smooth and really improved. Good luck on your next Icewind Dale project which I have already pre-ordered!
hehehe... I remember the time @jackjack changed his profile to this... then we had "Santa Hat Christmas season" and I suggested a good place to hang his hat... good times!
hehehe... I remember the time @jackjack changed his profile to this... then we had "Santa Hat Christmas season" and I suggested a good place to hang his hat... good times!
hehehe... I remember the time @jackjack changed his profile to this... then we had "Santa Hat Christmas season" and I suggested a good place to hang his hat... good times!
"- While viewing a mage's Spellbook screen, players can now switch to a priest character and the game will immediately switch to the Priest Spells screen (and vice versa)"
Recently added to BGEE; Please make this available Day one in IWDs?
Also custom potraits/photo taker for mobile versions of all would be swell; with a drawn in "hit box" to show the capture area?
I want to apologize to the community for the inordinate number of repeating posts we've seen over the last couple of days/weeks(/years?...). Hopefully the maintenance period on Monday will fix the problem.
"- While viewing a mage's Spellbook screen, players can now switch to a priest character and the game will immediately switch to the Priest Spells screen (and vice versa)"
Recently added to BGEE; Please make this available Day one in IWDs?
"- While viewing a mage's Spellbook screen, players can now switch to a priest character and the game will immediately switch to the Priest Spells screen (and vice versa)"
Recently added to BGEE; Please make this available Day one in IWDs?
Aerie is so confused
I thought Aerie was always confused. That's what her portrait tells me.
I want to share this article from 2001 by Ray Muzyka:
"We learned to look at our target date and adjust our content development accordingly. In many ways, quality is more important than quantity.
During testing we adopted a very sound task and bug tracking method introduced to us by Feargus Urquhart, the Director of Black Isle Studios and Chris Parker and Doug Avery, our Black Isle producers (all of whom helped the project in many different ways). We put a number of white-boards in the halls of the testing and design area and listed all of the quests on the boards. We then put an 'X' next to each quest. We broke the designers and QA teams into paired subgroups - each pair (one tester and one designer) had the responsibility of thoroughly checking and fixing each quest. After they were certain the quest was bulletproof, its 'X' was removed. It took about 2 weeks to clear the board (on the first pass).
In addition to the subquest testing, we had another BioWare QA team (consisting not only of a couple people from QA, but also some junior programmers and some designers) work through the game in multiplayer mode. This was in addition to an Interplay Multiplayer QA team working onsite at BioWare and the nearly 30 QA people working down at Interplay. The experience with Baldur's Gate II reinforced the point that role-playing games really need significant QA commitment to be successful.
In the end we found and crushed over 15,000 bugs in Baldur's Gate II. Thanks to the hard work of everyone involved in QA of Baldur's Gate II we were able to ship a giant game with no significant bugs.
The Lesson: test early! You often don't have the time at the end to test adequately."
In the end we found and crushed over 15,000 bugs in Baldur's Gate II. Thanks to the hard work of everyone involved in QA of Baldur's Gate II we were able to ship a giant game with no significant bugs.
"However, one of the most important things we've learned in our years in the industry is how important it is to support the fans that buy our games. This means first shipping a bug-free product"
Ah, yes, I understand what you mean. I thought you were thinking that the two were exactly the same; just wanted to make sure there was no confusion.
Would it be possible to allow players to use the original IWD UI skin? Looking at them side by side, I agree with some of the other posters that the wooden look is beautiful (although I am not a fan of how often some of the aspects repeat).
That said, the new UI is also very clean and pretty. I am happy either way and excited to get my hands on this terrific game.
Ah, yes, I understand what you mean. I thought you were thinking that the two were exactly the same; just wanted to make sure there was no confusion.
Would it be possible to allow players to use the original IWD UI skin? Looking at them side by side, I agree with some of the other posters that the wooden look is beautiful (although I am not a fan of how often some of the aspects repeat).
That said, the new UI is also very clean and pretty. I am happy either way and excited to get my hands on this terrific game.
The reason we didn't just use the original IWD UI is that the assets we had did not include high-res versions of that artwork. But just as there were UI reskin mods for BG:EE and BGII:EE, I imagine there will be reskin mods for IWD:EE.
Ah, yes, I understand what you mean. I thought you were thinking that the two were exactly the same; just wanted to make sure there was no confusion.
Would it be possible to allow players to use the original IWD UI skin? Looking at them side by side, I agree with some of the other posters that the wooden look is beautiful (although I am not a fan of how often some of the aspects repeat).
That said, the new UI is also very clean and pretty. I am happy either way and excited to get my hands on this terrific game.
The reason we didn't just use the original IWD UI is that the assets we had did not include high-res versions of that artwork. But just as there were UI reskin mods for BG:EE and BGII:EE, I imagine there will be reskin mods for IWD:EE.
Comments
hide armor - listed
elven chain - described
elven chain+1 - described
sylvan chain+2 - unlisted
melodic chain+3 - unlisted
bladesinger chain+4 - unlisted
aslyferund elven chain+5 - unlisted
dark elven chain - described
drow elven chain+3 - described
drow elven chain+5 - described
shadow armor - listed
night's gift+5 - listed
human flesh+5 - unlisted
BG1:
shadow armor - listed
hide armor - described
IWD:
elven chainmail of the hand+3 - unlisted
chainmail armor (KAYCHAI.ITM) - unlisted
shadow armor - listed
mourner's armor - listed
studded leather+1 shadowed - listed
studded leather+2 shadowed - listed
studded leather+4 shadowed - listed
i may have missed some, but ya, some don't show up in the description. haven't checked EE versions, dee probably meant those (i doubt s/he would contradict sorcerer's place without so much as a google search).
http://www.giantitp.com/comics/oots0025.html
In vBG2, the only armor with thieving penalties are elven chain and hide armor. Hide armor documented this, the various elven chains did not, but just about everything from the old Baldurdash GTU through EE corrects the descriptions to mention the penalties. All other armor either disallows thieving outright or allows it without penalty.
In IWD, elven chain also has undisclosed thieving penalties; IWDEE adds the penalties to the description.
Good luck on your next Icewind Dale project which I have already pre-ordered!
Recently added to BGEE; Please make this available Day one in IWDs?
Also custom potraits/photo taker for mobile versions of all would be swell; with a drawn in "hit box" to show the capture area?
"We learned to look at our target date and adjust our content development accordingly. In many ways, quality is more important than quantity.
During testing we adopted a very sound task and bug tracking method introduced to us by Feargus Urquhart, the Director of Black Isle Studios and Chris Parker and Doug Avery, our Black Isle producers (all of whom helped the project in many different ways). We put a number of white-boards in the halls of the testing and design area and listed all of the quests on the boards. We then put an 'X' next to each quest. We broke the designers and QA teams into paired subgroups - each pair (one tester and one designer) had the responsibility of thoroughly checking and fixing each quest. After they were certain the quest was bulletproof, its 'X' was removed. It took about 2 weeks to clear the board (on the first pass).
In addition to the subquest testing, we had another BioWare QA team (consisting not only of a couple people from QA, but also some junior programmers and some designers) work through the game in multiplayer mode. This was in addition to an Interplay Multiplayer QA team working onsite at BioWare and the nearly 30 QA people working down at Interplay. The experience with Baldur's Gate II reinforced the point that role-playing games really need significant QA commitment to be successful.
In the end we found and crushed over 15,000 bugs in Baldur's Gate II. Thanks to the hard work of everyone involved in QA of Baldur's Gate II we were able to ship a giant game with no significant bugs.
The Lesson: test early! You often don't have the time at the end to test adequately."
www.gamasutra.com/view/feature/131493/baldurs_gate_ii_the_anatomy_of_a_.php?page=3
I expect the same or nearly the same is taking place now with IWDEE. Indeed, test early and test fully!
Hehe...ohh wishful thinking.
That said, the new UI is also very clean and pretty. I am happy either way and excited to get my hands on this terrific game.