I just tested it and by enabling HoF mode (nightmare mode in the ini), it forces 'Game Options', 'Suppress Extra Difficulty Damage', '1', to be 0. I saved, quit, reset it to 1, and after loading my game it again reset to 0. When I engage in combat, I'm taking double damage.
It would be great if you guys could make this work in HoF mode for the next patch.
I just tested it and by enabling HoF mode (nightmare mode in the ini), it forces 'Game Options', 'Suppress Extra Difficulty Damage', '1', to be 0. I saved, quit, reset it to 1, and after loading my game it again reset to 0. When I engage in combat, I'm taking double damage.
It would be great if you guys could make this work in HoF mode for the next patch.
HoF mode is definitely supposed to have double damage.
Removing insane double xp might rebalance the difficulty for those that have figured out strategies to trivialise even this difficulty.
No idea what extra items or merchants you're referring to.
I just tested it and by enabling HoF mode (nightmare mode in the ini), it forces 'Game Options', 'Suppress Extra Difficulty Damage', '1', to be 0. I saved, quit, reset it to 1, and after loading my game it again reset to 0. When I engage in combat, I'm taking double damage.
It would be great if you guys could make this work in HoF mode for the next patch.
HoF mode is definitely supposed to have double damage.
Removing insane double xp might rebalance the difficulty for those that have figured out strategies to trivialise even this difficulty.
No idea what extra items or merchants you're referring to.
HoF mode in IWD1 increases the number of spawns, for spawns governed by the difficulty level, by +1 as compared to Insane (on Insane, iirc). http://forum.baldursgate.com/discussion/comment/605232/#Comment_605232 Maybe @Avenger_teambg can clarify if that's how it works right now. What I'm saying is that it would be great to play with the maximum amount of spawns possible (Insane + HoF) with normal xp, enemy health, damage etc, by that same command line option.
Not extra merchants, I was thinking of the +10 challenge rating that HoF mode adds to IWD2 (https://forums.inxile-entertainment.com/viewtopic.php?f=7&t=1934). The random loot drops are influence by the CR, so it results in better average random items. My mistake, we're obviously not talking about IWD2.
So I just started a core rules, no reload game but so far I'm thoroughly bored due to the lack of insane sized spawns.
I don't want to play on insane due to the xp gain and the arbitrary, no-reload-run-ending extra damage but the additional spawns that happen on insane feel necessary to make the game challenging.
I have a different approach to increasing the difficulty of "Icewind Dale 1".
0) Core rules (standard AD&D difficulty)
1) I've made a little program that randomly creates 6 characters by rolling 3d6 for each stat.
2) The hit point increase on level up will be rolled. Since in the original IWD1&2 there are some bugs with low constitution scores and hitpoint increases it is in order to save before level up and reload if the hit point increase is 0 or negative. On dual class characters a 0 hit point increase is WAI as long as the level of your second class is lower or equal to the level of your first class.
3) Only reload after full party wipe. Deliberately wiping the party to reload is not allowed.
4) Fleeing a hopeless battle is allowed provided it's possible.
5) Dead party members have to be raised.
6) Mages/Bards are not able to cast spells higher than their maximum spell level according to the intelligence score (potions that temporarily increase intelligence are ignored).
7) Mages/Bards are not able to scribe more spells to their spellbooks than the intelligence score allows (potions that temporarily increase intelligence are ignored).
8) Mages/Bards will write down which spells they failed to scribe to their spellbooks. Another attempt can only be made after a level up.
9) Clerics/Druids are not able to cast spells higher than their maximum spell level according to the wisdom score (potions that temporarily increase wisdom are ignored).
Due to rule (1) the party setups will vary. Fighters, Clerics, Thieves and Magic-Users are very common. Bards, Druids and Specialist Magic-Users are less common. Rangers, Paladins are rare. Multi-Class characters will be common. Dual Class characters will be very rare. Stats will be underwhelming. Due to mediocre stats it will not be possible to carry too much equipment. You have to make priorities. Melee characters might need a decent armour, shield (heed the maximum carrying capacity) and up to 2 melee weapons (blunt & slashing). Every character will need at least one melee weapon and a ranged weapon. The weaker characters might not be able to carry armors at all. Potions and scrolls (especially raise scrolls) are mandatory. Enough arrows/bolts/sling stones have to be carried.
With these rules it will happen that you kill a boss and don't have the capacity to carry all the loot. On the other hand all those buffs clerics and magic users provide retain some utility.
For someone who has finished the game these rules might provide some challenge. Especially the early game will be very challenging. WIth meta gaming things won't be impossible. Later things will become easier, especially with all the magic equipment around.
You might need several tries with Belhifet (due to bad luck and bad rolls) but it's doable.
@agris that's not possible. Currently, you can set up nightmare mode with no extra xp and no damage adjustments. There is no plan to make a half nerfed nightmare mode which increases only spawn counts but doesn't increase the creature stats. For this, i suggest creating a mod.
@agris that's not possible. Currently, you can set up nightmare mode with no extra xp and no damage adjustments. There is no plan to make a half nerfed nightmare mode which increases only spawn counts but doesn't increase the creature stats. For this, i suggest creating a mod.
Thanks. Can you confirm HoF adds an additional spawn more than non-HoF Insane?
Yes and no. It depends on the spawn type (technical detail). .are based rest interrupt spawns got the +1 (just like the original), but .ini based spawns don't have the +1 (just like the original).
Yes and no. It depends on the spawn type (technical detail). .are based rest interrupt spawns got the +1 (just like the original), but .ini based spawns don't have the +1 (just like the original).
Ok, so only rest interrupt spawns are affected by HoF mode? That's good, then I'm missing out on less playing with HoF off.
There is no modification to the loot lists for monsters and containers for playing on HoF, is there? That was all IWD2?
Comments
It would be great if you guys could make this work in HoF mode for the next patch.
Removing insane double xp might rebalance the difficulty for those that have figured out strategies to trivialise even this difficulty.
No idea what extra items or merchants you're referring to.
Not extra merchants, I was thinking of the +10 challenge rating that HoF mode adds to IWD2 (https://forums.inxile-entertainment.com/viewtopic.php?f=7&t=1934). The random loot drops are influence by the CR, so it results in better average random items. My mistake, we're obviously not talking about IWD2.
I have a different approach to increasing the difficulty of "Icewind Dale 1".
0) Core rules (standard AD&D difficulty)
1) I've made a little program that randomly creates 6 characters by rolling 3d6 for each stat.
2) The hit point increase on level up will be rolled. Since in the original IWD1&2 there are some bugs with low constitution scores and hitpoint increases it is in order to save before level up and reload if the hit point increase is 0 or negative. On dual class characters a 0 hit point increase is WAI as long as the level of your second class is lower or equal to the level of your first class.
3) Only reload after full party wipe. Deliberately wiping the party to reload is not allowed.
4) Fleeing a hopeless battle is allowed provided it's possible.
5) Dead party members have to be raised.
6) Mages/Bards are not able to cast spells higher than their maximum spell level according to the intelligence score (potions that temporarily increase intelligence are ignored).
7) Mages/Bards are not able to scribe more spells to their spellbooks than the intelligence score allows (potions that temporarily increase intelligence are ignored).
8) Mages/Bards will write down which spells they failed to scribe to their spellbooks. Another attempt can only be made after a level up.
9) Clerics/Druids are not able to cast spells higher than their maximum spell level according to the wisdom score (potions that temporarily increase wisdom are ignored).
Due to rule (1) the party setups will vary. Fighters, Clerics, Thieves and Magic-Users are very common. Bards, Druids and Specialist Magic-Users are less common. Rangers, Paladins are rare. Multi-Class characters will be common. Dual Class characters will be very rare.
Stats will be underwhelming. Due to mediocre stats it will not be possible to carry too much equipment. You have to make priorities. Melee characters might need a decent armour, shield (heed the maximum carrying capacity) and up to 2 melee weapons (blunt & slashing). Every character will need at least one melee weapon and a ranged weapon. The weaker characters might not be able to carry armors at all. Potions and scrolls (especially raise scrolls) are mandatory. Enough arrows/bolts/sling stones have to be carried.
With these rules it will happen that you kill a boss and don't have the capacity to carry all the loot. On the other hand all those buffs clerics and magic users provide retain some utility.
For someone who has finished the game these rules might provide some challenge. Especially the early game will be very challenging. WIth meta gaming things won't be impossible. Later things will become easier, especially with all the magic equipment around.
You might need several tries with Belhifet (due to bad luck and bad rolls) but it's doable.
There is no modification to the loot lists for monsters and containers for playing on HoF, is there? That was all IWD2?