So with LOB being bugged in 2.5 do you think it's easier or harder than 2.3?
Myrag
Member Posts: 328
Currently in LOB in 2.5 one major bug has been reported
All monsters get +5 saving throws penalty (instead of -5 bonus). Mephits have 19-20 saving throws instead of 9-10 on LOB.
But 2.5 also introduced
All monsters get -11 AC bonus
So do you think this makes game harder or easier in general? For instance melee parties have very very hard time in BG1 and SOD and most of SOA but on the other hand saving throws difference of 10 points is also massive allowing you to land CC pretty easily. Maybe general answer is it depends on party composition which I know but I wonder overall what are people thoughts.
ps. I know some people don't play LOB but this is for people who do. @Harpagornis @Grond0 @semiticgod @the_sextein @Lord_Tansheron you guys play a lot of LOB. Any thoughts?
I'm asking as I'm doing improved ust natha run currently and just realized saving throws being bugged. I knew about AC but I liked additional challenge.
All monsters get +5 saving throws penalty (instead of -5 bonus). Mephits have 19-20 saving throws instead of 9-10 on LOB.
But 2.5 also introduced
All monsters get -11 AC bonus
So do you think this makes game harder or easier in general? For instance melee parties have very very hard time in BG1 and SOD and most of SOA but on the other hand saving throws difference of 10 points is also massive allowing you to land CC pretty easily. Maybe general answer is it depends on party composition which I know but I wonder overall what are people thoughts.
ps. I know some people don't play LOB but this is for people who do. @Harpagornis @Grond0 @semiticgod @the_sextein @Lord_Tansheron you guys play a lot of LOB. Any thoughts?
I'm asking as I'm doing improved ust natha run currently and just realized saving throws being bugged. I knew about AC but I liked additional challenge.
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Would love to do a small switch-a-roo and add enemies -10 saving throw bonus to negate this bug.
https://forums.beamdog.com/discussion/19928/release-difficulty-and-tweak-mod-ver-7/p1
Simply replace contents of "DiffTweak/DiffTweak.tp2" file with below.
https://pastebin.com/QQCtDkmi
Then install option 5 from the list.
Changed
- Thaco/AC bonuses from -5 to 0 (so it won't change them) and,
- Saving Throws bonus values of -5 to -10 which negates LOB error.
Now you can play LOB on 2.5 the way it should be. Note that it does impact Insane (and other) difficulty as now enemies will have -15 saves but I guess it works if you only play LOB.Sorry for messy workaround but it works. Just tested this.
Note though that my game was BGEE - I've not checked whether BG2EE functions the same way.
Legacy of Bhaal mode already revolves around summoned critters. This just makes that problem far worse.
Legacy of Bhaal mode is already infamously sluggish. This just makes that problem far worse.
It's Beamdog's game and if they think enemies should have -11 AC then that is up to them. It's not for me in it's current state and I didn't even know about the saving throws bug. I wish they would have just left it the way it was for the last two years. It took some getting used to but I ended up liking it in the end. Either way, I'll find a way to mentally program myself to enjoy the game on insane one way or another. I will keep an eye out for tweaks like the one mentioned above, if things get settled and the tweak reliably brings the old LOB back, I'll use it.
I do agree though that there is something else going on as well. I found that certain spells, against certain enemies, did seem to be getting automatic success - so my chromatic orbs for instance always seemed to be successful against hobgoblins.
Doing a quick test I cast 100 blindness spells against an ankheg. That had a displayed save vs spell of 18, so should have saved 15 times in the absence of a LoB die roll adjustment. There were actually 18 saves displayed with die rolls of between 23 and 25, but no saves were shown with die rolls of 18-22. That might suggest the +5 die roll adjustment is only cosmetic and doesn't affect the underlying result. However, there were also 24 occasions where nothing happened, i.e. no save was shown, but blindness didn't take effect. I've never really understood why no results are reported so often in this way in the EE, but one possibility in this case would be that these reflect the 'missing' 25 saves expected in LoB.
An LoB Ankheg has 18 Save vs. Spell, so it will only ever display a successful save if it rolls an 18, 19, or 20.
Chromatic Orb offers a +6 bonus to the roll, so the displayed rolls would be 24, 25, 26.
LoB then gives it a +5 bonus to the roll if the creature is NOT IN THE PARTY, resulting in successful saves displaying as 29, 30, and 31.
Level 1 Edwin (not a LoB creature) has a base 12 Save vs. Spell.
While outside the party, his successful saves vs Chromatic Orb will display as: 23, 24, 25, 26, 27, 28, 29, 30, and 31. His normal range (12 - 20), plus the 2 bonuses (+11): +6(Chromatic Orb), +5(LoB) Correct
All LoB creatures receive a -5 penalty to their saves.
In LoB, all creatures (even non-LoB creatures) outside the players party receive a +5 bonus to their saving throw rolls.
The two cancel each other out, so they only need a 5-point bonus adjustment.
One exception: a base save of 20 will always fail, unless the bonus is +20 or more (not possible without mods AFAIK), so any creature with a save at 15 or more before LoB will always fail those saves in LoB.
10% chance of save with display (rolls 19,20, displays 24,25)
25% chance of save without display (rolls 14, 15, 16, 17, 18, displays nothing)
65% chance of failed save and Blinded
I don't see what this has to do with the exception I listed.
"One exception: a base save of 20 will always fail, unless the bonus is +20 or more (not possible without mods AFAIK), so any creature with a save at 15 or more before LoB will always fail those saves in LoB."
Because our testing seemd to have used mobs which had more than 15 save vs spell so it fallen under this exception. Therefore I didn't seem like -5 save bonus for LOB was in place. At least for my testing.
I tested on modified lightning mephit with -10 saves. Here are my results.
Lightning mephit with saves 8/10/9/11/11
Casted blindness 136 times
Mephit saved 101 times and 35 failed save for total of 25.7% failed saves. This would mean 11 save vs spell was indeed getting -5 bonus from LOB.
So in the end @kjeron, thank you very much for putting the last missing piece of the puzze. Indeed you are correct. Learning stuff about the game every day, I love it!
In case anyone is interested here is updated Difficulty Mod script to add midding -5 saving throw bonus without modifying AC/Thac0. https://pastebin.com/rEYeqxmj
I appreciate the difficulty mod that you posted. I will have to look into it. I already have a BWS install on my current game but I may try your tweak to get things how they were before patch 2.5. I can't wait until the game stabilizes so I can have a solid backed up mod installation that I don't need to mess with anymore. Of course I do appreciate the patches as they make the game better 99% of the time.
1) the reason why many saves were not displayed (only displayed if the unadjusted roll would save).
2) the reason why I was getting automatic success with spells against low-level creatures (the adjusted LoB save was 20 resulting in automatic fails despite considerable modifiers to the roll).
In relation to point 2) I wasn't previously aware of the automatic fail mechanic for saving throws. That's not generally an issue as saving throw requirements of 20 are not common (although for weaker creatures you could use that mechanic to ensure spell failure by applying malison and/or doom - and that could potentially be worthwhile in some situations in LoB). However, that would be a good reason for not applying a penalty to base saving throws in LoB - a -5 penalty to base saving throws, countered by a +10 bonus to dice rolls has very different effects from just having a +5 bonus to dice rolls. What was the idea behind adjusting the base saving throws in v2.5?