Skip to content

[Released] Black Hearts - BG1

1101112131416»

Comments

  • AWizardDidItAWizardDidIt Member Posts: 210
    Oh by the way for anyone who is interested, I did finish my iwd eet banter mod. You can check it out on the Gate Project repository here:

    https://github.com/The-Gate-Project/iwd_eet-party-banter/
  • JohnBobJohnBob Member Posts: 221
    edited February 27
    Black Hearts is updated to v1.2

    It's a little update mostly for prevent issue reported with Illasera image.

    - Little addition for the Night Knives next Drakon Tavern.
    - Fix for first Illasera image when entering Baldur's Gate.
    - Simplify workaround for Illasera placement in Elfsong tavern.


    If some of you still encounter issue with Illasera image or Illasera placement in v1.2, please let me know I will make some final changes to prevent it definitly.
  • ErykErykErykEryk Member Posts: 64
    edited February 27
    Amount of lightning traps in Thay hidden base is a definition of bad, unfunny design. Balance it asap please.

    Edit: it is one trap which i guess is ok more or less. but it is not disarmed after trigger, which is far far not ok
  • ErykErykErykEryk Member Posts: 64
    Spoiler is intended here as i am here to warn anyone against such pointless design. Especially if you play no-reload

    btw.
    Other than that mod is impressive so far. It's one of the best I've played i think.
  • ErykErykErykEryk Member Posts: 64
    another trap 10 meters further - fireball. no disarming after trigger. another less then funny idea - to be balanced asap
  • ErykErykErykEryk Member Posts: 64
    5 meters ahead - Thayan Conjurer can't cast spells. attacks with stick? I dont think its intentional?
  • TrouveurTrouveur Member Posts: 721
    ErykEryk wrote: »
    5 meters ahead - Thayan Conjurer can't cast spells. attacks with stick? I dont think its intentional?
    Which version of the mod are you playing ?

    Traps not disarm after triggered is not a bad design IMHO. If you play no reload without thief, you shouldn't venture into a dungeon without protection from electricity, fire, poison.
  • ErykErykErykEryk Member Posts: 64
    Trouveur wrote: »
    ErykEryk wrote: »

    Traps not disarm after triggered is not a bad design IMHO.

    It is imho.
  • SourSour Member Posts: 118
    JohnBob wrote: »
    Thanks @Leith, typos are corrected here.

    Exept for this one since I am not an english speaker too...
    Leith wrote: »
    This one I'm really not sure about: There are any number of ways for them to be assured by my attentions. This reads weird to me, shouldn't it be to be assured of my intentions?

    It should be "There are a number of ways for them to be assured of my intentions."
  • SourSour Member Posts: 118
    Oh by the way for anyone who is interested, I did finish my iwd eet banter mod. You can check it out on the Gate Project repository here:

    https://github.com/The-Gate-Project/iwd_eet-party-banter/

    I'll be checking it out thanks, this will help blend the games together much more. I'll let you know if I find any typo's or have any problems. One thing I've noticed is that the banter mod will not install if you try to install it after the integration mod and TOTLM. If you install it before those mods it installs without error. Hopefully I won't have any conflicts with it but I'll let you know if I do.
Sign In or Register to comment.