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[mod] Athkatlan Grounds: The Ink Gallery

LavaDelVortelLavaDelVortel Member Posts: 3,233
A new Athkatlan Grounds mod is now available!

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Welcome to The Ink Gallery: a new Athkatlan establishment, and a place of many wonderful books. Read them, and let the tomes present you with epic battles and deadly struggles. Become the main hero/heroine of these books, even if only for a short moment, and face powerful enemies. Test your mettle and learn how to become even stronger than you already are. Remember, however, that there is a fee to be paid.

You may find The Ink Gallery behind the Council of Six building -- it may be reached either through its halls, or from outside, through the covered pathway right below the newly opened section of the area.

The mod is one of the Athkatlan Grounds mods, which is a series of smaller fan expansions created to make the main city of Baldur's Gate II even more interesting.

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Comments

  • _DD__DD_ Member Posts: 79
    Thanks for your work!
  • LlewrenLlewren Member Posts: 94
    I did not expect a new entry in Athkatlan Grounds but I'm very happy to be surprised! Congrats on getting this out!
  • LavaDelVortelLavaDelVortel Member Posts: 3,233
    Thanks! This isn't the biggest one, but I thought I would do something a bit different from what I usually add, and that's a perfect place to spend the money you gathered during your travels.

    When playing with mods, people have a lot of gold, perhaps too much, and here you may spend (at least) some of it.
  • AciferAcifer Member Posts: 410
    Congratulations on the release!
  • ShankShank Member Posts: 7
    I enjoyed playing this, there was a good variety to the fights, mechanically and thematically. The items seemed interesting without being overpowered, as well. Didn't notice any bugs. Thanks for your hard work
  • LavaDelVortelLavaDelVortel Member Posts: 3,233
    Oh, someone finished it already! Cool! I hope you spent your excessive gold properly :)

    Thanks :) And cheers!
  • SkymenthSkymenth Member Posts: 5
    Thank you for you work! We are so lucky to have people like you in this community.
  • LavaDelVortelLavaDelVortel Member Posts: 3,233
    Thank you! That's a very nice thing to say :)
  • kirkkirk Member Posts: 10
    Every play through of BG2 i always use all your mods, fanastic expansion of the world. Ive always loved the first half of the game that little bit more beacuse thats the time i spend within the city walls, which i love, now you've expanded it again! thankyou for all your hard work!
  • LavaDelVortelLavaDelVortel Member Posts: 3,233
    Thanks! :)
  • ofeliaofelia Member Posts: 19
    a new mod! thank you!!!! can't wait to play it in my next run
  • MephistoSatanDevilMephistoSatanDevil Member Posts: 123
    Chinese translation for InkGallery, by Scarecrow.
  • LavaDelVortelLavaDelVortel Member Posts: 3,233
    Updated! Thanks!
  • shevy123456shevy123456 Member Posts: 536
    Hey there Lava,

    I just played through the ink gallery mod again, in my recent test
    run (only twenty mods installed; I want to narrow down which mods
    are problematic and not-problematic, after running into issues such
    as Edwin mass-spawning cloaks and then dropping them to the ground,
    or the very strange Duality's Odd Quest Mod).

    This time I also mapped all rewards from the Ink Gallery and I
    contemplated a few of the fights, in particular difficulty-wise.

    Now, first difficulty-wise. Some fights are harder than others, but
    all are doable even at a fairly low level, for the most part, considering
    preparation and other items and abilities available. Diffulty-wise,
    though, some fights may be a tiny bit too easy, but this is entirely
    up to you of course how you consider the challenges there. I completely
    understand that you do not want to make the challenges too difficult.

    The two fights I think may need a slight increase are:

    - The Three Thirsty Rascals. I understand that they have the benefits
    from the "class" (don't want to be too specific, to not spoil what they
    are) and there are those "extras" that, I think, emerge after one is
    killed, but it was quite easy to swarm and overwhelm them. So here I
    think a slight increase in this challenge may be useful. I am not
    necessarily suggesting to boost the three, per se, though this could
    also be considered; but instead I think it may be useful to put in
    some "fodder" units before them, for protection, such as you kind of
    do in the "necromancer" challenge or the dancing spoons (could not
    resist, of course these are not spoons but I don't want to use the
    real word either). These can help block party movement for a little
    bit and help with delays. So for the rascals, there could perhaps be
    some additional helper-units. Not sure what they could be: disease
    rats or so, or perhaps victims that are zombies or something, perhaps
    one or two ranged fodder units (like goblins but perhaps victims of
    the rascals, so, modified goblins). Or perhaps something more fitting
    to the rascals e. g. how they became "rascals". The idea would be to
    just have these weaker fodder units help delay reaching the rascals
    or making it a bit harder to kill them. Dark druids/dryads or so
    might also fit. Or perhaps a spike trap or two - not so much damage
    wise, but just causing slow or delay in movement for a short duration.

    Anyway, just throwing out some ideas.

    - The other fight that I think is a bit too easy, is the "necromancer"
    part. Now he has some fodder units, so this is fine, but perhaps a
    few more placed right before him. And perhaps one "bodyguard" with
    slightly increased statistics - does not need to be too much, just
    a bit stronger, hitpoint-wise, and slightly better than the other
    fodders. The idea being just to delay the demise here. (And AI-wise,
    the necromancer can be a bit confused; I noticed this when I moved
    in with summonables or so, or NPC companions, I think it was Jazon
    but it could be Aura's automaton. The necromancer was throwing a
    spell that had no effect on Jazon. But it seems to have only triggered
    because Jazon was the closest target suddenly. I don't have a good
    suggestion for a change here, as this may be a bit difficult to
    adjust accurately, but perhaps his behaviour could be extended a
    bit; for instance, in that particular case, rather than throw a
    useless spell, it may have been better to summon some units or
    cast slow or teleport field or something; slow may be more useful
    or perhaps just a mass dispel. Either way, just mentioning it -
    naturally the suggestions here are not meant to make the fights
    impossible, just a bit harder than they are right now.)

    - Other fights seem mostly fine. The hardest one I had initially
    was the one with the fire-damage, I think, but probably the
    deva-scenario has the best individual fights (strongest fight)
    or so - not entirely certain. (If anyone else wants to go through
    this systematically, perhaps you can note down your party composition
    and level, and do this on the same XP level, sort of. I did not
    do this at the same level, so my comparison is a bit biased either,
    but I now did ink gallery twice in total, so I think I have a slightly
    better overview than I had when I did it for the first time only.)

    Reward-wise, I think there are a few better rewards than others.
    I don't want to suggest any nerfs here; but from a selection,
    the magic resistance one seems sort of best, followed by individual
    resistances. Though, there is one consideration to be made, which
    is the gain of one ability. This is fine for, say, Korgan, since it
    does not make a whole lot of difference here, but I can also use
    it for Drizzt, which actually upgrades him to be a better fighter.
    That's actually pretty cool, and when I have Drizzt in the party,
    this is by far the best ability gain, since that ability makes
    many fights much easier. But it also gives Drizzt something he
    normally never has access to. Again, this is great reward-wise,
    I like it, but ultimately this costs only 3500 gold and it almost
    feels as if it is too cheap or too easy (whereas it is totally
    fine for e. g. Korgan, IMO). So while I don't really want to suggest
    a change here, 3500 gold is almost a bit too cheap for Drizzt here.
    Perhaps for character classes where that reward is unique (e. g.
    other than Korgan or similar classes), the ability gain could be
    made a bit more costly. I don't necessarily suggest a flat price
    increase per se, but let's think about something that might make
    in-game sense. It could be a tome that would be given to the target
    character, replacing the usual reward; and only usable by that
    character. But before using it, it may need some preparation.
    This could be a few ingredients used for special ink to apply
    to the tome, revealing mystical runes, or something like that;
    or it could involve finding a teacher (though, who could be
    a teacher ...) or anything that would cause a bit of a higher
    investment. Could involve a short sub-quest too, or some
    spiritual teacher like a ghostly kobold rager. That one could
    demand some payment, either gold or gems or anything of that
    sort. I don't have a great suggestion here either, but as it
    is right now, the reward that I would then pick for Drizzt here,
    is by far the best IMO. (Second best are the resistances of
    course, but you also have this in a few other mods to some
    extent, like the brezel in southern district.)

    As for the items: these are quite expensive, some do not seem
    to be worth the cost, others are nice. I usually take the
    shield when I have Viconia (this time I am testing Anomen
    though). Cost-wise I think it is fine, though some items seem
    more useful than others. I have not made a systematic test of
    all though. (The animation for the musical instrument confused
    me a bit, it seemed more like an explosion.)

    Overall it's a great mod.

    By the way, the idea for the cellar (or rather, its content) is
    pretty great, probably the best individual idea in the mod as
    such, story-wise. I can not remember anyone else having this
    or a similar idea (e. g. the big object in the cellar).
  • LavaDelVortelLavaDelVortel Member Posts: 3,233
    I don't know yet how much more effort I want to put in this, truth be told. If I did, I would probably boost the Three Rascals, but by boosting them, not adding more minions. There are fights here that already include swarm and minions, and I want them to differ. I kinda wanted to keep them closer in strength to normal vampires, but that's not working exactly as well as I would want it to, so I suppose normal boosts in stats is something that may happen. I don't know if I'll be changing the necromancer fight, it's more or less how I wanted it to be.

    In regard to rewards -- I won't be making any big changes here, or making the rewards vary more; nor will I become class/character sensitive. I know it may not be exactly visible from the perspective of a player, but the script of that area (which handles teleports, activation/deactivation of the books, rewards, etc.) already has 1600 lines (for comparison, Waukeen's Promenade has ~300, Slums have ~210, Bard's Stronghold which has a lot going on because a quest series and other things are handled through it, has ~600 lines) and it's already complex, because I had to track a lot of many things out there.

    Show items / mementos -- they are more like a bonus that was added later on, just a couple of things that may be useful for specific characters and yet another way to spend gold. They never intended to be really powerful, because I don't want the most useful items to come from one shop. And yeah, some of them are better than others, that's intentional.

    Still, I am glad you enjoyed the mod, I'll give a tiny boost in stats to the Three, and maybe the zombies (those two boosts could be beneficial, I suppose), but I doubt there will be some major changes. While working on this mod was fun at first, the more the mod grew, the more tiresome it was to work on it. Don't get me wrong, I am really glad I made it, but working on some more usual quest mods, like The War of Bloom and Rot (for IWDEE) way way more fun.
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