Baldur's Gate 2 No-Reload Challenge
#5001
Posté 05 septembre 2012 - 03:24
#5002
Posté 05 septembre 2012 - 05:40
Grond0/Gate70 multiplayer attempt 8 : Pendal (Gate70, protaganist) and Thimble (Grond0).
Windspear Hills. Thimble melees through a few groups of wolfweres then kills the troll, hobgoblin and werewolf captain. Two more groups of golems are defeated then a helmet is retrieved from a well despite the efforts of an elemental to eliminate us. After our literary golem removes a director beholder Pendal uses the helmet, a ring and some spells to clear a number of genies. Thimble moves in to deal with the last one as Pendal decides he has no buffs left. She is hit once but takes repeating damage despite her buffs this is about 3 times a second, I pause the game and she continues taking damage while paused and from the one hit to dead takes less than 10 seconds. So much for the new install and will be reverting back next time! Pendal realises he has some more buffs left and kills the final genie no comment from Grond0 about the sudden discovery of buffs - he must be grinding his teeth! Pendal has no rod of resurrection to hand so decides to use the despicable CTRL/R spell instead; justifying the death as a bug.
Samia is next and some well heeled buffing Grond0 casts "x" with AoP casting speed, Gate70 thinks what a good idea and casts "x" with Vecna casting speed is used to tackle her in melee. With two minor spell turning spheres up nobody is sure quite what happens next the golem weakened Legdoril, I held Akae and one of (Ferric Ironblade, Samia or Kaol) then melee Legdoril. Think Grond0 killed Kaol, Samia, Kaol and badly wounded Ferric Ironblade. I hit Chak with a few magic missiles while helping with Legdoril then helped with Ferric Ironblade. Our backpacks are full so we call it a day - next will be Conster and Firkraag and I will have done a store run to empty backpacks and um belatedly pick up a rod of resurrection but as usual there is time to read a page or two of Icewind Dale II.
Pendal Fighter 11 / Illusionist 12. 212 BG1 kills. 235 BG2 kills. Adamantite golem.The cave turns out to be part of a horde fortress and extends much further than expected. Bulwark has to play pattercakes with the usual suspects plus hardened fire trolls (magic missile), Orog chiefs (chromatic orb), a troll called Vunarg (MMMeteors) and an orog called Pusmug (slow). Bulwark is enjoying the bulls strength, cats dexterity and armour buffs cast on him by Salde, allowing safe progress to the next area with judicious use of invisibility and mirror images.
Bulwark is merrily thumping away before he encounters a conundrum Grond0 has noticed enemy attacks are having their damage resisted and I have to fess up to also casting stoneskin on him (10 damage resistance per hit for up to +5 weapons, expiring after 150hp saved or 10 minutes/level). As a result there are no deaths this time although lag is abysmal and I am finding the game almost unplayable - seems to be the area/lighting and hopefully will improve once out of the fortress. Have tried Generalized Biffing and lowering all effects but no improvement so just going to have to whine quietly.
Bulwark is level 7 with 296 kills and 62hp, Salde level 8 with 188 kills and 12hp. Laugh of the day: Bulwarks "most powerful vanquished" is a "support beam" at the Shaengarne dam.
Thimble Fighter 11 / Illusionist 12. 196 BG1 kills. 477 BG2 kills. Thaxll'ssillyia.
#5003
Posté 05 septembre 2012 - 09:38
Chapter VI
in which nature shows her beauty and doom starts to creep
After buying a Blackblood club for Atavrksha and commissioning a dragonscale plate mail for Druma, druids decided to go watch a play. A traveling troupe was performing in one Athkatlan inns and was said to be quite good. They weren’t at all, thanks to disappearance of the leading actor. Performance of his replacement was so bad, that druids decided to find the missing one and bring balance to Athkatlan theatre life. Balancing it in a more bloody manner was discussed, of course, but Cuta decided that Balance Restoration Fund was not up to the task (considering the necessary bribes). So, party went after a wizard named Mekrath, who was supposed to hold the actor captive. Mekrath agreed to free his hostage in exchange for a favor – druids had to balance an imp and recover a magical mirror from him. Rescued actor, Haer’Dalis, took some kind of gemstone from the mage’s lair and urged the party to take him to his troupe. And before they managed to understand was really going on, druids found themselves fighting for actors’ freedom in a planar prison. Things went rather easy until they faced the prison’s warden. After a short skirmish druids made a tactical retreat. Warden’s Symbol: Stun followed them and affected everyone aside from Atavrksha. Warden himself didn’t attack, but sent forth his minotaurs and umber hulks. Luckily, Atavrksha had enough Improved Invisibility spells to conceal her followers and then gulped an invisibility potion herself.

When druids regained their senses, they regrouped and balanced the minotaurs and umberhulks. Then they attacked the Warden again. What ensued was a summons battle. Druids were loosing it, but finally Kitthix managed to make enough room for Druma to charge past the enemy forces and strike at the Warden. With his defensive spells expired she balanced him in a few hits.
After freeing the actors, party returned to Athkatla and decided to talk to helmites about the Unseeing Eye cult. Druids and priests quickly established that the best way of restoring the balance would be to slaughter the cult. The cultist were hiding in the sewers and while searching for them, druids discovered a gathering of illithids. In order to balance them, Ashoka did some heavy drinking – mostly potions of genius. At some point of the fight Druma got too close to the mind flayers and was killed. At some other point of the fight, when despite all the potions Ashoka had to retreat, Druma was killed again and Cuta soon followed her (reader should note that they have an intelligence rating of 3).

But, of course, death is not the end if you have an appropriate wand. Thanks to this adventure druids finally reached level 14 (aside from Ashoka, of course). It meant that they finally learned some 7th level spells.
Moving on, party encountered an inquisitor, Keldorn, who wanted to join forces against the cultist. Druids told him to mind his own business and proceed without him. The Unseeing Eye turned out to be a beholder and, unfortunately, he wasn’t the only one in vicinity. The first battle against the beholders was won by using a summoned animal followed by Insect Plagues as well as Creeping Dooms, used for the first time. Druma also tested Nature’s Beauty on a pack of yuan-ti. They were rather insensitive and none of them died from longing, but all were blinded [Mass death if save is failed is nice, but mass blindness without save is ridiculously powerful. How come I’ve never used this spell before?]. When druid encountered another group of beholders Vrk convinced the party to face them in a fair battle. What resulted wasn’t fair. Why not? Because it was Cuta and Druma who died, while Vrk managed to escape with the rest of the party. After resurrecting and reequipping, party sent Druma alone, equipped and buffed to have 65% resistance to magic damage and an immunity to other beholder attacks. Buffs lasted long enough to kill one enemy, but then an anti-magic ray stripped her of her defenses, forcing her to run. She was paralyzed, but another anti-magic ray freed her, and she safely escaped. Druids decided to return to previous tactic and balanced the beholder lair with summoned animals and insect swarms. Not fair, but effective.
After receiving a proper reward from the church, Atavrksha decided to return to the Grove and issue a formal application for the position of a Great Druid. To prove her worth she had to defeat another druid in one on one combat. She started by summoning Insect Plague and Creeping Doom. Then she finished the fight by casting a Lightning Bolt, which circled the arena three times, hitting the enemy each time.

Along with the title, Atavrksha also won a second Ring of Protection +2 (which she kept for herself). Vrk complained that balance requires that the rest of the party get such rings as well, but Cuta (clad in Shadow Dragon Scale armor) told him to stop whining and clean his fur (AC –7).
Back in Athkatla, druids found another lich to balance. They thought it should be an easy matter, now that they have a 7th level insect swarm. The plan was for everyone to cast Creeping Doom on Ashoka, while he was opening the sarcophagus. Unfortunately, it took lich a long time to crawl outside, and though Ashoka was trying his best running from the insects, they reached him just before the lich appeared and seeing no enemy they dispersed. Party quickly moved to plan B, which was to run away as fast as possible, go to a tavern and think about a plan C. Atavrksha decided to use the same tactic as with the beholders. Unfortunately, lich used a Death Spell immediately after sighting a spirit lion. Lion disappeared and the insects with him [it would have been OK if he was killed normally, leaving a body, as the insects would still have a target]. Again party went to a tavern to think. Finally, Atavrksha made a slight modification to the previous plan – while rest of the party was summoning insects, Ashoka was to start casting Pixie Dust to conceal the summoned creature after the insects were already summoned. That way the insects were safely delivered to the now helpless lich.

Party status:
Atavrksha – great druid (avenger) 14, 70 HP (with Ioun Stone), fav. spell: Chromatic Orb, 160 kills (adamantite golem)
Ashoka – fighter 11/druid 13, 105 HP (with Helm of Balduran), fav. spell: Armor of Faith, 268 kills (Firkraag)
Druma – berserker 3/druid 14, 80 HP, fav. spell: Cure Serious Wounds, 415 kills (Shade Lord)
Cuta – totemic druid 14, 81 HP, fav. spell: Summon Spirit Animal, 81 kills (Bone Golem)
Vrk – shapeshifter 14, 63 HP, fav. spell: Natural Form Shapeshift, 101 kills (statue)
Now they just need another 1 500 000 experience points each to level up...
Modifié par Blackmalkin, 05 septembre 2012 - 09:44 .
#5004
Posté 05 septembre 2012 - 11:39
De'Arnise Keep
-----------------------
No issues clearing the keep. Even managed to kill the captain without much danger. Manage to clear all the floors without issues, but the fight against torgul did not fair well. I'm not even sure what happen. Yoshimo had place trapps at the door entering the main chamber. I had nalia lure the trolls. Torgul managed to avoid all but one of the traps this made no sense to me since traps trigger with the closes target. Yet Torgul only took 20 damage was barely damage even though 4 traps triggered none hitting any other target. Ok had to do this the hard way, but some odd reason anomen wouldn't target the giant trolls, but only focused on torgul which was a waste of his attacks since he couldn't hit torgul with his +1 weapon. Jeriah refused to fight torgul so in the end Anomen died then Jeriah died.
In hindsight I probably should have rested and casted web x 2 and cloudkill x 2 from nalia and had an easier fight but meh wasn't thinking.
#5005
Posté 05 septembre 2012 - 11:48
#5006
Posté 06 septembre 2012 - 02:50
It is and acquiring it was the first thing done in the sphere. I was looking around just to check I hadn't somehow dumped it, e.g. when picking up loot from the halflings, or stored it (items to sell later were being kept in the table in the room with the Knights).ussnorway wrote...
Isn't the arm back at the start... room across from the map?
#5007
Posté 06 septembre 2012 - 08:09
Escape from Irenicus: Imoen, Jaheira and Minsc can escape faster than a stalker. Mephits can't see through invisibility, but cambions can. Lesser clay golems can't be backstabbed. Duergar such as Ilyich don't like shadowy corners. The assistance of the Yoshimo, feared by all, is not required. Mephit portals are less well guarded if their summons have chased an enemy that hides. Ulvaryl the vampire turns quickly to avoid backstabs but can still be defeated. It is impossible to carry everything of value to the nearest shop but a fine effort is made. Imoen isn't afraid of fighting an impossibly powerful enemy, even if it results in her being arrested.
(edited before
Modifié par Gate70, 06 septembre 2012 - 08:12 .
#5008
Posté 06 septembre 2012 - 10:30
#5009
Posté 07 septembre 2012 - 01:53
We spent a couple of days resting up at the inn while trying to decide the best next move...
Jaheira: “Vampire hunting?”
Viconia: “Not until my next level up & I’m done helping the needy.”
Mazzy: “A strength enhancing item could be useful & I recall Valygar, advising that there should be one in that spear thing?”
Nalia: “Yes but didn’t he also say something about it being motorized by potent demons?”
Valando: “Ok I’ll have a chat to Joluv about special demon hunting items... the rest of you try to select spells which might help Mazzy with tanking them.”
There’s no tomorrow:
The first guards where Halflings (tough little buggers)... We used summons to group them together then Nalia killed most with her triple ‘Skull Trap’ demonstration. Tolgerias somehow managed to get inside but (like most mages) he relied too heavily on anti-targeting as a defence and my two Druids made short work of him.

The head cheese was a powerful magic guy named Lavok but he hadn’t bothered to put up any buffs so we threw the scullery sink at him for an easy win then a buffed Mazzy made equally short work of both the Demons and the various * other guards.
Pirate Ship A'OUY:

After opting for the good loot (two rings and a pair of gloves) we sold most of the junk for a nice profit & more importantly the knowledge gained from this expedition now allows us the empathetic ability to mind-control Vampires... In fact, Viconia was so pleased with her new trick that she didn’t squabble when Nalia demanded the emancipation of pirated slaves as payment for her help in generating the necessary ingredients for a quick test.
* Note that I tested the “Wave Halberd +4” inside here and it made dispatching the Salamanders/ Elementals a pretty simple task... I forget which forum poster first suggested this trick but thank you.
Modifié par ussnorway, 07 septembre 2012 - 01:57 .
#5010
Posté 07 septembre 2012 - 10:06
Introducing Heedless the dwarven berserker.
After a quick trip through BG1 an early morning session saw Heedless well embarked on BG2.
Surprisingly enough he started in the dungeon. Rage meant he had no problems there, though dual-wielding non-proficient weapons he failed to finish Ulvaryl off before she changed form and escaped.
After a quick trip to the circus Heedless bought the ring of air control and went to liberate the Copper Coronet. He then descended into the sewers and took some revenge for the death of Geisho on some myconids. Experience for finding Lilarcor got him to level 10.
Inventory issues with potions meant he took a side-trip to Watchers Keep to buy the potion bag there and also pick up an ammo container. There was also a side- side-trip to return Renfeld to the docks and do Xzar's quests before he finally arrived back at slaver HQ. Rage, II and the reflection shield allowed a frontal assault there to be successful with minimal damage to Heedless.
Next he was off to De'Arnise Hold. The trolls were no problem, Glaicus provided a major armour upgrade, while the umber hulks and Torgal were raged. Heedless very nearly managed to one-shot the yuan-ti mage, Stonefire's elemental damage finishing it off on the second attack. He accepted Nalia's offer to manage the stronghold.
The next step in the campaign was to follow in Geisho's steps and get the Ring of Gaxx early using protection from undead scrolls. Prior purchases for this included the Staff of Rhynn and Vhailor's Helm. The first stage in the quest went OK, though it ended up as something of a catalogue of errors.
- he began in the temple sewers by helping Roger and acquiring a new cloak from a rakshasa (got to level 12 here) before starting the Eyeless quest in order to get access to the lich.
- a single hit from Azuredge accounted for the Shade Lich.
- the Elemental Lich took just 2 Azuredge hits, a last rage for the day protecting against the trapped door.
- carelessly I only had a fire giant strength potion (and no DUHM) and couldn't get into the City Gates lich's hidey-hole and had to go to get a storm giant potion from Roger. Returning, the scroll protection was still active and this lich was another one-shot victim.
- arriving at Kangaxx's hideout the scroll was still active so Heedless accepted being drained by the trapped door rather than resting and losing the scroll and giant strength potion. Downstairs I checked the scroll was still up and summoned Kangaxx, only to find the scroll protection disappearing just as he arrived! At this point it would have made sense to have either used a potion of speed (to get away before being attacked) or a potion of invulnerability (to get automatic saving throws. As a back-up he could have equipped Arbane, but did none of these and had to survive a saving throw from symbol stun thrown during a timestop.
- now he had the chance to strike back and did so by summoning his simmy for the first time and then protecting both of them against undead. With 2 lots of Azuredge attacking the 10 hits required to take down the lich form didn't take long. At this point I realised Daystar could hit Kangaxx in BGT (don't think it can in vanilla), so the purchase of the Staff of Rhynn had been a waste. I hadn't identified Daystar so couldn't use sunray, but it's bonus damage against undead meant Kangaxx died quickly anyway.
Modifié par Grond0, 07 septembre 2012 - 10:09 .
#5011
Posté 07 septembre 2012 - 10:16
p.s. I just love the name.
Modifié par ussnorway, 07 septembre 2012 - 10:17 .
#5012
Posté 07 septembre 2012 - 10:35
Alyssa's trip to Suldanessalar was a pleasant one at first: the residents were friendly and there was plenty to see and do. All went well until she indulged her elven nature and put a bit too much trust in Mr. Rillifane. The lesson learned? Never count on gods to do what you can do better yourself.
Tensor's + IH + Kundane+ BBoD for the early encounters.


Alyssa didn't pull many punches in the rescue of Denim .
Time Stop

Backstab->Fury.

Mislead->Carsomyr->Backstabs (I usually don't allow backstabbers to cast Mislead, I'm also reluctant to let UAI thieves use Carsomyr)


Detect Illusions->Strip->Assasination


Niz got Strip(via Chain)->TS->Chaos.


The Rakshasas got ProNW+SI:E+Tenser's+IH.

Then the Temple. Alyssa expected Rillifane to do most of the work here. Unfortunately, Suneer's prebuffs stymied Rillifane's instakill and Rillifane refused to switch targets. This little surprise and an empty spellbook left Alyssa feeling vulnerable. She was mostly safe throughout, but it was a clumsy and inelegant sequence.

Finally the GoI expired, and Rillifane came through in the end.

Alyssa will face Irenicus soon.
Best,
A.
Btw. Good luck with Heedless Grond0!
Modifié par Alesia_BH, 07 septembre 2012 - 10:53 .
#5013
Posté 07 septembre 2012 - 11:02
Grond0 wrote...
As a back-up he could have equipped Arbane, but did none of these and had to survive a saving throw from symbol stun thrown during a timestop.
Just a little word or warning here: with G3 installed, Arbane shouldn't protect against Stun- even with the Free Action Protects Against Stun tweak installed.
Unmodded, Arbane had some extraneous immunities which included Stun protection. The G3 Fixpack removed them. Free Action Protects Against Stun does not add Stun immunity back to Arbane because Arbane was never supposed to provide full fledged Free Action (just Hold immunity).
Modifié par Alesia_BH, 07 septembre 2012 - 11:07 .
#5014
Posté 07 septembre 2012 - 03:16
Alyssa just completed SoA. Jon Jon gave it his best but, ultimately, his inability to detect the invisible led to his demise.
Alyssa opened with a Sphere of Chaos x2 + Malison Chain. This was mostly a gimmicky style pick though the Malison was intended to be tactically relevant.

IH+Tenser's+BBoD took down 3 of Jon's support demons. ProMW and Pro Energy handled most of the defense.



Alyssa was predictably debuffed when SI:A ran out (Tenser's prevented refresh). Ras bought her some time while she rebuffed.

Ras also gave her time to get down a pair of Spike Traps for the last Balor. Alyssa waited by the traps untill Ras unsummoned and then watched the Balor Teleport Without Error to his doom.

Time for Jon.
Alyssa began her assault on Jon by peeling his Skins at range. A pair of solid Staff of Striking Backstabs then brought him down to Badly Injured.

A Time Trap dual-wield assault under Improved Haste and Mislead finished him.

Onto ToB.
Alyssa will take on Illasera and hopefully Gromnir in her next session.
Best,
A.
Modifié par Alesia_BH, 07 septembre 2012 - 03:24 .
#5015
Posté 07 septembre 2012 - 03:54
#5016
Posté 07 septembre 2012 - 04:56
#5017
Posté 07 septembre 2012 - 10:15
corey_russell wrote...
Congratulations Alesia_BH. Good luck in ToB.
Serg BlackStrider wrote...
Impressive as always, Alesia! Keep rockin'
(Thanks)
Modifié par Alesia_BH, 07 septembre 2012 - 10:31 .
#5018
Posté 07 septembre 2012 - 10:16
While I expect the endgame to be non-trivial for Alyssa, she has often felt overpowered during her adventure. Against Illasera she felt outrageously so.
Alyssa prepped by buffing and then laying down some TIme Traps.
After the first Time Trap tripped, she cast Improved Alacrity and then went to work.

During her Improved Alacrity, Alyssa filled out her buffs and then used her zero casting time spells. Damage spells went to the Stoneskinned Mage.

Time for some backstabbing. Illasera first.


Then the Cleric.

The Mage dropped when some damage spells hit during the split second between Time Traps. Finished off the Warrior and then went home.

That's that...
I'll post on the Gromnir fight soon.
Best,
A.
Btw. Yet more goofy over-poweredness in the fight before Gromnir...
This poor solidier saw three of his buds instakilled by a quintuple Sphere of Chaos (and another turned to a squirrel) just before catching this nasty backstabb.
Modifié par Alesia_BH, 07 septembre 2012 - 10:45 .
#5019
Posté 07 septembre 2012 - 10:42
Stalker 11: Blade of Roses, Cloak of the sewers, Arbane's shortsword, Azuredge, Valen, Renfeld, mad dock cleric, a potion case from Sister Garlena, 15000gp to Gaelan Bayle, Amulet of Power fixpacked stalker can use, Ring of Protection +2, a cave of pirates, Hareishan, Mook, Jaylos, Cayhan, Gracen, two shadow thieves dominated by Salia, four grimwarders, Gellal, a fledgling vampire, a greater ghoul, a clay golem, Durst.
Stalker 12: Fledgling vampire, greater ghoul, Mace of Disruption +1, fledgling vampire. Tanova (retreat from two true sights, DUHM backstab turns her into a bat with no death/xp). Two greater ghouls then a group of three fledgling vampires and four grimward archers (saved a domination with 7 so dodgy). Ashen scale armour, katana +2, Lassal. Bodhi tries a dominate too no saving throw spotted but retained control and the next hit stopped her so maybe that was a very lucky escape - time to grab a helm of charm protection by fair means or foul.
#5020
Posté 07 septembre 2012 - 11:50
Traveling with: Charissy, Trapper, Locke, Stabber, Imoen
The intent of this run is two things. Is to try out SCS - I had thought I was testing it before, but didn't realize I had to do one more step, so was just testing the same installation! (No wonder I abandoned the prior run as it was too easy). The 2nd is to try out a party of mage/theives ONLY. Duals and kits are OK. So this means, if one my friends get chunked, only Jan, Imoen and Nalia will be allowed to join. We might let Jaheira join to get that ring of wizardry (which we can't get otherwise), otherwise, no one else that doesn't meet the initial criteria will join. The party is very low experience (89,000), hopefully that won't bite us.
With the initial equipment once free, everyone got a proficient weapon except Imoen, and Corthief doesn't even get a weapon at all. He can hide in the shadows and stay out of trouble though, and maybe try out a backstab with his fists, who knows could be interesting...
Corthief

Corthief thief points are like Stabber's, practically entirely HIS and moving silently, including HIS of 150. If safe enough he will backstab, but it's mainly so he can be stealthed prior to combat, which means he won't be targeted at first. He gets a lot of spells as an illusionist, so usually he will be either using his bow or casting support spells.
Charissy character sheet
Charissy has 18 CHA, so will be our natural leader. She is 100 in snares too. Other than that, nothing really special about her.
Trappers' characters sheet
Trapper de-traps for us, and also has 100 in snares. His spells are mostly defensive in nature, as he is the tank if needed, and also touch spells like burning hands.
Stabber character sheet
Stabber is our scout, backstabber and bowman. Practically all her thief points are hiding in shadows and moving silently.
Locke's character sheet
Locke does the classic thief roles -- picks locks and pick-pockets, both scores are 100. In combat, uses her sling or casts support spells.
Here is my Weidu log - which IS active this time!
// Log of Currently Installed WeiDU Mods// The top of the file is the 'oldest' mod// ~TP2_File
~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #2019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2
~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #3522 // Remove unrealistically convenient ammunition from certain areas -> Remove all ammo from random containers: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #3540 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #3980 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #4040 // Improved shapeshifting: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #4050 // Make party members less likely to die irreversibly: v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #4055 // Randomise the maze in Watcher's Keep: v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #4080 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #5000 // Ease-of-use party AI: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6040 // Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed): v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6110 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6123 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids can see through invisibility (matches Tactics mod): v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6139 // Add high-level abilities (HLAs) to SoA mages -> All SoA mages who can cast 9th-level spells get HLAs: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6152 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6171 // Add high-level abilities (HLAs) to SoA priests -> All SoA priests who can cast 7th-level spells get HLAs: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6182 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v21// Recently Uninstalled:
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v21// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3522 // Remove unrealistically convenient ammunition from certain areas -> Remove all ammo from random containers: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3540 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3980 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v21~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4040 // Improved shapeshifting: v21~SCSII/SETUP-SCSII.TP2~ #0 #4050 // Make party members less likely to die irreversibly: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4055 // Randomise the maze in Watcher's Keep: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4080 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v21
~SCSII/SETUP-SCSII.TP2~ #0 #5000 // Ease-of-use party AI: v21
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v21
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v21
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v21~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6040 // Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6110 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6123 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids can see through invisibility (matches Tactics mod): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6139 // Add high-level abilities (HLAs) to SoA mages -> All SoA mages who can cast 9th-level spells get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6152 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6171 // Add high-level abilities (HLAs) to SoA priests -> All SoA priests who can cast 7th-level spells get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6182 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v21~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v21~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v21~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7030 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7051 // Improved de'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v21
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7065 // Improved Unseeing Eye: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7071 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken from them in Spellhold -> Normal mode (recommended): v21
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v21
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7127 // Improved Irenicus in Hell (Tactics remix) -> Faithful adaptation of the Tactics version: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v21
Modifié par corey_russell, 08 septembre 2012 - 12:23 .
#5021
Posté 08 septembre 2012 - 12:10
Vincris, LG male elf.
Stalker 12: Tirdir, orog slavers, Am-Si (chunked before he could enter the building), Reti (force-talk), Camitis (hostile), Welther and the silver pantaloons, Sansuki Del and two vampires (Sansuki and a soldier tried to help), Unger Hilldark, Neb, Mace of Disruption +2, Jerlia, Neb's bounty, Sir Sarles, Guardian Telwyn, Travin (no issues), Borinall (backstabbed without dialogue, only 100xp). I finish the night by returning to Dawnmaster Sain then purchasing (yes, purchasing - it was too cheap to ignore) a helm of charm protection from Dawnmaster Kreel.
Modifié par Gate70, 08 septembre 2012 - 12:12 .
#5022
Posté 08 septembre 2012 - 12:28
Gate70 wrote...
Good luck corey_russell - might be a bit easier to read though if you remove the recently uninstalled items and add carriage returns.
Hey don't blame me! I was just following YOUR directions on showing my weidu.log, which you said to copy and paste the lines in the weidu log into my post, which is exactly what I did! You never said I had to put in extra carriage returns every single time (what a pain).
Also quick note: my SCS install has claimed its first victim! The ogre mage that the djinn you meet summons right after fighting the lightning mephit near the cages killed Trapper. Pretty unfair, we have no armor, 1/3 the party doesn't even have proficient weapons, and only 3 heal potions, the ogre mage did much more than 3 heal potions worth of damage! And not only that, but this is the ONLY path you can go (can't get through the sewer doors).
Corthief only survived because he ran away and hid. And no other further casualties happened because emptied our spellbook at the ogre mage. My 3rd fight and already have to rest...if most fights are like this I see a lot of resting in our future.
#5023
Posté 08 septembre 2012 - 01:05
If you had fixpack for example then that would bug out for certain but with only SCS you might get away with it... is the basic bg2 a fresh install (should be fine) or a clone bg2?
___
Looking at the log I think you will be up to your eyeballs with potions in no time at all but it’s giving every mage/ priest HLA that will probably give you the biggest challenge... these two settings alone will drastically distort the game. Still, it’s an impressive challenge you have set for yourself... Good luck!
p.s.
Which character will detect illusions?
Modifié par ussnorway, 08 septembre 2012 - 01:05 .
#5024
Posté 08 septembre 2012 - 01:19
ussnorway wrote...
That weidu log looks a bit tricky corey_russell... it’s not really a good idea to have uninstalled/ reinstalled mods because several of the older mods tend to leave undocumented changes behind after they are supposedly un-installed.
If you had fixpack for example then that would bug out for certain but with only SCS you might get away with it... is the basic bg2 a fresh install (should be fine) or a clone bg2?
___
Looking at the log I think you will be up to your eyeballs with potions in no time at all but it’s giving every mage/ priest HLA that will probably give you the biggest challenge... these two settings alone will drastically distort the game. Still, it’s an impressive challenge you have set for yourself... Good luck!
p.s.
Which character will detect illusions?
My install is just basic BG 2/ToB/official ToB patch/SCS II v21. That's it.
Think Stabber will detect illusions. It's going to get confusing after a few levels, to decide who should work on what thief skills. It was easy when it was only possible to specialize at 1 or 2 skills...
#5025
Posté 08 septembre 2012 - 03:33





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