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Baldur's Gate 2 No-Reload Challenge


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#5826
Alesia_BH

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Nice work Grond0! Fael looks promising!

#5827
Grond0

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Alesia_BH wrote...
Nice work Grond0! Fael looks promising!

Thanks Alesia.  He's at least reached my first stage target of getting HLAs.


Fael, dwarf barbarian

There was a group of beholders waiting over the broken bridge - good job Fael had the Shield of Balduran - got level 18 there.  Underground there was a lich waiting; Fael waited for a few rounds to let PFMW expire and then a single hit from Azuredge did the business.  The rest of the undead soon followed in the same manner.

Moving on, some beholders got Fael to level 19.  Didn't bother with summons for the blind priests - they all died very quickly anyway.  The Unseeing Eye came and went before more than the berserk warrior could blink.  Killing Gaal and his guards almost got Fael to his 3m target and reporting back to the temple tipped him over - he took hardiness.

I feel free to send Fael out of the city now.  There's also another sub-challenge I've been playing to - not using any extra-healing potions; I'll probably try and keep to that until at least Spellhold.

#5828
Serg BlackStrider

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Nice going, Grond0! Keep it up!

And I greatly appreciated Alicia's Throne fights write-ups, Alesia!

#5829
Alesia_BH

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Serg BlackStrider wrote...
And I greatly appreciated Alicia's Throne fights write-ups, Alesia!


Thanks Serg.

I'll post her Insane battle in either the SCS-Ascension Challenge thread or a new thread.

#5830
Thrar

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Alesia_BH wrote...

Any character suggestions for my next run?

EDIT: I'm thinking of running one of my old faves.

Alanis, Elven Sorceress (This would look a lot like Alicia's run but likely with a happier ending...)
Alastria, Human Melee Sorceress (This would look nothing like Alicia's run and would likely end with a thrashing...)
Alesia, Human Bounty Hunter
Alessandra, Human Undead Hunter
Alia, Elven Archer
Alisa, Half Elven Jester
Aliana, Human Avenger Druid


If you get to that some day, I'd love to see what you'd do with an Archer. It's such a fun class to play, but surely they have far more potential than what I'm doing with them!

#5831
Grond0

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Fael, dwarf barbarian

Finally leaving the city Fael's first destination was the de'Arnise Hold.  As he was so over-levelled for this I didn't allow him the use of any buffs or summons, but he still coasted through - only the giant yuan-ti doing him significant damage.  I missed out on a bit of XP when not putting the dog stew out until all the umber hulks were dead.  With the Flail of Ages constructed (and put to good use on Torgal) Fael put away Stonefire that had served him so well up to this point.  Fael accepted the stronghold from Nalia.

Moving on to Umar Hills Fael rapidly did the quests there.  Also collected Valygar's body for later use.  As with de'Arnise Fael didn't use any summons or buffs here.  Both liches were quickly destroyed; the Shade Lord saved against instant destruction, but still failed to get a spell off.  For Thaxy Fael traded a number of blows after PFMW ran out, but failed to slow him.  Thaxy did use a malison, but rather stupidly had already cast spells such as chaos, so Fael didn't feel the need to respond.  Fael was badly damaged and hid safely for a while until he had regenerated and then came in again for the kill.
Posted Image

I couldn't remember what the Human Flesh contact did if attacked, so did buff up for this, but it was wasted effort as he died instantly.

On to Trademeet.  Fael extended the range of his summons with the efreeti bottle and picked up Belm for off-hand use.  No need for any buffing there - the only fight where he took any significant damage was due to several call lightnings from the Shadow Druids.  It took Cernd only 3 attacks to kill Faldorn, thanks to a pair of criticals.

After a brief trip back to the city to pick up the acorns Fael rounded off his tour of the wilderness areas at Windspear.  Only problem here was carelessly getting drained 2 levels by a vampire - that meant he had to quickly equip the shield of harmony to protect against domination as his saving throw changed from -4 to +1.  Still no buffs used, though did shift equipment around, e.g. to get 80% fire resistance against the genies.  I was a bit concerned about Samia's party and initially just held the door against them.  After taking a flamestrike Fael retreated into the door shadow and, after Samia's death, was able to relax and regenerate for a while before emerging to beat up the rest of the party. 
Posted Image

For Firkraag used Helm of Defense, Dragon scale shield, Darkmail +3 and ring of fire resistance to provide 105% protection.  Firkraag tried lowering fire resistance, but without effect.  He then used a malison, causing Fael to run away and wait until it expired.  I was hoping to be able to use a run round and hit strategy from this point.  However, Firkraag hasted himself meaning Fael couldn't stay away from him.  He left it till the last moment, taking a bit of a risk, but finally accepted he had to take a potion of speed and ran for the exit.  Firkraag followed, but his bulk placed him out of sight on arrival at the other end allowing Fael to regenerate in peace. {Edit: I could have stayed nearer the exit and used that tactic  without the need to take a potion of speed first in order to avoid buffing there}.  Fael attacked and retreated twice more before landing a fatal blow.  As with Thaxy Firkraag was never slowed, which suggests to me both have dragon immunity.
Posted Image

Back in the city Fael headed for the Planar Sphere.  There was none of that no-buffing nonsense there - the halflings that sometimes cause me trouble all died within seconds.  On through an elder orb to beat up Lavok before he could cast anything.  Tolgerias and his mage colleague were both slowed on their first hit and killed without casting anything but their starting buffs.  Fael soloed the demons, relying on his basic -5 vs death and -4 vs spells saving throws.  Just for a change he used Ilbratha for the first time on the last demon.

Next he cleaned the sewers up.  Just used a couple of summons here, but mainly he drew the mind flayers out in ones or twos to make it easy to monitor whether intelligence drains would be a problem.

The final quest prior to Spellhold was to help Haer'Dalis.  That was off to a good start when a bounty hunter's buffs were made redundant by death.  Moving down the corridor Fael built his extra-healing potion collection up past 100 (none bought or used so far) to the yuan-ti mages.  I've had problems there a few times as a result of movement difficulties so made sure this time that Fael stayed back and let enemies come to him initially - he took only minor damage.  The Master of Thralls died pretty much at once; the Warden put up a reasonable struggle, but with all his spells allowing a saving throw he was eventually overwhelmed.
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A final trip to Cromwell saw the Shadow Dragon armour forged before Fael set sail.  He has just arrived in Brynnlaw and seen off yet another vampire ambush.

Modifié par Grond0, 15 mars 2013 - 03:25 .


#5832
corey_russell

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Fael is doing great, Grond0! Don't let your concentration lax, your run looks promising...

#5833
Aasim

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Entering the No-reload challenge, Dante, Cavalier. Currently traveling with Minsc (same stats, as Berserker), Xan (sorcerer) and Cernd (shapeshifter). Weidu as folllows:
// 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]
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-classing Restriction from Archers   and Stalkers: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in  Wrath Hell Trial: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01
~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6
~SETUP-ITEM_PACK.TP2~ #0 #0 // Item Pack: v1.7
~SETUP-ITEM_PACK.TP2~ #0 #1 // Extra Items: v1.7
~SETUP-ITEM_PACK.TP2~ #0 #2 // Tweaked Items: v1.7
~SETUP-ITEM_PACK.TP2~ #0 #3 // Convenient Free Action Items: v1.7
~SETUP-ITEM_PACK.TP2~ #0 #4 // More Distinguishable Items: v1.7
~SETUP-ITEM_PACK.TP2~ #0 #5 // Familiar Faces: v1.7
~SETUP-ITEM_PACK.TP2~ #0 #6 // More Work for Cromwell: v1.7
~SETUP-ITEM_PACK.TP2~ #0 #7 // Pocket Store: v1.7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3140 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Originals from EoU (Karzak, Blucher): v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v11
~XAN/SETUP-XAN.TP2~ #0 #0 // Xan NPC MOD for Baldur's Gate II, v10
~XAN/SETUP-XAN.TP2~ #0 #3 // Install alternate class for Xan? -> Change Xan's class to Sorcerer
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): 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 #2041 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy and player Harm spells both do 150 hp of damage: 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 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v21
~SCSII/SETUP-SCSII.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: 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 #3010 // Remove the invisibility power of the Staff of the Magi: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3020 // Move Vhailor's Helm into Throne of Bhaal: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3030 // Move the Cloak of Mirroring: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3040 // Move the Robe of Vecna into Throne of Bhaal: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3060 // Remove Arrows of Dispelling from stores: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3080 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4040 // Improved shapeshifting: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4063 // Make the fighter stronghold available to all classes: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4064 // Make the paladin stronghold available to all classes: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4065 // Make the ranger stronghold available to all classes: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4067 // Make the wizard stronghold available to all classes: 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 #6015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6023 // Potions for NPCs -> Two thirds of the potions dropped by slain enemies break and are lost: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: 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 #6113 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6121 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6151 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6180 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6220 // Smarter Yaga-Shura: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7050 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: 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 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: 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 #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
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.51
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.51
~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.51
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.51
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.51
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.51
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.51
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.51
~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.51
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.51
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.51
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #160 // PnP Undead: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #191 // Increase the Hit Dice of Elemental Princes: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.01
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.01
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #0 // Infinity Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #25 // Humanoid Animation Fixes: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #50 // Distinctive Genies: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #175 // Pit Fiends -> Some get the NWN animation: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #230 // Cambion/Isair Animation -> Some cambions: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #280 // Alu-Fiend/Madae Animation -> Some alu-fiends: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #415 // Skeleton Warriors -> Skeleton animation: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #450 // Seer Animation -> Some beggars and slaves: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #490 // Svirfneblin Animations -> Animations and sounds: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #500 // More Base Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #550 // More Icewind Dale Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #600 // More Icewind Dale II Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #720 // More Planescape: Torment Animations -> 50% of relevant non-joinables: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #8010 // BG1 Animations for NPCs -> 50% of relevant creatures: v5
// Recently Uninstalled: ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9000 // Fix Areas -> Creature References: v5
// Recently Uninstalled: ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9520 // BG1 Animations for Exported PCs -> Patch all PCs without prompting: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9000 // Fix Areas -> Creature References: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9520 // BG1 Animations for Exported PCs -> Patch all PCs without prompting: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9610 // BG1 Animations for Saved Games -> Prompt for problematic characters: v5
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2

Currently party is at 11th-12th lvl, (just picked up Cernd, finished Slavers, Xzar/Monty, got Foebane for my protag from WK, Lirarcor for Minsc ) resting just outside Faldorn's hideout. Will post more progress with screenshots soon.
One more thing - PnP Elementals from aTweaks is CRAZY. I am more afraid of Druids than wizards now! Add Infinity animations and a Fire Elemental looks like a freakin' Lava Golem....awsome. :o
......and I have yet to see aTweaks Fiends in action.

Modifié par Aasim, 15 mars 2013 - 07:37 .


#5834
Alesia_BH

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You are most welcome Aasim!

Looking forward to your run!

#5835
Serg BlackStrider

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Best of luck, Aasim!
I have Infinity Animations installed as well (for the restored BG1 animations) and found out that *BG1 Animations for NPCs -> 50% of relevant creatures: v5* could be a cause of crashes sometimes. Nalia's Keep comes to mind, for example, when you open the gate for reinforcements and then enter the Keep. Some of the soldiers, who are fighting the Trolls there, are *bugged*, I think, as the crashes ended when I uninstalled that particular component completely. So, be warned! =)

Modifié par Serg BlackStrider, 15 mars 2013 - 08:02 .


#5836
Aasim

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Tnx all....I usually don't bother opening the gates of DeArnise Keep. Tnx for warning anyway. We'll see how it goes, but I really love the new (actually, OLD - I have BG1 avatars) graphics. So retro.

#5837
Gate70

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 Good luck Aasim (dealt with your namesake earlier this evening).

Engor : LG male dwarf kensai
After killing Sarevok it is time for Engor to deal with Rahvin and his gang. At two points he is terribly wounded and forced to run, having to re-buff once after a dispel. Their deaths see Engor puzzling how to learn new skills (250k xp, will leave levelling until in BG2). A fourth and final greenstone amulet charge sees Tarnesh dealing (or not) with an angry kensai. Back to the duchal palace for Belt to send Engor on a mission of great importance.

Engor wakes up with Imoen, Minsc and Jaheira. Eugh, and the less said about the cages the better.
Posted Image

They are sent packing and Engor starts to make his own escape plans, which involve resisting radiant mephit breath but not steam mephit breath. An ice mephit foolishly stands near a trapped container (well, why not use the tools to hand) and Engor finishes it off with a newly-found longsword +1.

Illyich and co are a minor speed bump, then Yoshimo borrows a few items and departs. Engor is left to deal with four mephit portals on his own, saving against another radiant mephit colour spray.  Ulvaryl the vampire is killed in two hits so a nearby mage also has to be killed. Frennedan and the final three thieves can't stop Engor breathing fresh air taking a pile of loot to the shops.

A brief trip to the circus is fitted in before calling it a night.

#5838
Grond0

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Gate70 wrote...
(now, just got to grab some pantaloons + a ring then catch that other shorty fella up...hang on, how the Fael has he got that far ahead!)

Those little dwarvish legs do tend to twinkle in single player and he's now out of Spellhold!

Fael, dwarf barbarian

Helped Ginia.  Perth was on the wrong end of a whirlwind.  I had a vague memory that the book of Infinite Spells could provide a spell turning, but wasn't offered that option and went straight past true seeing to the wondrous burning hands!

Inside Spellhold told Imoen she would have to make her own way home.  No problems fighting through the first stage with hardiness and whirlwinds now featuring prominently against groups of attackers.

Fael duly escaped from the prison and released some prisoners, which triggered an encounter with Irenicus.  Using greater whirlwind he quickly brought Irenicus to near death, but the mage didn't seem to want to die - hitting him a number of times while at near death, only resulted in Fael damaging himself more and more on Irenicus' fire shield.  As a result Fael stood back and, for the first time in the game, got his bow out (to use an arrow of dispelling on him).  I don't have a lot of experience with this fight, but I imagine that Irenicus was displaying the same sort of behaviour as trolls (possibly because he was slowed), i.e. his death dialogue couldn't trigger because he was being hit constantly. 
Posted Image

With Fael down to 47 HPs I didn't want to risk him being attacked by too many murderers, so went invisible while regenerating.  They were still able to track him, but not see enough to attack - until he eventually showed himself by summoning a warrior to join in the final slaughter.

Fael agreed to go with Saemon (in retrieving the pirate horn I couldn't resist saying hello to one of the many graveyards of multiplayer attempts with Gate70).  Fael has just arrived in Sahuagin City, just shy of level 35.
Posted Image.

Modifié par Grond0, 16 mars 2013 - 07:13 .


#5839
Alesia_BH

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Could this be the one Grond0?

(And good luck with Engor Gate!)

Modifié par Alesia_BH, 16 mars 2013 - 08:46 .


#5840
Grond0

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Who knows - the only thing I'm specifically worried about in SoA is imprisonment, but there are still plenty of opportunities to make a mistakePosted Image.

#5841
Grond0

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In fact that mistake might already have comePosted Image.

Fael, dwarf barbarian

Went to get the tooth from the beholder.  Also played the game with the imps - nodding to another multiplayer death scene there.  Talked to the prince and got a fake heart and then peeled the Cloak of Mirroring off the body of a priestess on the way back to the king.  With him dead Fael decided the world would be better off without the prince and finished that job before descending to the Underdark.

Fought a group of drow, released some trapped souls and dismantled some spore colonies.  No way to cast freedom so the mage will have to remain imprisoned until the next lucky adventurer comes along.  In the gnome village resealed a demon portal.  A bunch of kuo-toa guarding a bridge damaged him badly forcing him to run in order to split them into manageable chunks (and belatedly make use of hardiness) - a reminder there that barbarians are easily hit.  He hadn't yet healed when walking into a drow ambush, so quickly ran away again.  After regenerating invisibly he pummeled the drow and then went to talk to Adalon.

Soon Fael was introduced to Solaufein and told to go on a rescue mission.  This time I was expecting an ambush on the way - again Fael took significant damage and retreated to finish off the last two (including a blade barriered cleric) with Azuredge.  Fighting the illithids Fael took two devours while whirlwinding the first flayer and decided to create a bit of space.  He didn't actually go far - not even out of sight.  However, I hadn't realised how vulnerable Solaufein seems to be in this encounter and in no time he was dead - turning Phaere (and then the entire Drow city) hostile.

I've only rarely been this far in the game so am not sure whether it's still possible to continue.  Talking with Adalon suggests that killing everything in the city would be an option - that should be easy enough, so I'll probably get on with that unless someone tells me it's pointless.

#5842
Alesia_BH

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No worries Grond0: I've futzed up the dragon egg quest in almost all of my runs.

Once the city goes hostile, the Underdark exit opens for you. You can leave through the Kua-Toan route at any time. One caveat here though: there is a party of Drow defending the exit that Adalon would have killed for you had you completed the quest successfully. They shouldn't be a problem for an over leveled barbie in vanilla, but you should expect more of a tussle there than you might have experienced in the past.

In vanilla, returning, killing off the city, and grabbing the dragon eggs is an option as well- it's easy enough to kill everything in there. Note well though: there is a mechanic whereby the city can be locked down, trapping you inside. That shouldn't come into play in this case since you've flubbed the quest prior to the time when that might occur, but, personally, I might hesitate to re-enter the city for fear of something flooey happening.

Anyhoo. Best of luck: Your run is far from over.


A.

EDIT: The entrance to the Kuo-Toan tunnels is to the northwest over by gnome-ville.

Modifié par Alesia_BH, 16 mars 2013 - 12:45 .


#5843
Grond0

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Thanks for that. I had actually already re-entered the city, slaughtered the inhabitants and found some dragon eggs anyway. Nice to know for future reference that isn't necessary though!

#5844
Alesia_BH

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Glad to hear Fael made it through. :)

Modifié par Alesia_BH, 16 mars 2013 - 12:46 .


#5845
Aasim

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Update for Dante, Cavalier. Just entered Underdark, with Xan, Minsc, Cernd and now Imoen. Had very little trouble in Spellhold (I don't have "improved Irenicus in Spellhold" from SCS installed, don't like it).
Sahaugin (improved)....not too easy, not overly difficult. Wasted a lot of healing potions here, however. Am I bit afraid of tackling Elemental portals in Underdark, given that Air Elementals can deal up to 30-40 damage with their Whirlwind attacks. We'll see how it goes.
Some screenshots:
Mae'var demise
Getting near death on a random ambush
Greater Fire Elemental in action
Malison+Emotion combo on Mencar and Co.
Tor'gal's death
Quests left to do post-Underdark: All of Windspear, killing Thax, Sewers + Unseeing Eye, Planar Sphere, Fallen Paladins, Ilithium, Planar Prison.

#5846
Grond0

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Fael, dwarf barbarian

The eggs Fael recovered from the slaughtered city were returned to Adalon and she teleported Fael with her to the exit.  After killing some goons there Fael rested and went back into the kuo-toan tunnels.  The prince there proved difficult to kill due to his high regeneration and the fact he ran round scared at high speed whenever injured.  However, several Azuredge whirlwinds while raged eventually did the trick.

After resting (and beating off some ambushers) Fael went into the demon room and summoned them to play using Kitthix.  After beating them up Fael donned the girdle of frost giant strength (I assume the girdle of inertial barrier is no longer required with cloak of mirroring on).  Wearing that he can again easily reach 25 strength by raging (despite the loss of his Bhaal powers).

I decided not to do the beholders and illithids - given that Fael is almost at the XP cap already he certainly doesn't need the experience and my concentration is probably better saved for required encounters.  Fael's therefore now waiting at the exit in order to emerge from the Underdark next session.

#5847
Gate70

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Good stuff Grond0; I'd recommend keeping the inertial barrier belt ready for indirect / area spells.

Engor : LG male dwarf kensai
First job today is to free Hendak - what an experience. It doesn’t seem long before Suna Seni and her colleagues make an appearance then Engor feels able to pick on someone his own size; or at least Haegan is that size once his feet suffer a RoseBlade accident. At some point Renfeld is rescued and some Orogs are also whittled down. Engor is feeling the pain so decides to purchase a scroll so he can pick up an ioun stone and Kitthix. A couple of extra healing potions are needed but the job is soon done.

Not a bad start but Engor is thinking about how to make himself less vulnerable to melee groups. This will affect what he does next. He’s offhanding a non-proficient Arbane rather than having to remember to use it when necessary, has bought the Blade of Roses as a primary weapon with a looted mace +1 for blunt attacks, a sword of flame for trolls and Azuredge in case of undead emergency.

#5848
Grond0

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Gate70/Grond0 Multiplayer attempt 15 (update 6 - 2 hr, 50 mins; total 14 hrs 30 mins)
Tyran, gnome berserker (Grond0), & Titas Adukaars, dwarf fighter/cleric (Gate70)

An up and down session today saw the duo arrive at Spellhold with their first HLAs in their pockets.

The action started with finishing off the Windspear Hills dungeon.  Samia was no problem - her party struggling to hit Titas as he tanked while Tyran threw axes from behind.  Firkraag was a different matter: rather like with Thaxy our co-ordination was poor so there's definitely more practice needed with dragons.  There was a poor start here with Titas attempt at using Harm disrupted, while Tyran refused to accept for much too long that Azuredge was having no effect.  Things were not helped by laggy movement - at one point Tyran dispelled Firky's haste and himself took a potion of speed.  Despite that he still couldn't out-run the dragon and was well down on HPs when Titas came back in as a distraction - even though he had no fire protection at that time.  Fortunately Firkraag kept his breath to himself there and soon after paid the price.

By contrast the next encounter felt very well managed.  The sewer illithids were drawn into attacking summons and chipped away without any danger.  Similarly the yuan-ti mages in Mekrath's hold-out were unable to get going under a twin assault of elemental damage weapons.

The guarded compound also felt reasonably good, although Titas did take some punishment.  He chose to tank here, freeing Tyran to chuck axes from a distance.  In the early stages he took quite a bit of spell damage as well as melee attacks and had to run back to the stairs to receive a first dose of rod of resurrection healing.  However, he was also handing out plenty and the opponents quickly evaporated in front of him.

On to the Planar Prison, where Titas had another couple of close escapes.  The difficulty of movement in that area exacerbates the general problem of co-ordination in multiplayer and Titas got sucked in a bit too far to attack the first group of yuan-ti mages.  As a result he suffered damage not only from them, but also the spell-using thrall nearby and got taken down to 4 HPs before drinking a potion and receiving another charge from rod of resurrection.  The Master of Thralls fell very quickly, but the warden still had control of his slaves and lasted rather longer.  Even when he was dead the yuan-ti mages pulled out a few skull traps to again take Titas into dangerous territory, though once more he toughed it out.

The last significant task outstanding in Athkatla was in the Planar Sphere.  This was a pretty easy ride.  Lavok got off just one spell before catching an axe with his throat, while Tolgerias didn't even manage that.  Titas waltzed round the demons, while Tyran picked off stragglers with his axe.

After cleaning up inventory the duo set off for Spellhold and have just arrived in Brynnlaw.

Combat stats (continued from BG1):
Tyran, berserker 20, 119 HPs, 726 kills.
Titas, F 14 / Cl 15, 106 HPs, 784 kills, 1 death.

#5849
Gate70

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Engor : LG male dwarf kensai
So many choices, meaning Engor starts several jobs in parallel. First to complete is collecting the ransom silver pantaloons and boots of avoidance. Then off to Umar for a magical sword, Ilbratha. Down into the sewers for a spiffy sniffy cloak.

Next, a necklace for Mae’Var, Prebek and Sanasha for the Harpers and some mephits to start for Edwin. Then two stone golems before switching to the Harper HQ and giving Xzar the bird (level 12 achieved, * in axe).

Rayic Gethras saves against a Kitthix web as an invisible Engor moves to the top-right corner of the room. Kitthix survives Sunfire, is stunned, survives Finger of Death but not disintegrate. Engor reckons Rayic will have lost his PfMW so moves in with DUHM and kai. A few hits later the mage is dead, and Engor proceeds to out-melee the summoned invisible stalker for kicks (3000xp).

After a mustard jelly melee (a single sword backstab taken) Engor battles the remaining thieves on the ground floor of the guild. He switches to DUHM > Ilbratha mirror > RoAC invisibility > Arbane haste; Mae’Var and his goons are taken apart without injuring Engor any further. Renal Bloodscalp is extremely pleased with this result (kensai 13).
Posted Image

(Hopefully I can make reasonable progress thanks to the items collected so far)

Modifié par Gate70, 16 mars 2013 - 10:48 .


#5850
corey_russell

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Mittrek's adventure continues (kind of)...

Well, it finally happened. The party was dueling Rayic Gethras and took him down, but not before he summoned a conungrun demon, or something. From reading others' posts I knew some of its abilities, but I had no idea what was required to kill it. Unfortunately, this demon slew everyone but Mittrek (we only got it to barely injured) - Mittrek put haste on himself and ran away to the Sea's Bounty.

This is the party status at this point:
Posted Image

Keep in mind I had NOT collected the equipment yet, the demon was still alive. So Mittrek intended to rest at the Sea's Bounty for 8 hours so the demon would unsummon and Mittrek could get all the equipment for the other party members...but I forgot about "rest until healed"! Sure enough he rested for 1 day 8 hours and when he returned to Rayic's place all the equpment was gone!

Keep in mind this is still very early only things done really are cricus and Irenicus dungeon plus a few ambushes. Paja doesn't have raise dead yet, so Mittrek only had enough to raise one person - he raised Paja, as if they can somehow get enough experience she can raise the rest. I also had to buy her some cheap equipment, all non-magical.

This is the key stuff lost:
* all heal potions
* full plate
* medium shield +2
* sword of chaos
* arbane's sword
* ring of protection +1
* plate mail +1
* studded leather +1
* +2 sling
* long sword +1
* ring of human influence
* lots of potions, strength, haste

Considering I am SCS, I think from a practical point of view, my run is over, but I guess I'll try to get as far as we can before we get overwhelmed with our vastly inferior equipment...

Modifié par corey_russell, 16 mars 2013 - 11:25 .