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Baldur's Gate 2 No-Reload Challenge


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#626
Demivrgvs

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Well, I suggested to post at G3 but I hope players don't mind a small off-topic.

Thailog wrote...

Ahh, that clears things up. Thank you! What confused me were some odd strings that I kept seeing in the combat log i.e. stuff like "Dire Leopard: Haste". If I may suggest, would it be possible to change that to something like "Dire Leopard: Pounce"? It's a little detail but I think it would help with the immersion.

You're indeed right, I don't know why I put that string there, I'll fix it.

Well, even though I was a bit skeptical at first, so far I really like both of your mods. :)

:)

As for elementals being too strong, I don't think so, but I've only been using the fire type so far. IMO, their increased power is offset by the shorted summoning time (they used to last forever in the original game). I'll try out the other elemental types a bit more and report my findings. Also, I really like the new visual effects which you used for the summoning circles. Simply awesome!

I like small details. B) I'll wait then, and I can also take some feedback from your narration myself (actually I already did...see later).

P.S each elemental type is kinda unique now (e.g. air ones move and attack very fast, earth ones are the most damaging and resistant, but they are slow), you'd better check their descriptions. ;)

BTW, one small thing I didn't like was that the summoned Nymph kept casting spells by herself even if I ordered her to do something else like run away. Can you per chance make it so that player commands have higher priority than AI commands with summoned creatures, especially spellcasters?

I'll look into it, but I already included a check to disable her AI in-game in case players prefer to manually use her (I do). Just select her and keep the mouse on her, then press Ctrl+D on your keyboard and a display string on her head should appear to notify her AI is disabled. If you want to re-enable it press Ctrl+E. This can be done on any spellcasting creature within SR (e.g. genies).

Also, she seems a bit too powerful for a fourth level spell as you basically summon another high level druid! IIRC, Nymphs are not supposed to be quite that strong in P&P.

Actually they do. Both within AD&D 2nd edition and 3rd edition, nymphs are 7th lvl druids. Within AD&D (the ruleset BG is based on) she should also has 50% magic resistance, but I think that would indeed be overpowered, and within 3rd edittion they have other at-will powers as well. That being said, the plan was to make Call Woodland Being cast her only later on, and start with a less powerful Dryad, because I do agree with you that early on a Nymph is too powerful (just like it was vanilla's one).


Random things taken from your narration:
* the shambler you're using is not SR's 7th lvl spell but RR's one from the Guardian shield, thus I cannot touch it, but I do agree about making elementals and shamblers immune to disease effects, will do
* IR V2 Karaja's Armor issue was not inteded, I should fix that, but in the upcoming V3 it won't even have such abililty
* I heavily revised insect spells (though for a player they may seem almost unchanged, have you noticed?), but it seems like their panic effect triggers too often, am I worng?

Modifié par Demivrgvs, 25 octobre 2010 - 12:13 .


#627
Thailog

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Demivrgvs wrote...

I'll look into it, but I already included a check to disable her AI in-game in case players prefer to manually use her (I do). Just select her and keep the mouse on her, then press Ctrl+D on your keyboard and a display string on her head should appear to notify her AI is disabled. If you want to re-enable it press Ctrl+E. This can be done on any spellcasting creature within SR (e.g. genies).


Cool, I'll try that.

oth within AD&D 2nd edition and 3rd edition, nymphs are 7th lvl druids. Within AD&D (the ruleset BG is based on) she should also has 50% magic resistance, but I think that would indeed be overpowered, and within 3rd edittion they have other at-will powers as well. That being said, the plan was to make Call Woodland Being cast her only later on, and start with a less powerful Dryad, because I do agree with you that early on a Nymph is too powerful (just like it was vanilla's one).


You're right, I must have confused the two. Anyway, I like your idea of summoning Dryads at lower levels (maybe start with just one and gradually increase the number to 3 with more levels) and then summon a Nymph in addition to the Dryads at level 15. That way, you could give the Nymph all of her P&P abilities without making it overpowered. What do you think?

I heavily revised insect spells (though for a player they may seem almost unchanged, have you noticed?), but it seems like their panic effect triggers too often, am I worng?


Well, I noticed that casters can occasionally get off some short duration spells (i.e. Stoneskin) even while under an insect swarm. It probably happens when they make their saves. As for the panic effect, I think it occurs pretty much the same as it did in the original game. Didn't notice any changes there.

#628
Serg BlackStrider

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Short update of BlackStrider & Co



We exposed and eliminate Mae'var Guild on behalf of Renal Bloodscalp. No one even got a scratch in a process. Nalia stole the amulet off the Weathermistress Ada and then we were sent on mission to eliminate Rayic Gethras. Jaheria cast Prot from Fire and soloed his Mephit guards, then with Mazzy & Valygar finished Golems guards. Rayic himself got Breach and Mazzy's fantom arrows from Tansheron's Bow. His spells were disrupted and he quickly fell. Mae'var and his goons themselfs were no threat.

BlackStrider hit 14th level at the moment (got 7th level spells) so we decide to perform Limited Wish Adventure quest. Not much to tell here. Were ambushed by Dermin & Co while resting in a Druid Grove but they were scattered in the labyrinth of the Grove and so were quite easy dispatched one by one.

Now planing to infiltrate Bodhi's Lair and onward to the Spellhold.



to be continued...

#629
wise grimwald

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Diary of Dragonslayer

Killed the midflayers in the sewers. The first one reduced my intelligence significantly, so worked out a tactic for the rest. Sent in Amber(hidden) and some skeletons. The skeletons were wiped out but the battle was then easy.

Beat the vampires in the graveyard and headed off to spellhold.

#630
amanasleep

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Hi all, thinking of doing a no-reload SCS 2 run with an EVIL spellcaster (taking advantage of David's improved fiends).  Trying to figure out the most malevolent, cartoonishly evil build.  Narrowed it down to a Sorcerer or C/M.  The thing that's holding me up is the 'ol Limited Wish/Ring of Folly Summon Vampires trick: the C/M does it easily, but is weak on other stuff like demon summoning (you get a few extra Pit Fiends, but at the cost of overall access to the other fiend spells) .  The rest of the Divine spell list is not particularly EVIL, except for Doom, Poison, Cloak of Fear, and Slay Living.  The other "evil" spells are either weak because they affect only good or are duplicated in the Arcane spell list.

If I want to get vampires with a Sorc, I need to do stupid stuff like set a Chain Contingency with 3x Control Undead (probably with Malison before hand).  Will need to be pretty high level to do that, and in the mean time I'm giving up picking Cacofiend and Finger of Death early (when they are most EVIL).

Opinions?

#631
Alesia_BH

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I'm reluctant to give advice since I'm hoping you'll find your own style, but I'll tell you a little bit about my evil caster, Drella. Maybe it'll give you some ideas.

I built Drella as a Priest of Talos-> Mage. At high levels, she used a Sphere of Chaos, Sphere of Chaos, Storm of Vengence Chain and would Silence and Blind all of her enemies before finishing in melee- using Storm Star as her preferred weapon. That seemed suitably cruel and worked well with the Talos theme.

One of my favorite moves with her was Limited Wish: Summon a Horde to Over Run My Enemies-> Wish: Horrid Wilting on Everyone in the Area -> Limited Wish: I Wish to Be Protected from Undead (with the Ring of Folly)-> Turn Undead. Basically, she'd waltz into a area, send a bunch of cute and fuzzy bunnies around town, and then when all the kiddies came out to great them, they'd all get Wilting. Anyone who survived the Wiltings would be finished off by the Vampires. She'd wipe out whole villages that way.

In any event, have fun choosing amanasleep. I'd be interested in seeing what you could do with the SCS demons.

Best,

A.

Modifié par Alesia_BH, 26 octobre 2010 - 06:52 .


#632
wise grimwald

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Dragonslayer got first HLA, but it hasn't appeared in his spell list. It should be accessed from the button on the right, yes? the one where he has all the spells given to him through the game such as heal, cure poison, draw upon holy power etc.

I am wondering if I have a bug, or is it because of my mods listed here?

// 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]
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1 // BG2 Fixpack - Game Text Update: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-classing Restriction from Archers   and Stalkers: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v8
~SETUP-BAGBONUS.TP2~ #0 #0 // Bonus Potioncase and Ammobelt to Deidre's store
~SETUP-SAERILETH.TP2~ #0 #0 // Saerileth Romance Mod v12 (BG2:SoA & TOB NPC) created by nethrin and Sillara
~SETUP-BRANWENNPC.TP2~ #0 #0 // Branwen NPC
~KELSEY.TP2~ #0 #0 // Kelsey v2.1: for BG2 - SoA
~KELSEY.TP2~ #0 #2 // Install Alternate Kelsey portrait set #1 by Karse Soze (regular Kelsey)?
~KELSEY.TP2~ #0 #3 // Install Banter Accelerator script? (Increases the frequency of interparty banter both from Kelsey and other NPCs)
~SETUP-KETO.TP2~ #0 #0 // Keto-SOA NPC V2
~SETUP-KETO.TP2~ #0 #1 // Keto/Kelsey Interaction (Requires Kelsey-SOA)
~XAN/SETUP-XAN.TP2~ #0 #0 // Xan NPC MOD for Baldur's Gate II, v9
~XAN/SETUP-XAN.TP2~ #0 #1 // Install alternate class for Xan? -> Change Xan's class to Fighter/Mage
~XAN/SETUP-XAN.TP2~ #0 #5 // BG1-style flaming swords
~CLIFFKEY/SETUP-CLIFFKEY.TP2~ #0 #0 // A Mod for the Orderly - Add a Keyring to Faerun! See readme for more details about the choices below. -> Nanoquest version: v3
~SETUP-AMBER.TP2~ #0 #0 // Amber the NPC MOD for BGII:SoA: v2.5
~SETUP-AMBER.TP2~ #0 #1 // Multiplayer-friendly flirting for Amber: v2.5
~SARAHTOB/SETUP-SARAHTOB.TP2~ #0 #0 // Sarah NPC Romance Mod for BG2:ToB: 3.1
~TYRISFLARE/SETUP-TYRISFLARE.TP2~ #0 #0 // Tyris Flare NPC: v2
~TYRISFLARE/SETUP-TYRISFLARE.TP2~ #0 #104 // Alternate Tyris Portraits -> Alternate Portrait 4: v2
~SETUP-KIVAN.TP2~ #0 #0 // Kivan of Shilmista: v12
~SETUP-KIVAN.TP2~ #0 #1 // Select Deheriana's class -> Mage/Fighter/Cleric: v12
~SETUP-KIVAN.TP2~ #0 #5 // Select Kivan's Portrait -> Do Not Install Alternative Portrait for Kivan.: v12
~SETUP-KIVAN.TP2~ #0 #7 // Install ToB Portion of the Mod: v12
~RE/SETUP-RE.TP2~ #0 #0 // Aerie, Anomen, Jaheira and Viconia React to Romantic Encounters
~RE/SETUP-RE.TP2~ #0 #1 // Storms and Lightning, by berelinde (Weathermistress Ada, adult content)
~RE/SETUP-RE.TP2~ #0 #2 // Aimi's Magic, by berelinde (adult content)
~RE/SETUP-RE.TP2~ #0 #3 // Anishai's Deft Hands, by cmorgan
~RE/SETUP-RE.TP2~ #0 #4 // An Evening with Aran, by Kulyok
~RE/SETUP-RE.TP2~ #0 #5 // Bjornin's Desire, by jastey (adult content)
~RE/SETUP-RE.TP2~ #0 #6 // Bodhi's Allure, by Kulyok (adult content)
~RE/SETUP-RE.TP2~ #0 #7 // Trademeet with Guildmistress Busya, by magrat
~RE/SETUP-RE.TP2~ #0 #8 // The Gambling Cambion, by Kulyok
~RE/SETUP-RE.TP2~ #0 #9 // Chanelle's Gifts, by cmorgan (adult content)
~RE/SETUP-RE.TP2~ #0 #10 // A Night with Coran, by magrat
~RE/SETUP-RE.TP2~ #0 #11 // Cyric's Test, by Kulyok
~RE/SETUP-RE.TP2~ #0 #12 // A Tryst with a Pirate Lord, by Kulyok (Desharik, adult content)
~RE/SETUP-RE.TP2~ #0 #13 // A Lonely Dryad, by Kulyok (adult content)
~RE/SETUP-RE.TP2~ #0 #14 // Edwin's Softer Side, by Kulyok
~RE/SETUP-RE.TP2~ #0 #15 // Eldoth' Exploits, by Kulyok
~RE/SETUP-RE.TP2~ #0 #16 // Elhan's Expansion, by Kulyok
~RE/SETUP-RE.TP2~ #0 #17 // Firkraag's Unsheathed Sword
~RE/SETUP-RE.TP2~ #0 #18 // Gaelan's Contract, by Evaine Dian
~RE/SETUP-RE.TP2~ #0 #19 // A Walk with Garren Windspear, by Kulyok
~RE/SETUP-RE.TP2~ #0 #20 // Enter Haer'Dalis, by Kulyok
~RE/SETUP-RE.TP2~ #0 #21 // Hendak's Heart, by jastey
~RE/SETUP-RE.TP2~ #0 #22 // Ilona, a Merchant's Daughter, by Kulyok
~RE/SETUP-RE.TP2~ #0 #23 // Jarlaxle's Fascinations, by Catseye
~RE/SETUP-RE.TP2~ #0 #24 // A Night with Lais in Imnesvale, by Kulyok
~RE/SETUP-RE.TP2~ #0 #25 // Laran's Promise, by berelinde (adult content)
~RE/SETUP-RE.TP2~ #0 #26 // The Love Song of Logan, Lord Coprith, by Ajnos
~RE/SETUP-RE.TP2~ #0 #27 // Mekrath and Nymphology, by Kulyok
~RE/SETUP-RE.TP2~ #0 #28 // Mira's Special Stock, by berelinde
~RE/SETUP-RE.TP2~ #0 #29 // Noober Returns, by cmorgan
~RE/SETUP-RE.TP2~ #0 #30 // Rebecca the Gypsy, by Kulyok
~RE/SETUP-RE.TP2~ #0 #31 // Renal Bloodscalp: A Dangerous Affair, by cmorgan (adult content)
~RE/SETUP-RE.TP2~ #0 #32 // Old Ribald's Speciality, by Evaine Dian
~RE/SETUP-RE.TP2~ #0 #33 // Sir Ryan Trawl, by Kulyok
~RE/SETUP-RE.TP2~ #0 #34 // Saemon, a Pirate, by Kulyok (adult content)
~RE/SETUP-RE.TP2~ #0 #35 // Dreaming of Sendai, by Kulyok
~RE/SETUP-RE.TP2~ #0 #36 // Sheri the Bardess, by cmorgan (adult content)
~RE/SETUP-RE.TP2~ #0 #37 // Solaufein in the Lust Chambers, by jastey
~RE/SETUP-RE.TP2~ #0 #38 // Phaere's Reward, by berelinde (Talak, pleasure slave, adult content)
~RE/SETUP-RE.TP2~ #0 #39 // Spell Research with Teos, by Kulyok
~RE/SETUP-RE.TP2~ #0 #40 // A fling with Yoshimo, by Kulyok
~RE/SETUP-RE.TP2~ #0 #41 // Isabelle's Fears, by gertjanvh (adult content)
~RE/SETUP-RE.TP2~ #0 #42 // Anne's Rescue, by gertjanvh (adult content)
~RE/SETUP-RE.TP2~ #0 #43 // The Queen, by Domi
~RE/SETUP-RE.TP2~ #0 #44 // Valygar Romance, by Kulyok
~RE/SETUP-RE.TP2~ #0 #45 // Rehearsal with Chandra, by Western Paladin
~RE/SETUP-RE.TP2~ #0 #46 // Goldander Blackenrock: After a Party, by magrat
~RE/SETUP-RE.TP2~ #0 #47 // A Chat with Viekang, by magrat
~RE/SETUP-RE.TP2~ #0 #48 // Bravery or Folly? by Aeryn (Sarevok, adult content)
~RE/SETUP-RE.TP2~ #0 #49 // Blame the Moon, by Aeryn (Cernd)
~RE/SETUP-RE.TP2~ #0 #50 // Cernick's Confession, by Cal Jones
~SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn: v13
~SETUP-CROSSMODBG2.TP2~ #0 #1 // Crossmod Banter Pack for Throne of Bhaal: v13
~SETUP-CROSSMODBG2.TP2~ #0 #2 // Crossmod Romance Conflicts: v13
~CELESTIALS/SETUP-CELESTIALS.TP2~ #0 #0 // PnP Celestials: v5
~NPC_TWEAK.TP2~ #0 #0 // Anomen: v5
~NPC_TWEAK.TP2~ #0 #1 // Cernd: v5
~NPC_TWEAK.TP2~ #0 #2 // Nalia: v5
~NPCKIT/NPCKIT.TP2~ #0 #30 // Improved Specialist Mage Descriptions: v3
~NPCKIT/NPCKIT.TP2~ #0 #31 // Replace Berserker Kit with Battlerager for Dwarves: v3
~NPCKIT/NPCKIT.TP2~ #0 #400 // Anomen Gains Helm Kit on Passing Knighthood Test: v3
~NPCKIT/NPCKIT.TP2~ #0 #410 // Anomen Gains Berserker Kit on Failing Knighthood Test: v3
~NPCKIT/NPCKIT.TP2~ #0 #900 // Add Red Wizard to Edwin's Kit Description: v3
~NPCKIT/NPCKIT.TP2~ #0 #1400 // Give Imoen Adventurer Kit: v3
~NPCKIT/NPCKIT.TP2~ #0 #1414 // Give Imoen a Mage Kit -> Illusionist: v3
~NPCKIT/NPCKIT.TP2~ #0 #2100 // Change Korgan's Kit to Battlerager: v3
~NPCKIT/NPCKIT.TP2~ #0 #2200 // Give Mazzy a Proper Truesword of Arvoreen Kit: v3
~NPCKIT/NPCKIT.TP2~ #0 #2300 // Change Minsc's Title to Rashemaar Ranger: v3
~NPCKIT/NPCKIT.TP2~ #0 #2500 // Give Nalia Adventurer Kit: v3
~NPCKIT/NPCKIT.TP2~ #0 #2511 // Give Nalia a Mage Kit -> Conjurer: v3
~NPCKIT/NPCKIT.TP2~ #0 #2800 // Give Sarevok a Proper Deathbringer Kit: v3
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1160 // Multiple Strongholds (Baldurdash) -> No Restrictions (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-class Options: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-class Grandmastery (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2300 // Triple-class HLA Tables: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters (BETA) -> Arcane & Divine Magic: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs can be angry about reputation but never leave (Salk): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3123 // NPCs don't fight: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at  Mid-Range Reputation: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3141 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Non-Silly Version: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3183 // Romance Cheats: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any other components): v1.3
~ALTERNATIVES/SETUP-ALTERNATIVES.TP2~ #0 #0 // Alternatives: v9
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v5
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v5
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v5
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v5
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #9 // Install Sharpshooter thief kit: v5
~SETUP-DIVINE_REMIX.TP2~ #0 #0 // Divine Remix Core Components (Required for Everything): v7
~SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v7
~SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v7
~SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v7
~SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v7
~SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v7
~SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v7
~SETUP-DIVINE_REMIX.TP2~ #0 #124 // Install Heartwarder of Sune Cleric Kit: v7
~SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: v7
~SETUP-DIVINE_REMIX.TP2~ #0 #600 // Install Battleguard of Tempus Kit for Branwen: v7
~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6
~LUCY/SETUP-LUCY.TP2~ #0 #0 // Lucy the Wyvern: v3
~SETUP-ITEMUPGRADE.TP2~ #0 #0 // Shadows Of Amn Item Upgrades
~SETUP-ITEMUPGRADE.TP2~ #0 #1 // Throne Of Bhaal Item Upgrades
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v18
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v18
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v18
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v18
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v18
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v18
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v18
~SETUP-UB.TP2~ #0 #7 // Restored Encounters: v18
~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v18
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v18
~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v18
~SETUP-UB.TP2~ #0 #12 // Item Restorations: v18
~SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v18
~SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v18
~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v18
~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v18
~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v18
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v18
~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v18
~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v18
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v18
~SETUP-UB.TP2~ #0 #22 // Justifier Kit: v18
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v18
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1 // Tweak weapon proficiencies for some classes (a la Ashes of Embers and aVENGER's Rogue Rebalancing?: v1.3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #3 // Joinable NPCs more closely match the player character's experience?: v1.3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1201 // Aerie: v1.3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1202 // Anomen Delryn: v1.3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1204 // Edwin Odessiron: v1.3

#633
wise grimwald

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As far as my current game is concerned, the above question is irrelevant as I have just lost ALL my Bhaal powers.
However, I would still appreciate an answer for future reference.
Another question;
I have come across a trap which I know from previous experience is deadly and either very difficult to disarm or impossible. I would be interested to know which of the two it is:
Image IPB

#634
Humanoid_Taifun

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O.o

I've never seen a red trap there. Only instant death. You mean to tell me one can turn this hell machine off?!

#635
saros_shadow_follower

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You cannot. In order to deactivate the trap, the thief has to reach its center. But in order to do so, he actually will trigger it. So yeah, instant death.

#636
lroumen

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With a potion of speed you can outrun the triggering of the trap sometimes and pass the whole barrier. I think you might be able to dismantle it but will it just reset itself afterwards or is it undismantable altogether (is that a word?)?

#637
wise grimwald

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Too late for this game, but wonder if death ward or something similar might help.



No real point in disarming it anyway, as I don't think there is any treasure there.



A good idea for a mod would be to put a chest there with something worth having.



So that those who can work out how to deal with it get something worthwhile.

#638
Serg BlackStrider

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Update of BlackStrider & Co

Had no much time to play the game as of late so moved not so far:
-Cleared Bodhi's Lair. Quickly killed Grimwarders near entrance door (so even Aran's mage managed to survive this time). Then equip Viconia with Amulet of Power and she summoned Skelly Warrior. Next move was to the room with coffins (clay golem was crushed by Jaheira) and Viconia with Skelly Warrior in vanguard rushed to the room with blood-pool. There Skelly Warrior gather around him some vamps and greater ghoul. Viconia hit with Holy Smite (stupid me - as she turned her Skelly Warrior hostile...). And then... greater ghoul stunned Viconia... Skelly Warrior hit her hard...(frightened me). The party was near so BlackStrider managed to cast Improved Invisibility on Viconia just in time (lucky me)  - 9 hp left and she used girdle of constitution beforehand - (smart me). Mazzy hit with Azuredge, Nalia with MMM, other with bows/slings and we finished battle lossless - (joyful me!) Viconia burned with anger so I buffed her over the top (Chaotic Commands, Death Ward, Righteous Magic, DUHM, Prot from Fire and Electricity, Potion of Speed, Free Action, True Sight) and sent her on Tanova. Can't say that she killed her easy. No. She hasn't much means to remove Tanova's buffs and Sun Ray hit only 10hp off her. But at the same time she resisted/immuned all Tanova's attacks as well. So it was mostly the matter of time - when Tanova's buffs expired she fell.
Against Bodhi we summoned Aerial Servant (I like him - he hits HARD!) and couple of Mounting Bears so she fell right in the first round!

With sorrow heart we said goodbye to Nalia, picked Yoshimo and headed to the Spellhold. Done all tasks there and finally Imoen is with us again! We need to escape the dungeon yet but I'm sure - together we will be unstoppable (hope so...)

to be continued...

Modifié par Serg BlackStrider, 29 octobre 2010 - 09:31 .


#639
wise grimwald

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Diary of Dragonslayer

We went to Spellhold and defeated all that it had to throw at us with ease.

On going to the temple in the town, there was a strange occurence. I saw a vision of Saerileth saying that I should visit the Radiant Heart in order to get to Spellhold. Clearly Tyr is not Helm and all-seeing, otherwise she would have known that I have already reached that destination.

We captured a ship and were ambushed by some Lizard Creatures. We helped a prince and because of that arrived in the Underdark. We are now hot on the heels of Irenicus.

#640
Thailog

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Final Update for Vincent, the Half-Elf Totemic Druid


Party setup:

Vincent - Totemic Druid(13)


At the Umar Hills village, Vincent finds out that a number of killings occurred there recently and decides to do a little investigating. After talking to the local Madluf the ogre, Vincent finds out that his group has suffered some losses as well. He then proceeds to the cabin in the southweast and discovers the journal of Merelia, the village's ranger protector, which implies that some sort of shadow creatures who have taken residence at the nearby temple ruins are responsible for what is going on here. After informing the mayor of this, Vincent gets some Mimic blood for the Cowled Wizard and helps him complete his golem. Unfortunately, the construct rebels against his master, and has to be put down with the help of a Spirit Bear and an Earth Elemental. Deciding to leave the shadow temple for a later time, Vincent returns to Athkhatla and decides to look into Xzar's problems with the Harpers. In order to enter the headquarters of the organization, he agrees to dispatch two dangerous mages. They prove to be more of a challenge than expected as one of the mages nails Vincent with a Confusion spell just as he was about to finish his Insect Plague. His stoneskin manages to absorb the blows for a while, but after his Spirit Snake is gone, Vincent falls at the hands of the mages and their minions, unable to properly fight back due to the confusion effects.

THE END


Some final observations:

Summoner builds have a hard time entering small areas that are filled with enemies. Since summoned creatures don't follow their master between areas, you need to cast the summoning spells whenever you enter a new area which takes time and can give enemies a chance to hit you with a powerful spell or disrupt your magic. The Spirit Animals are very useful in that case since their summoning spell has a very fast casting time.

Also, the lack of Chaotic Commands or a similar spell makes it harder for a solo druid to defend himself from mind-affecting spells and creatures. I'm not sure, but I think Spell Revisions might have removed CC from the druid spellbook, since I vaguely remember Jaheira having it on my last non-SR run. In my experience, Confusion, Hold and Fear seem to be particularly dangerous to soloers since they take control away from your main char. If that happens, and you don't have any summoned creatures at your side, it's pretty much game over.

All in all, this was an interesting run and I think I might try another go at a summoner themed main char, possibly a bard of some sort. Good luck to everyone else!

Modifié par Thailog, 31 octobre 2010 - 09:15 .


#641
polytope

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Thailog wrote...

Also, the lack of Chaotic Commands or a similar spell makes it harder for a solo druid to defend himself from mind-affecting spells and creatures. I'm not sure, but I think Spell Revisions might have removed CC from the druid spellbook

Yes, Spell Revisions and I believe also Divine Remix removes CC from druids.

The druid is a good class offensively, but defensively rather weak. Only human or half elf (so no save bonuses); levels up slowly, thus loses buffs easily to remove magic; lacks many of the clerical hp boosting spells like Holy Power: I didn't manage to keep my druid alive through BG2 either.

I decided to have another go at the challenge (playing with SCS this time... and a lot of other mods as per my earlier posts)

So I made a fighter/cleric and got eviscerated by the very first group of bandits... This convinced me I'm never going to succeed at SCS without an arcane caster as PC.

Rolled up a Kensai named Aspasia (10 wis, cha, 18 in all other stats), to be dualled to a mage immediately after leaving the dungeon. After dualling I stock up on poison throwing daggers (the cheapest and - surprisingly - the most damaging form of poison ammunition). Clear Coronet slavers and get Lilarcor, mainly by webbing enemies and then attacking with poisoned daggers.

I was hoping to get Spell Immunity scroll from Pai'Na before facing the bandits but got ambushed to soon, my strategy (without SI) is to start the fight invisible, run to top corner of the map and call up a sacrificial summon. Send the pet in first and the mage will usually start casting something on it; use a scroll of dispel magic to remove her Globe/ImprovedInvisibility/Stoneskin (scroll casting can't be disrupted even if I get hit and is always cast at lvl 10 i.e. higher than my actual level) then she can be taken out quickly. The cleric can't really do anything about II if you disrupt his first cast of Invisibility Purge, and the thief with the group isn't a danger unless the mage dispels my stoneskin.

I joined with Korgan afterwards to get his book and rescued Viconia, nothing special that needs describing here, except the green Ioun stone was in it's usual place (very good item for me) and Crypt King had Malakar. At about this time I was able to reactivate my Kensai levels. Say farewell to Korgan and off to the Umar hills.

In the hills I recruit Valygar - alas no Ilbratha here this time - and then head to the Temple Ruins (exactly the same as my previous playthroughs, sorry if this is boring, but I find this quest order the most successful). Here we free Mazzy and she joins us to explore the temple (I've kitted her as an archer, seems to fit her character well).

I've discovered something about the SCS Shade lord which can make him much easier (spoilers ahead): His aura is considered necromancy, spell immunity gives complete protection. Also, inspite of casting 8 and 9th level spells he apparently has a low effective caster level - even with my PC at lvl 11 remove magic worked every time.

Next the party travels to Trademeet, where we met and joined Tashia, druid grove is simple. I remembered to join Cernd (Tometic druid) for the duel with Faldorn (she has become an Avenger druid, so I consider it fair for Cernd to get a decent kit before fighting her). As expected, Faldorn went Improved Invisible and turned into a spider, fortunately spirit animals are immune to poison.

Finally we reach De'Arnise keep and Nalia joins for the rescue effort, all went well until the final fight with TorGal... Even with wonderous recall Viccy only has 3 chaotic command spells and I incorrectly thought it would be enough to protect the frontliners only. Almost as soon as we get through the door half the party is knocked out with greater command spells from the invisible spirit trolls - I wasn't expecting these guys at all. Then Valygar gets breached and falls victim to TorGal's fear spell. Just Mazzy and Aspasia fighting now, I couldn't get at the Yuan Ti mages because I was surrounded by trolls, and they were camping in a teleport field anyway. This fight took ages, but at least none of the party died.

I haven't got screenshots for these quests, because, well I've played Aspasia much the same as Ailsa and the others and there isn't much new to see. Hopefully she will succeed where all my other PCs have failed.

#642
wise grimwald

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Thailog wrote...

Final Update for Vincent, the Half-Elf Totemic Druid

Some final observations:

Summoner builds have a hard time entering small areas that are filled with enemies. Since summoned creatures don't follow their master between areas, you need to cast the summoning spells whenever you enter a new area which takes time and can give enemies a chance to hit you with a powerful spell or disrupt your magic. The Spirit Animals are very useful in that case since their summoning spell has a very fast casting time.

Also, the lack of Chaotic Commands or a similar spell makes it harder for a solo druid to defend himself from mind-affecting spells and creatures. I'm not sure, but I think Spell Revisions might have removed CC from the druid spellbook, since I vaguely remember Jaheira having it on my last non-SR run. In my experience, Confusion, Hold and Fear seem to be particularly dangerous to soloers since they take control away from your main char. If that happens, and you don't have any summoned creatures at your side, it's pretty much game over.

All in all, this was an interesting run and I think I might try another go at a summoner themed main char, possibly a bard of some sort. Good luck to everyone else!


If you are expecting trouble, you could cast your summoning spells, enter, then when they follow you outside you have an ambush ready and waiting. From a role playing point of view, this is fine when the plot warns you of trouble, otherwise you have to use an invisibility potion, go out of sight of the enemy and then cast your spells.

#643
amanasleep

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Thailog wrote...

Also, the lack of Chaotic Commands or a similar spell makes it harder for a solo druid to defend himself from mind-affecting spells and creatures. I'm not sure, but I think Spell Revisions might have removed CC from the druid spellbook, since I vaguely remember Jaheira having it on my last non-SR run. In my experience, Confusion, Hold and Fear seem to be particularly dangerous to soloers since they take control away from your main char. If that happens, and you don't have any summoned creatures at your side, it's pretty much game over.


Items can provide all or most of the protection that Chaotic commands provides to a Druid:

Confusion: Aeger's Hide
Charm: Helm of Charm Protection, Spear of the Unicorn
Hold: Spear of the Unicorn
Fear: You still have Remove Fear, right?

Maze from traps can be dealt with by Ring of spell turning (or Shield of the Archons), and from Wizards by avoiding contact.

In general, Solo Druids are very well protected, though Remove/Dispel magic is a definitely a problem at various points, particularly between L14-15 where enemy mages catch up in levels, and near the end of ToB when you max out.

#644
Humanoid_Taifun

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amanasleep wrote...
Fear: You still have Remove Fear, right?

That's not a druid spell in the original game, SR doesn't seem to change this (according to a quick glance at the readme).

#645
Demivrgvs

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polytope wrote...

Thailog wrote...

Also, the lack of Chaotic Commands or a similar spell makes it harder for a solo druid to defend himself from mind-affecting spells and creatures. I'm not sure, but I think Spell Revisions might have removed CC from the druid spellbook

Yes, Spell Revisions and I believe also Divine Remix removes CC from druids.

Yep, both SR and DR remove Chaotic Commands from druids as per PnP, because it doesn't belong to any sphere of magic available to druids.

Druids are not intended to be "buffers", but offensive casters (transmutations and invocations), summoners, and second line warriors.

Humanoid_Taifun wrote...

amanasleep wrote...Fear: You still have Remove Fear, right?

That's not a druid spell in the original game, SR doesn't seem to change this (according to a quick glance at the readme).

Afaik Remove Fear never was a druid spell, but if it was it surely isn't within SR or DR for the same reason CC isn't.


@Thailog, you do have a point about summons being seriously limited in effectiveness due to area transitions, in fact I planned to work on that and make them move between areas for V4.

#646
Thailog

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Demivrgvs wrote...

@Thailog, you do have a point about summons being seriously limited in effectiveness due to area transitions, in fact I planned to work on that and make them move between areas for V4.


Awesome!

Thanks again for all your work on the revision mods. They definitively bring a breath of fresh air into good old BG2.

BTW, I noticed something odd while doing some tests with a Skald summoner build. Whenever I summon a demon it attacks me even though I'm protected from evil. At a guess, I'd say that there's some kind of problem between aTweaks and Spell Revisions since the problem disappears if I uninstall either one of these mods.

#647
Demivrgvs

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Thailog wrote...

Thanks again for all your work on the revision mods. They definitively bring a breath of fresh air into good old BG2.

I'm glad you liked them, as long as there are players around willing to play I still find quite fun and interesting modding a great game like this even if it takes me really a lot of time due to the sheer size of Revisions mods.

BTW, I noticed something odd while doing some tests with a Skald summoner build. Whenever I summon a demon it attacks me even though I'm protected from evil. At a guess, I'd say that there's some kind of problem between aTweaks and Spell Revisions since the problem disappears if I uninstall either one of these mods.

Did you installed PnP Fiends from aTweaks? If yes make sure it's installed after SR.

Other than that I must say that the most recent Hotfixes for SR included a noticeable change to how fiends work, as I've made them more consistent with their SCS version. You can find more details here, but long story short summoned fiend are now either semi-trusty allies (green circled, but turn hostile if attacked by party members) or completely hostile (fully allied with the AI), and Protection from Evil spells don't grant "immunity" to them anymore. Thus if you prefer aTweaks fiends over SR ones you should probably flag out PfE spells while installing SR main component (as described in the readme).

Note that I intentionally forced this change into V3 via hotfixes to provide myself some feedback, as V4 fiends will probably have a more refined system, where caster's level and charisma is taken into account to determine whether or not the fiend is subjugated/controlled or not.

Modifié par Demivrgvs, 02 novembre 2010 - 01:56 .


#648
polytope

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Aspasia continued

Returning from the De'Arnise keep (obligatory shot of the boss fight, as I don't think I've got one of this encounter before... and about 2 seconds after this pic is taken 4 out of 6 party members are down for the count, some people say soloing is easier than party play and I wonder if that is the truth, as an unconcious/panicked/confused/charmed party member is simply a liability... though I prefer to have a party just because I like the npcs).

Also in De'Arnise keep I found an (apparently randomized) weapon I've never seen before, the Blackmist halberd. Does anyone know where this can normally be found? Anyway, at Viconia's next level up I gave her a pip in halberds, and she now uses Blackmist (mainly an aesthetic thing - it doesn't seem more powerful than the Flail of Ages).

Unseeing eye quest is next. Problem is that not one but three beholders have spawned beyond the bridge (main reason why I like to do this quest early). The beholder strategy has to be modified slightly, with Viconia attracting their initial barrage of AMRs then drinking a potion of magic protection before the beholders follow up with anything else. Aspasia (Kai + ImpHaste) takes out a beholder in one round, as does Mazzy (we bought the Tuigan bow in Trademeet) but Valygar isn't quite able to kill his beholder before it tags me with an antimagic ray, fortunately I have time to drink a potion of magic shielding.

The same strategy (but with less potions) for the beholders who spawned in the sewers. Remainder of the quest was easy enough. Found the greenstone amulet on Gaal and the sling of Arvoreen in the undead city.

Received the Illithium quest, Neb was unusually a spellcaster but I don't think this change is from SCS, probably Aurora... (another good mod, available at SpellholdStudios).

Journeying to the Windspear hills, usual disguised paladin ambush and the quest to save Garren's child. I also encountered a creature very rarely seen in bgii, the Juggernaut golem, which replaced the usual iron golem - more useful as a guard I guess, as it can actually fit through doors. Apparently Juggernauts are most vulnerable to crushing damage (like a sand golem).

The crowd of vampires were very difficult, even though they could only hit me with a roll of 19 or better, their bat clouds do amazing damage. I'm sorry to say I had to resort to using the rod of resurrection as a "wand of instant healing", this is very cheesy, but I think the vampire bat clouds (which go straight through spell immunity and magic resistance) are also cheese. Even so, I will try and find a more legitimate strategy before fighting Bodhi.

Modifié par polytope, 02 novembre 2010 - 07:02 .


#649
Thailog

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Demivrgvs wrote...

Did you installed PnP Fiends from aTweaks? If yes make sure it's installed after SR.


Yes, I installed aTweaks fiends after Spell Revisions.

Protection from Evil spells don't grant "immunity" to them anymore. Thus if you prefer aTweaks fiends over SR ones you should probably flag out PfE spells while installing SR main component (as described in the readme).


You're right, this seems to be what's causing the problems. I didn't really understand the instructions about editing the setup file, but I managed to find and delete all Protection from Evil files from the "override" folder after installing Spell Revisions and that fixed it.

Glancing over the aTweaks readme, it seems that their fiends require the caster to be protected from evil so that's probably whats causing the incompatibility. Is there any chance to resolve this? I like using aTweaks fiends because I prefer having the same stats between enemy fiends and summoned ones and because their AI seems to be extremely advanced.

#650
Demivrgvs

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Thailog wrote...

Demivrgvs wrote...

Protection from Evil spells don't grant "immunity" to them anymore. Thus if you prefer aTweaks fiends over SR ones you should probably flag out PfE spells while installing SR main component (as described in the readme).

You're right, this seems to be what's causing the problems. I didn't really understand the instructions about editing the setup file, but I managed to find and delete all Protection from Evil files from the "override" folder after installing Spell Revisions and that fixed it.

Glancing over the aTweaks readme, it seems that their fiends require the caster to be protected from evil so that's probably whats causing the incompatibility. Is there any chance to resolve this? I like using aTweaks fiends because I prefer having the same stats between enemy fiends and summoned ones and because their AI seems to be extremely advanced.

Eh, I gave for granted (I shouldn't have sorry) SR players would use SCS (because SR is built with that AI mod in mind). In a SR+SCS install in-game fiends and summoned ones have same stats and abilities too, though the challenge/power lvl is considerably higher (despite aTweak's cute AI features its fiends are no match for SCS ones).

Editing the setup file following the readme should be very easy, but I'll see what I can do. The problem is that aTweaks modder is not around anymore, and the install order makes the job harder (I cannot add a check because my mod comes before aTweak), but perhaps I can add a separate component to "fix" the whole thing.