Baldur's Gate 2 No-Reload Challenge
#8326
Posté 08 décembre 2013 - 07:10
And SCSII is not meant to be used on EasyTutu unless you use latest *combined* version. You need SCS (1) for EasyTutu. You also could at least try some recovery programs to recover deleted saves.
#8327
Posté 08 décembre 2013 - 07:19
Well I may just go through without SCSII for Easytutu then. I had posted a question about it on the G3 SCSII forum and my topic was deleted without being answered, how very helpful that is!
#8328
Posté 08 décembre 2013 - 07:31
#8329
Posté 08 décembre 2013 - 07:47
#8330
Posté 09 décembre 2013 - 06:37
No it wasn't. (Unless you posted two?)WaterMane wrote...
I had posted a question about it on the G3 SCSII forum and my topic was deleted without being answered, how very helpful that is!
It is, actually - go to the download link, look at "previous versions" on the right. (Not that I recommend using former versions.)Serg BlackStrider wrote...
Ah, I see now that SCS v21 is no longer available for download there (only newest v28)
#8331
Posté 09 décembre 2013 - 06:55
DMWW wrote...
It is, actually - go to the download link, look at "previous versions" on the right. (Not that I recommend using former versions.)Serg BlackStrider wrote...
Ah, I see now that SCS v21 is no longer available for download there (only newest v28)
Yup, I've noticed that already but thanks nonetheless.
Modifié par Serg BlackStrider, 09 décembre 2013 - 06:57 .
#8332
Posté 12 décembre 2013 - 04:15
Difficulty: Core
Mods: SCSII, Dungeon Be Gone
Modifié par WaterMane, 12 décembre 2013 - 04:16 .
#8333
Posté 12 décembre 2013 - 04:49
Update on Randolph the sorcerer and party; explored the Windspear hills (didn't fight Firecracker yet as our fighters still have poor saving throws vs his wing buffet knockout and not so good THAC0 either). Found dexterity gauntlets in the chest guarded by vampires - good thing as Keldorn had just used our last potion of agility. Hadn't yet found any strength enhancing equipment though, sadly, and most of the plate armors had to be left behind as nobody in the party is strong enough to lug them back to Trademeet.
Also did thieves guild quests, as easy as always - except Rayic who shouldn't be trifled with at low levels.
Now for a real challenge: The planar prison!
The first group of bounty hunters are dispatched in seconds as are the next group of thralls - one True Seeing spell from Keldorn lasted throughout.
Next up are the Yuan-Ti mages and the elf thrall mage, 4 enemy casters and only one arcane caster on our team, the odds are against us...
Well, Keldorn's dispel magic debuffed 2 out of 3 snake mages - the elf thrall is scripted to wander north to the wyvern, on the one hand, this means she doesn't join in the battle for a round or two, on the other hand it means she is out of range of any AoE that would include the Yuan Ti.

Valygar managed to slay one Yuan Ti with a backstab before he could trigger his annoying contingencied stoneskin - I've changed Valygar's racial enemy to Yuan Ti after getting him killed so often by these snakes*
I removed one mage's globe with secret word and then tried to interrupt both remaining mages with holy smite, wand of frost and a scroll of chain lightning - unfortunately the Yuan Ti got lucky with their magic resistance rolls + managed to cast quite a few spells successfully inspite of taking damage. My sorcerer PC had to save against Chaos - which would've been fine (buffed save vs spells of -3) but was also under the effect of Malison, well I made my save anyway, but that wasn't good.
After defeating the last of the mages, we killed the wyvern which CRASHED THE GAME.
Clearly this is a problem with wyvern animations in my games (1PP is the only mod I have which might change them...), I changed the creature's animation to a small wyvern (fought those in the druid grove and had no crashes) with NI and then had to redo the entire prison up to that point. Grrr...
This time the battle went worse, Keldorn only dispelled one Yuan Ti mage's protections and the (hasted) fighter Yuan Ti's boxed him in in the narrow corridor - although ToB is often considered inferior to SoA one design decision I really appreciated was a minimum of these claustrophobic fights.
Well, managed with no casualties eventually, but one Yuan Ti mage cast Sphere of Chaos affecting Leksa and Valygar - they both saved and anyway had death ward active against the possible disintegration effect of the sphere.
The master of thralls went ethereal no less than three times and level drained both Keldorn and Valygar when their NPP protection expired during his etherealness forcing another rest in the planar prison, I don't like to rest here, but I had no choice.
This left the warden and his Yuan Ti mages! aTweaks apparently removes the warden's ability to see invisible creatures but that's actually a disadvantage for me as it means I can't pull him away from his Yuan Ti guards without breaking invisibility, and guess what? Those snakes fired their buffs as soon as the Thralls were freed and started wandering around (I'm observing them via farsight).

I was wondering how to tackle them when the decision was made for me, a Yuan Ti mage dimension doored to my party - not that he'd even seen any party member or summoned creature...
This same Yuan Ti managed to cast remove magic inspite of being repeatedly hit in the act (and dying a second after), ofc this dispels all our buffs (hadn't had time for my sorc to cast SI:Abjuration). And we need to rest AGAIN in this planar prison, if I stay any longer here, I might as well get my mail redirected...
Immediately after resting, another Yuan Ti dimension doors over! Fortunately his aura is clouded after the dimension door and unable to cast ProMW. The wand of the heavens was useful for interrupting his casting, as was a hasted Keldorn with light crossbow of speed + bolts of lightning.

Then the last Yuan Ti mage warps in a round or two afterwards; he died quickly although he was halfway through casting an (uninterruptible - I hit him several times without the "spell failed" message) enchantment spell on my unprotected party.
I know the planar warden may cast Imprisonment, which might be a problem because we didn't have a freedom scroll, however, since the warden doesn't see invisible creatures any more, if I saw him try to use a slow casting abjuration spell on a party member I could simply have them drink a potion of invisibility to break target lock. He preferred to attack my PC anyway, who was under SI:Abjuration, stoneskin and mirror images - no ProMW as I'd rather not make him switch targets - he fell without causing any real problems. Found gauntlets of ogre power, staff of earth, and some other items that might or might not be cursed (haven't id-ed them yet).
Well that was kind of... exhausting, if you have only 1 arcane caster and don't do this quest before the Yuan Ti spawn I think it should perhaps be left for after the underdark.
*I've made a few other changes not mentioned in my mod list, if anyone cares:
-Melf meteors are a +3 weapon, not +6 as in vanilla or +2 as in the usual SCS install.
-One ring/cloak of protection can be worn with magic armor, this is mainly useful for the AC as a party of humans can't rely on saves anyway. Many enemies in my modded game have better THAC0 due to weapon grandmastery, potions of giant strength etc so I don't expect it to be too unbalancing.
-Kachiko's Wakizashi (bought that for ~15,000) has a 25% chance to lower save vs spells by 1 (rather than wisdom drain); since it's the only unique wakizashi in SoA it should clearly be complimentary to Celestial Fury (who knows when I'll find that).
Modifié par polytope, 12 décembre 2013 - 04:52 .
#8334
Posté 12 décembre 2013 - 06:34
And I'm very fond of your game approach and tactics, Polytope. Pure joy!
#8335
Posté 12 décembre 2013 - 06:49
polytope wrote...
Good luck with Eidolon Watermane, did you ever manage to get SCS v28 working on your install or are you still using v21 like me?
Yea I'm using v21 and your update was a great read as usual!
#8336
Posté 13 décembre 2013 - 08:38
I think I've made a few mistakes with my sorcerer spellbook though: Taking slow has left me with too few direct damage spells - web is better for crowd control anyway, well, as good as a save-or-else spell gets. I probably should have taken either skull trap (and later incendiary cloud) or flame arrow (and later wilting) instead. Doesn't matter too much I suppose since I'm not a solo sorc, fighters will always be the main damage dealers in a party.
Still, I don't regret taking protection from fire, even though the front line fighters will eventually have enough gear to be fireproof (Valygar already is with ring of fire control + dragon helm + his armor), the priestly version lasts for a short time and can't be recast on a mage or sorcerer mid battle because of their spell protections.
Modifié par polytope, 13 décembre 2013 - 08:49 .
#8337
Posté 13 décembre 2013 - 06:32
polytope wrote...
if they were a little smarter they would cast Protection from Magic Weapons before DD; funnily enough the teleport-to-PC script sometimes makes mages easier because they get separated and arrive unprotected
Advice noted
#8338
Posté 14 décembre 2013 - 12:41
Traveling with: Keldorn, Jan, Jaheira, Aerie, Edwin
Difficulty: Core
Mods: SCSII v21, Dungeon Be Gone
Eidolon and Jaheira emerge from CI and immediately head to the government district to recruit Jan. Next is the sewers beneath the temple district to grab Keldorn then back to the circus to get Aerie. Now to get Edwin and complete the group but first we make a quick stop to get our casting licence. The group conveniently runs into Renfeld while on their way to the Docks to start Mae'Var's quests. After acquiring Edwin the group completes a number of quests and tasks including:
- Freed Hendak and the slaves
- Killed off the decently equipped groups (Mencar Pebblecrusher etc.) in the Promenade, Bridge and Temple Sewers
- Skinner murders (Bridge portion)
- Rescued Haer'Dalis from Mekrath (No planar prison yet)
- Trademeet (Holy crap the Greater Bearweres are nuts! These are summoned in by the druids outside of the druid grove, I guess they're a product of increasing the difficulty of some encounters with SCSII ("Significantly increased" difficulty this time rather than my usual selection of "Mildly Increased"), very cool as I was not expecting that. Pretty tough fight but no casualties and these enhanced bears are worth a good bit of xp too!
- Help Tiris out and the Feuding families
- Xzar and Montaron
- De'Arnise Keep (Tried the Improved version, not much harder than original, more mobs = more xp so no complaints)
#8339
Posté 14 décembre 2013 - 04:33
Those bearweres are a summon added by Weimers "shapeshifter rebalancing" mod, replacing mountain bears for the 6th level conjure animals spells, I tried them out in the past and found them VERY overpowered. I mean, two of them would be overpowered even for a HLA summon.WaterMane wrote...
[*]Trademeet (Holy crap the Greater Bearweres are nuts! These are summoned in by the druids outside of the druid grove, I guess they're a product of increasing the difficulty of some encounters with SCSII ("Significantly increased" difficulty this time rather than my usual selection of "Mildly Increased"), very cool as I was not expecting that. Pretty tough fight but no casualties and these enhanced bears are worth a good bit of xp too!
I sometimes consider buying this item as it's the only 2 handed sword in the game with elemental damage, and one of a few with a debuff on hit, but I think Keldorn had better stick to the Harmonium halberd + strength spell.WaterMane wrote...
Eidolon is lvl 11 currently and he picked up Joril's dagger as an upgrade to lilicor.
Just been to the druid grove myself while completing the silly gong quest (trying to get level 14 and Ruby Ray before the planar sphere), killed those damn Rakshasas while I was here.
You'd think I'd have learnt my lesson about not fighting while fatigued, my impatience nearly got 3 out of 4 party members killed:

Randolph with minor globe and SI:Aburation + Evocation attracts the raks attentions (laughing off that 2x cloudkill and sunfire spell trigger and the other AoEs they wasted) and gives Keldorn room to dispel their buffs (initial and contingencied). Casting melf meteors was a mistake though, I couldn't get enough distance to use them so it just gave the raks +4 to hit me.
Valygar and Leksa join in as the AoE's expire, two raks are quickly downed but we're having trouble hitting Adratha inspite of buffs - it was a really stupid decision to go into this battle fatigued. Then she fires a triple skull trap sequencer, instantly killing our cleric and leaving Keldorn and Valygar with a sliver of life.

I should mention that Randolph is limited to 4 sixth level spells, I decided the best way to divide them was one protection from magic energy on self (in case of wilting), one on Keldorn as he's the first fighter through the door (he was breached earlier, I refreshed ProFire but couldn't refresh ProME) one improved haste on the swash -> cleric and one for Valygar to improve the odds of spell interruption... Yeah, I didn't think that one through too well.
On the bright side, skull traps (like wilting) can't permakill characters and we were all protected from fire in case of a triple fireball sequencer. However, just looking at these screenshots I realize I made another mistake that could've been costly; I didn't have our cleric memorize protection from lightining (she has the "druidslayer" cloak of reflection and PC had SI:Evocation but Keldorn and Valygar have no electrical resitance at all). A 3x chain lightining trigger, or, worse still a 3x lightning bolt sequencer (guaranteed to rebound a lot in here) could've easily fried somebody to an un-revivable crisp.
Randomized loot; Methilds harp (sold that), bastard sword of searing and arcane scroll of protection from acid (rare find, I think). Also used more potions of extra healing here than in every other chapter 2 battle combined.
Side note: I've only beat these Raks (with SCS) in chapter 2 once without any casualties... playing as a Kensai -> Mage who basically soloed them. A pure class mage can be protected from most of the raks attacks, but can't do any damage to them until he gets to level 16. Single class fighters can damage raks, but are too vulnerable. Just more evidence of the overpoweredness of a F/M.
Also detoured to Windspear hills, because I remembered I'd left the sewer key from Tazok here... what was I thinking? I must have confused it with Samia/Conster's key and thrown it away, fortunately it's a plot item so doesn't vanish even when left lying around for weeks. The grotto here is odd, sometimes there's only one vampiric mist, sometimes there's like ten; thankfully our cleric is high enough level to vaporize them with turn undead (I usually skip turn undead to give most undead a fighting chance, but not these incredible annoying mists). Still didn't attack Firkraag; if the party warriors miss Rakshasas a lot they'll certainly have trouble hitting a dragon (I'm feeling the lack of a true fighter with weapon grandmastery here).
#8340
Posté 14 décembre 2013 - 05:01
Bannen, level 11 fighter/level 13 thief, controlled by CR
Korgan, level 13 berserker, controlled by Dogdancing
Wewa (permanently deceased - level drained to nothing by a vamp ambush)
Yes, this run is still going! This session saw the duo clear out D'Arnise Keep. Careful play and maximizing our advantages won the day. Nothing in particular happened, except the duo was successful and now Bannen is Lord of the Keep.
The duo is ready for some better resistance, so we will attempt the Planar Sphere next session, should be exciting.
#8341
Posté 14 décembre 2013 - 05:07
Is your WeiDU log available? I'm curious to see what your setup is exactly. Also about the bearweres would you say they're more powerful than Skeleton Warriors?
Modifié par WaterMane, 14 décembre 2013 - 05:16 .
#8342
Posté 14 décembre 2013 - 06:42
It's times like these I wish the forum had spoiler tags because Weidu logs are looooooong, but here you go:WaterMane wrote...
@polytope
Is your WeiDU log available? I'm curious to see what your setup is exactly.
Not playing with Ascension this time as I aim to stay under 3 million exp for the whole game (i.e. no HLA's), I expect either "Improved Abazigal's lair" or "Enhanced Sendai's enclave" to be the death of me, but at least I have worked out a strategy for Irenicus in Hell without HLA's.// 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: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack -
Game Text Update -> GTU Light (by Wisp): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes
(please check the readme!): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP
for Sending Keldorn to Reconcile With Maria: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell
Animations: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging
Actually Takes a Day: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use
Dagger Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's
Holy Symbol Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive
Penalties When Attacking Halflings,
Dwarves, and Gnomes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second
Attribute Bonus for Evil Path in Wrath
Hell Trial: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected
Summoned Demon Behavior: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional
Script Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song
Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers
Cause Miscast Magic on Ranged Attacks: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional
Alignment Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #116 // Remove Thieving
Start Bonuses from Bard and Ranger Skills: v10
~FREEACT/SETUP-FREEACT.TP2~ #0 #10 // PnP Free Action: v2
~FREEACT/SETUP-FREEACT.TP2~ #0 #50 // Update spell and item
descriptions: v2
~RETALIATORKIT/SETUP-RETALIATORKIT.TP2~ #0 #0 // Retaliator
Kit
~SETUP-PPK.TP2~ #1 #0 // Prestige Kit Pack Basic (<-some of these kits are OP, I'm not using them in this run though)
~SETUP-PPK.TP2~ #1 #1 // Dreadnought
~SETUP-PPK.TP2~ #1 #3 // Ssaulabi
~SETUP-PPK.TP2~ #1 #9 // Tempest
~SETUP-PPK.TP2~ #1 #11 // Shadowdancer
~SETUP-PPK.TP2~ #1 #16 // Elementalist
~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area
Improvements -> All Creature & Area Improvements
~SETUP-D0QUESTPACK.TP2~ #0 #2 // Creature & Area
Improvements -> All Creature Improvements
~SETUP-D0QUESTPACK.TP2~ #0 #8 // Revised Hell Trials
~SETUP-D0QUESTPACK.TP2~ #0 #11 // Saving Sanik In Brynnlaw
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding
implementation for Thieves and Bards: v4.50
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for
thieving skills: v4.50
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.50
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability
revisions: v4.50
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery
potions and prevent their effects from stacking: v4.50
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.50
~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability
revisions: v4.50
~ALTERNATIVES/SETUP-ALTERNATIVES.TP2~ #0 #0 // Alternatives:
v10
~ATP/ATP.TP2~ #0 #210 // ATP: BG1 graphics for Short Sword
+1: v2.0
~ATP/ATP.TP2~ #0 #220 // ATP: New graphics for Scimitar +1:
v2.0
~ATP/ATP.TP2~ #0 #230 // ATP: New graphics for Bullet +1:
v2.0
~SETUP-D0TWEAK.TP2~ #0 #4 // Tweaked Weapon Enchantments
~SETUP-D0TWEAK.TP2~ #0 #5 // Additional Racial Enemies
~SETUP-D0TWEAK.TP2~ #0 #7 // PnP Celestial Fury
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's
Skin Color to Dark Blue: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation
Tweaks: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale
Casting Graphics (Andyr): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #90 // Disable Portrait
Icons Added by Equipped Items: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon
Improvements: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar
When Wearing Robes or Armor (Galactygon): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All
Dialogue to Pause Game: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More
Interjections: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP
Triggers for NPC Wounded Dialogues: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of
Holding: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus
Merchants (Baldurdash): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2080 // Delay High
Level Abilities: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2091 // Change
Experience Point Cap -> Level 20 Experience Point Cap: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon
Proficiency System -> Rebalanced Weapon Proficiencies: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay
for Magical Traps (Ardanis/GeN1e): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove
"You Must Gather Your Party..." Sound (Weimer): v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo
Stacking: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem
and Jewelry Stacking: v12
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited
Scroll Stacking: v12
~1PP/1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls
~1PP/1PP.TP2~ #0 #102 // 1ppv4: Extended palette entries
-> Compatibility install only
~1PP/1PP.TP2~ #0 #104 // 1ppv4: GUI additions for BGII
~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes
~1PP/1PP.TP2~ #0 #106 // 1ppv4: Female Dwarves ->
Separate Avatars for Female Dwarves - Baldur's Gate II
~1PP/1PP.TP2~ #0 #113 // 1ppv4: Smart Avatar & Armour
Switching
~1PP/1PP.TP2~ #0 #114 // 1ppv4: Softer Spell Effects
~1PP/1PP.TP2~ #0 #200 // 1ppv4: Core content patches
~1PP/1PP.TP2~ #0 #203 // 1ppv4: Restored flame sword
animations
~1PP/1PP.TP2~ #0 #204 // 1ppv4: Colourable Quarterstaves
~1PP/1PP.TP2~ #0 #206 // 1ppv4: Additional Shield Animations
(core)
~1PP/1PP.TP2~ #0 #207 // 1ppv4: Wizards' Staves (core)
~1PP/1PP.TP2~ #0 #208 // 1ppv4: Additional Helmet Animations
(core)
~1PP/1PP.TP2~ #0 #210 // 1ppv4: Increased paperdoll object
variety (core)
~1PP/1PP.TP2~ #0 #401 // 1ppv4: Improved projectile effects
~1PP/1PP.TP2~ #0 #300 // 1ppv4: Fixed animations for solars
and elementals
~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 #2020 // Antimagic attacks
penetrate improved invisibility -> Spell Thrust, Secret Word and Ruby Ray
get areas of effect (legacy option, not recommended): 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 #2060 // Revert Greater
Restoration back to only affecting one creature: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe
of Blades only affect hostile creatures: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull
Trap at 12d6: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind
single-target: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2100 // Make Minute Meteors into
+2 weapons: v21
~SCSII/SETUP-SCSII.TP2~ #0 #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 #2130 // Cosmetic change: stop
Stoneskins from changing the caster's colour: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2140 // Slightly increase the
power of Mantle, Improved Mantle, and Absolute Immunity: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2150 // Make spell sequencers,
spell triggers, and contingencies learnable by all mages: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of
some hard-to-find spell scrolls: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing
spells protect from magical blindness: v21
~SCSII/SETUP-SCSII.TP2~ #0 #2180 // Prevent Simulacra and
Projected Images from using magical items: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3000 // Remove the Shield of
Balduran from the game: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3010 // Remove the invisibility
power of the Staff of the Magi: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3060 // Remove Arrows of
Dispelling from stores: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3070 // Make the healing and
resurrection powers of the Rod of Resurrection into separate abilities: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3510 // Remove unrealistically
helpful items from certain areas: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3521 // Remove unrealistically
convenient ammunition from certain areas -> Remove ammo up to the +2 level
from random containers: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v21
~SCSII/SETUP-SCSII.TP2~ #0 #3540 // Grant large, flying,
non-solid or similar creatures protection from Web and Entangle: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls
available earlier: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items
from Hell: v21
~SCSII/SETUP-SCSII.TP2~ #0 #4063 // Make the fighter
stronghold available to all classes: v21
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's
pack: v21
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic
effect from the Displacer Cloak: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help:
v21
~SCSII/SETUP-SCSII.TP2~ #0 #6015 // More sensible choices of
weapon proficiencies and kits for fighters (also fixes some errors in fighter
stats): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6022 // Potions for NPCs ->
Half 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 #6050 // Improved fiends ->
Fiends have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies ->
Genies have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials ->
Celestials have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon
immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks
(etc) as their Throne of Bhaal cousins: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons ->
Dragons have fast, uninterruptable innate magic: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder
Orbs) use Simulacrum and Project Image spells (this component will have no
effect unless you install Smarter Mages or Smarter Beholders): v21
~SCSII/SETUP-SCSII.TP2~ #0 #6111 // Smarter beholders ->
Don't give beholder rays any chance of burning through spell protections;
beholder antimagic blocks all spells, including harmful ones, for a round
(simulates D&D rules): 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 #6150 // Smarter Mages ->
Mages cast some short-duration spells instantly at start of combat, to simulate
pre-battle casting: 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 #6230 // Smarter Abazigal: v21
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches:
v21
~SCSII/SETUP-SCSII.TP2~ #0 #7030 // Increase difficulty of
level-dependent monster groupings -> Mildly increased difficulty: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random
Encounters: v21
~SCSII/SETUP-SCSII.TP2~ #0 #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 #7071 // Improved Bodhi (Tactics
Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken
from them in Spellhold -> Normal mode (recommended): v21
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with
Irenicus in Spellhold: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive
(adapted from Quest Pack): v21
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the
Illithid city: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow
-> Upgrade Ust Natha's defences: v21
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved
Watcher's Keep: v21
~SCSII/SETUP-SCSII.TP2~ #0 #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
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision
to Half-Orc characters: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and
incorporeal undead from being affected by Illithids' Devour Brain attack: v4.10
(<- I don't expect this to matter as mind flayers destroy skeletons quickly in my setup anyway)
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual
Hammer into a ranged force weapon: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove
Magic to take down Globes of Invulnerability: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray:
v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door:
v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and
bolts deal bonus damage equal to their enchantment level: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate
disease immunity to Paladins: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal
Empathy improves with experience: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial
traits for Dwarves: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial
traits for Gnomes: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends ->
Mod-added fiends are also affected: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend
Summoning: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #156 // Fiendish gating:
v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures:
v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland
Beings spell: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #191 // Increase the Hit Dice
of Elemental Princes: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take
down Stoneskin effects applied by items: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for
warrior innates: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers
-> Enhance the Bhaalpowers and standardize their casting time: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in
ToB: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic
shapeshifting uninterruptable: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead
clones from singing Bard songs: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image
and Simulacrum clones from using quickslot items: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward
protect against Vorpal Hits: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel
Magic vulnerability to Nishruu and Hakeashars: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment
detection spells more accurate: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #217 // Bard songs break
invisibility -> All Bard songs break invisibility: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards
from locks, traps and scrolls -> Improved (lowered) XP rewards from locks,
traps and scrolls: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest
rewards: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's
Dimension Door animation -> Fast animation speed, shorter delay between
animation start and creature appearance/disappearance: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance
of Valygar's armor: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance
of the Robe of Vecna: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature
coloring: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature
soundsets: v4.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple
services: v4.10
~POLYTWEAK/POLYTWEAK.TP2~ #0 #75 // Related Weapon
Proficiencies -> Related Weapon Proficiencies except clubs (see readme):
v1.20
~POLYTWEAK/POLYTWEAK.TP2~ #0 #100 // Anomen: v1.20
~POLYTWEAK/POLYTWEAK.TP2~ #0 #150 // Cernd: v1.20
~POLYTWEAK/POLYTWEAK.TP2~ #0 #201 // Jaheira -> two
handed weapons: v1.20
~POLYTWEAK/POLYTWEAK.TP2~ #0 #300 // Keldorn: v1.20
~POLYTWEAK/POLYTWEAK.TP2~ #0 #500 // Nalia: v1.20
~POLYTWEAK/POLYTWEAK.TP2~ #0 #600 // Valygar: v1.20
~POLYTWEAK/POLYTWEAK.TP2~ #0 #700 // Viconia: v1.20
~RANDOMISER/RANDOMISER.TP2~ #0 #520 // Kangaxx further sealed
away: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls:
v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #540 // Randomise the heads
of the Flail of Ages: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #560 // More Spell Shield
scrolls: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the
appearance of cursed items: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items
-> Mode 2: Randomise with WeiDU. No items are lost: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #5005 // Beholders have no
items equipped: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #5015 // Demi-liches have no
items equipped: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #5025 // Dragons have no
items equipped: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #5035 // Elementals have no
items equipped: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #5055 // Golems have no items
equipped: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #5065 // Master Brains have
no items equipped: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #9000 // Cespenar can forge
SoA items: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #9050 // Make Gromnir a
proper Barbarian: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #10100 // Remove Protection
from Undead scrolls from stores -> All scrolls from all stores: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #10210 // Duergar merchants:
v6.8
Stats of greater bearwere (this is not documented in the readme, but can be viewed with an infinity engine editor): 20 hit dice (160 hp), base THAC0 of 1, 22 strength (attack does 1-12 + 10 due to str bonus), 3 attacks per round, 50% magic resistance and elemental resistances, regenerates six hp per second (if you don't use the fixpack - which removes haste from boots of speed - they're perma hasted and regenerating twelve hp per second).WaterMane wrote...
Also about the bearweres would you say they're more powerful than Skeleton Warriors?
Each bearwere is MUCH more powerful than a skeleton warrior (80 hp, base THAC0 10, 2 apr, +3 damage from strength and +5 from GM) or an Aerial Servant (128 hp, base THAC0 5, 1 apr for 4d8 + 11 damage; the strongest non-HLA summon for priests in vanilla). Getting two such beasts for a 6th level slot is pretty ridiculous.
Modifié par polytope, 14 décembre 2013 - 06:56 .
#8343
Posté 14 décembre 2013 - 05:38
The bearweres were pretty fun to fight as an enemy but they would be quite overpowered if I were to summon in some to fight for me. Thanks for posting your log. About Item Randomizing, are the contents of containers (boxes, chests, etc.) included in the randomization? Or are only important enemies included?
Modifié par WaterMane, 14 décembre 2013 - 05:42 .
#8344
Posté 14 décembre 2013 - 05:57
Reb, half-elf F / M / T (Grond0) & Jinga, half-elf F / M / C (Gate70)
These jacks of all trades made their way through BGEE and are now starting off in Amn.
In their opening session they found their way out of the dungeon easily enough. Reb mainly used a bow, with a few magic spells thrown in. Jinga was mainly melee / magic, but was also pretty lethal when she resorted to her sling thanks to the BG2EE strength damage being applied - here's a belated screenshot showing the Cambion suffering.
For potentially more difficult fights skeletons helped out. That allowed a demonstration of a MP quirk when one of them found a trap the hard way before Reb could disarm it!


Stats:
Reb, F7 / M7 / T8, 76 HPs (incl. 6 from familiar, 5 from Helm), 41 kills
Jinga, F7 / M7 / C7, 60 HPs, 32 kills, 0 deaths
#8345
Posté 15 décembre 2013 - 08:52
Yes, even items not equipped by anyone are randomized - I usually have to hunt all around Amn to find the girdle of inertial barrier and get the gauntlets of dexterity for Keldorn. There's a component to randomize scrolls too, but that seems a wee bit buggy at present (on my install) and some creatures get more scrolls than they should - not that scrolls matter much for my sorc, and by the time I rescue Imoen we usually have all the important scrolls for her anyway.WaterMane wrote...
@polytope
The bearweres were pretty fun to fight as an enemy but they would be quite overpowered if I were to summon in some to fight for me. Thanks for posting your log. About Item Randomizing, are the contents of containers (boxes, chests, etc.) included in the randomization? Or are only important enemies included?
Btw, I did some testing with that yellow dragon from improved Abazigal's lair. I don't usually play-test battles because it seems to defeat the purpose of playing no-reload - I like to be surprised - but I made an exception for this guy and Improved Irenicus because I remember it being really easy to die fighting them if you do anything wrong.
Well, I was able to beat him on my first try with a multi player party of around 17th level (although I consoled in some mid-ToB items like the Answerer), however: I had a half orc barbarian (able to take a lot more punishment than Keldorn or Valygar) and an elf wizard slayer (this kit is VERY effective against SCS dragons, at least in v21 and older). Other party members; sorc PC, invoker, priest of Lathander and fighter (all humans), no reason it wouldn't work with bioware NPCs though. So, maybe my current party can beat ToB without epic levels (or reloads) because this dragon is one of the hardest fights.
On the other hand I fought this dragon in the fairly spacious grove of the ancients rather than the tiny cave he guards in Abazigal's lair where he tends to corner the most vulnerable party members and claw them into an un-ressurectable pulp and where it's not possible to get out of his line of sight.
Modifié par polytope, 15 décembre 2013 - 09:16 .
#8346
Posté 15 décembre 2013 - 09:59
I eventually tracked down the last time I played this game - see update on page 298. After an extended pub crawl round Athkatla this party of dwarvish fighters is ready to renew their attempt to force their way through this modded installation.
At Watcher's Keep they looted the top floor as far as possible, but left the statues alone for now. Back in the City I had a vague memory that the Temple of Lathander sold a negative token (immunity to level drain) in this installation. After confirming that, the Crew set about getting the funds to pay for it. Roger's troll went down easily, but the rakshasa's AoE spells caused rather more problems and funds took another battering from the need to raise 2 characters.
I'd forgotten about a CoM encounter in the sewers with Silliria and comrades, but 2 of the Crew saved against charm attempts from the succubus and despatched them quickly - their equipment provided just enough money to get the negative token. Using that and the shield of harmony Flail led the way to start the Unseeing Eye quest, though stopped at the bridge before the beholders. That included fighting a yuan-ti mage, whose mirrors and repeated stoneskins took quite a lot of beating down. In the confines of the tunnel I couldn't make enough space between characters and 3 of them were confused by his chaos spell. That included 2-H - he clearly needs to go and pick up Lilarcor.
The next destination was Umar Hills, although Sansuki was helped out at the City Gates on the way. The opening quests were quickly done and the Crew moved on to the ruined temple. There were no liches there, which made progress simple. Being the cautious type Boss left both the Shadow Dragon and the Shade Lord alone for now.
I'd like to get the Shield of Balduran to help with the Unseeing Eye (though the beholders do tend to pinch it with telekinesis, so it's not the panacea it is in vanilla). However, it's still too expensive at the moment, so the next job will be to sort out the slaver ship.
stats (cont from BG1):
Flail, fighter L9, 109 HPs (incl. 5 from Helm, 10 from talisman, -9 from Claw), 376 kills
Hammer, fighter L9, 107 HPs (incl. 9 from ioun stone), 342 kills, 1 death
2-H, fighter L9, 99 HPs, 334 kills
Axe, fighter L9, 93 HPs, 287 kills, 2 deaths
Boss, fighter L9, 99 HPs, 410 kills
Halberd, fighter L9, 89 HPs, 293 kills, 1 death
#8347
Posté 15 décembre 2013 - 02:57
Progress was comfortable through the Copper Coronet sewers, including a CoM encounter with Callendous and his thieves (I'd remembered to expect this one). Captain Haegan didn't last long, though Flail did have to save against the prismatic spray trap when he lingered in the area as the next character was coming through. One of the slaver wizards was briefly silenced by Namarra, which meant they failed to put up much resistance either.
Reporting back to Hendak got everyone to level 10. The loot from that trip allowed the Crew to buy the Shield of Balduran. However, I decided it was still too risky to take on beholders at the moment. Instead:
- went to the City Gates to sort out the rakshasa with the magic lamp from the circus. A rare outing for Kitthix saw him webbed, though that appeared to prevent required dialogue to trigger and he became unkillable (even after the web ended). I tried running away and resting, but Jafir still refused to die when the Crew returned so I abandoned him in the inn.
- did the Fallen Paladins. The only slight glitch there was that I hadn't expected Anarg to go and talk to Boss, which resulted in him taking a couple of blows.
- picked up and upgraded the berserking horn.
- rescued Gorje Hilldark from Umar temple and fought off an ambush by Tanova while doing the Sir Sarles quest. There was another conflict at that time between some vampires and Arkanis Gath and his thieves. I helped out the thieves, but they clearly didn't appreciate that as Arkanis started attacking the party. Fortunately, after leaving the area and resting he didn't attack any more. Learning from that, I just watched Bodhi slaughter some thieves before finally getting to Neb; he was too slow drinking a potion and died before he could disappear.
- after reporting back to the Temple of Helm helped Lathander recover a missing relic.
- back at the Bridge District the Rune Assassins and their support all died within moments, though the second assassin did manage a backstab when he first appeared. The reputation gain from that and going to help Tiris in Trademeet was offset by the loss from collecting a ransom from a kidnap victim.
stats (cont from BG1):
Flail, fighter L10, 112 HPs (incl. 5 from Helm, 10 from talisman, -9 from Claw), 396 kills
Hammer, fighter L9, 111 HPs (incl. 10 from ioun stone), 357 kills, 1 death
2-H, fighter L9, 102 HPs, 352 kills
Axe, fighter L9, 96 HPs, 309 kills, 2 deaths
Boss, fighter L9, 102 HPs, 428 kills
Halberd, fighter L9, 92 HPs, 304 kills, 1 death
#8348
Posté 15 décembre 2013 - 04:46
As expected, magic was at the root of the Crew's demise, though it was rather cheesily applied.
Three groups with magic users were tackled in order of expected difficulty. First Mencar's group - not too much trouble there, other than a backstab on Hammer. Second was Captain Dennis and his mercenaries. Flail went in on her own to start with and tried a silence, which put the cleric out of action. The mage lasted a fair while and was potentially a threat in the restricted space, but the Crew's shorty saving throws helped keep them going long enough to finish him off without loss.
The third target was Tarnor's group. The assault there got off to a dreadful start when Zorl was activated by the appearance of Kitthix and threw a greater command at 5 of the party (who were out of his sight) putting 3 of them to sleep. Gaius initially targeted Boss and he had to save against a prismatic spray. After he had managed to break contact Gaius used a triple flame arrow sequencer to kill Hammer.
I don't think any potions had been used in the run to date, but Hammer and Flail had both been using extra-healing potions to try and keep going in this fight. Boss though had not and he paid for that when he tried to support Flail against Gaius and was disabled with a PW:stun. A summoned efreeti then immediately ignored Flail and went after Boss. Flail bravely threw himself against the efreeti's fire shield and managed to kill it with Boss still breathing while Kitthix tried to distract Gaius.
Things looked relatively promising at this point, but unfortunately the remaining 3 party members recovered from their command here. All had subsequently been scared and were still out of control, so were not of immediate use, but Axe did get affected by a chaos while Flail was trying to chase Gaius out of range of finishing Boss. The confusion effect appeared to override the fear effect as Axe attacked Boss. Flail did his best to intervene one last time, but was just too far away to distract him and the Axe fell for the final time.
Modifié par Grond0, 15 décembre 2013 - 04:46 .
#8349
Posté 15 décembre 2013 - 05:45
An unfortunate ending but with a group of all fighters their demise is likely to come from unlucky rolls on spells and not so much on a fault of the player.
#8350
Posté 16 décembre 2013 - 03:39
Traveling with: Keldorn, Jan, Jaheira, Aerie, Edwin
Difficulty: Core
Mods: SCSII v21, Dungeon Be Gone
Jan's quest is done and has rejoined us for more adventure. The group ran into Baron Ployer who cursed Jaheira but we managed to pay off the wizards he had previously hired and killed him shortly after. Once we had acquired 6 protection from undead scrolls we went about killing the local liches and acquiring the gaxx ring for Eidolon. We also completed the cult of the unseeing eye quest without using usual cloudkill tactics. I tried casting chaos x3 on groups of beholders but they never seemed to land. In the end raged Eidolon and Keldorn rushed the eye tyrants along with a stream of summons to claim victory. When clearing out the guarded compound in the temple district I was encountering a consistent crash went I killed the demon on the first floor. The group ended up skipping this kill and headed upstairs where the fight was fairly straight forward. A couple other quests we've taken care of are the dawn ring retrieval for Talos and the fallen paladins. In the graveyard district we've recovered the nether scroll for Edwin and pulled Tirdir out of his grave. From here we follow the trail of red cloth to the bridge district and demanded a ransom for a lady's release, obtaining the silver pantaloons in the exchange.
Now onto the Umar hills where theres quite a fight to be had. Thaxy's hit points have been buffed and casts as a normal mage does. The groups summons are still pretty measly with regular skeletons and no access to lvl 7 spells for Mordy swords yet. Jan is the first to get hit and dies instantly even though his protection from acid is still active, maybe his breath weapon bypasses resistances? Aerie gets hit the next time his breath weapon fires and she dies as well. At this point I remember that I have the rod of ressurection so I revive both Jan and Aerie. Next to be hit by Thaxy's level draining breath is Eidolon. Eidolon's rage had just gone down as you can see he is winded from doing so. This put him in a vulnerable state so I had him sit the rest of the battle out. After Keldorn had downed a number of potions to get his health back he rejoined the melee fight. Thaxy fell though not before nearly killing Keldorn for the second time. A series of magic missiles and slashes from lilicor brought the battle to a close.
Next on the list is the planar prison.





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