It's not level dependent, no. As far as I know it's just random whether you get a group of undead (including vampiric wraiths) in addition to the other defenders in the main room.
Baldur's Gate 2 No-Reload Challenge
#9576
Posté 18 juillet 2014 - 07:43
#9577
Posté 19 juillet 2014 - 06:05
Gate70/Grond0 multiplayer attempt 50 - (update 3)
Lucent, dwarf kensai (Grond0) & Fendor, half-orc Priest of Lathander (Gate70)
After the slightly dodgy previous session, the one last night generally felt pretty much under control, though there was one moment of concern.
The action started with a trip to Trademeet. At the Druid Grove the couple of trolls were a bit clumsily handled with Lucent leading them back with the idea of dodging behind Fendor. Meanwhile Fendor was attempting to cast buffs on Lucent - only to be interrupted by troll attacks. However, tactics were soon remedied and they emptied the troll nest in good style. The potential problem occurred when Lucent was affected by a horror spell cast by the druid mage (while she was still supposedly neutral) and immediately ran into Kyland Lind's group. However, Fendor had already buffed him with chaotic commands and protection from lightning and successfully targeted a remove fear to bring him back to his senses - the druids didn't last long then against him. There were no more problems on the way through the Druid Grove to see Cernd take control of things.
Back at Trademeet, Fendor stuck a few summons into the genies' tent before atacking. The duo then bought a few goodies and cleared the tomb before returning to Athkatla.
The next order of business was to get some headgear for Lucent. Pai'Na provided that - Fendor using a blade barrier to help finish off the spiders. After picking up the berserker horn they then went to solve the skinner murders. That went OK with Lucent's kai assaults killing the Rune Assassins before they could finish us off. However, he had had to expose himself more than intended to take the heat off Fendor, so the next target was Officer Dirth to get his full plate and boost Fendor's defenses.
Immediately after paying Gaelan Bayle, i.e. before picking up the AoP, Sansuki called for help. Lucent took a potion of speed to allow him to run rings round the vampires while throwing Azuredge. However, Fendor did get drained and required a rest to restore himself before we called it a night.
Stats:
Lucent, kensai 11, 117 HPs (incl. 10 from ioun stone), 475 kills
Fendor, priest of Lathander 11, 63 HPs (incl. 5 from helm), 177 kills, 1 death
#9578
Posté 19 juillet 2014 - 08:00
Vampiric wraiths in the Keep certainly look random - I was experimenting with the spawngrp.2da file to see if it was that - and somehow managed to corrupt it. The backup version looked even worse. I'm not sure if that has messed up my entire install or if Generalised Biffing means my changes will be ignored anyway.
Grond0, Corey if either of you have Near Infinity could you export a copy of this file and drop across to me please so I can try repairing the install.
Cheers
#9579
Posté 19 juillet 2014 - 08:39
Vampiric wraiths in the Keep certainly look random - I was experimenting with the spawngrp.2da file to see if it was that - and somehow managed to corrupt it. The backup version looked even worse. I'm not sure if that has messed up my entire install or if Generalised Biffing means my changes will be ignored anyway.
Grond0, Corey if either of you have Near Infinity could you export a copy of this file and drop across to me please so I can try repairing the install.
Cheers
http://speedy.sh/8FhDs/SPAWNGRP.2DA
These are from my setup (it's BGT), if it's any help.... (I don't use "always spawn hardest")
#9580
Posté 19 juillet 2014 - 09:15
Thanks Aasim, I 've grabbed a copy from Grond0 as we should have identical installs. Yours would probably have been the same but best to be sure.
Cheers
#9581
Posté 19 juillet 2014 - 05:41
Gate70/Grond0 multiplayer attempt 50 - (update 4)
Lucent, dwarf kensai (Grond0) & Fendor, half-orc Priest of Lathander (Gate70)
This golden duo made a bit more progress this morning, although once more the short session was not as uneventful as it should have been.
Things started with a trip to the temple area to get a necklace from the Talos temple. While waiting for nightfall Lucent decided to pick up a rakshasa's cloak. Fendor provided some buffs, though not remove fear. He was horrified by the omission and Lucent was grateful that he didn't stray too far (into Tarnor's range for instance) - Kitthix helping keep him still for a while.
After helping Roger with his problem the duo started the Unseeing Eye quest. Fendor had a bit of fun in the early stages there, using his turn undead ability to explode shadows and turn various other undead. Approaching the bridge, I was thinking about how best to tackle the beholders and forgot about the prismatic spray trap - pausing the game just too late to use a potion for protection (fortunately, as it happens, as Lucent saved anyway). The 3 gauth waiting there fell victim to various summons produced by Fendor, with a rest in the middle (for some reason the gauth only used melee on the summons, which made the battle easier).
After picking up the necklace the remainder of Mae'Var's tasks were soon done. Rayic Gethras fell to a series of summons produced by Fendor after he sanctuaried past him initially. The guild will come under assault at the start of the next session.
Stats:
Lucent, kensai 11, 117 HPs (incl. 10 from ioun stone), 532 kills
Fendor, priest of Lathander 12, 65 HPs (incl. 5 from helm), 202 kills, 1 death
#9582
Posté 19 juillet 2014 - 09:26
Quad multiplayer attempt 1 - (update 5)
Grond0, Dogdancing, corey_russell, Gate70
Today's session included the obligatory death, but the quad as a whole continue to make progress.
The session began by finishing off work at the Graveyard by returning Wellyn's bear. They then tracked down some kidnappers and collected the ransom themselves before taking on a sterner test with some liches. The first one was at the Bridge District, where Yuledan's anti-mage buffs proved effective in holding the attention of the lich until Azuredge could find a way to slice through its defenses. Yuledan tried the same thing in the Temple sewers, but found his buffs dispelled before being mazed. Interestingly the icon for chaotic commands was still present - it's not clear whether the bug was that the icon was wrongly still showing or that some multi-player effect allowed maze to be applied through chaotic commands. Various summons kept the lich occupied for a while until Azuredge did its job, but it wasn't a comfortable experience - particularly for Iskvael who shrivelled up and died in the middle of a ADHW.
Deciding that discretion was the better part of valour Wewa used a protection from undead scroll to kill the City Gates lich. Then 3 more scrolls allowed everyone to be ignored by Kangaxx while it was chopped up by Daystar.
Next, the Quad moved on to the Planar Prison. Iskvael made everyone invisible for the opening combat with the bounty hunters - allowing the mage to be taken out before its buffs could trigger and the rest of the crew to quickly be subdued. A cloudkill wand taken from the City Gates lich then made a mess of a group of umber hulks, although Iskvael required rescuing around there when he dodged round Wewa and got sucked into a pit and stunned by the inhabitants. Wewa and Ratic both raged at the appearance of the Master of Thralls - resulting in a quick end for it. After breaking the orb, Yuledan led the way to take on the Warden - a cloudkill being dropped on his head ensuring that more umber hulks didn't stiffen the Warden's resistance.
The final target for the day was Windspear Hills. Progress through there was generally smooth, with a Daystar sunray leaving only a bit of mopping up required on a group of vampires. There was very little buffing done ahead of the fight with Samia, but the team won with a bit in hand anyway. Conster was occupied by traps and summons and immolated himself immediately after he lost his buffs to a dispelling arrow from Iskvael. Firkraag ignored the traps being set round his feet and the summons appearing in a ring around him. That proved to be over-confidence on his part as an opening assault almost immediately took him to badly wounded. He didn't manage to get a breath in, although he did succeed in buffeting most of his attackers away - but could do nothing further before Wewa's assault allowed one more notch to be added to Dragonslayer. Searching the body afterwards we were a bit surprised to find that Firkraag had apparently swallowed Carsomyr during his death throes, but the lack of that shouldn't be much of a problem.
Stats (cont. from BG1):
Grond0 - Ratic, barbarian 13, 105 HPs, 640 kills
Dogdancing - Wewa, berserker 13, 115 HPs (incl. 5 for Helm), 393 kills, 1 death
corey_russell - Yuledan, fighter 10 / cleric 11, 102 HPs, 308 kills, 2 deaths
Gate70 - Iskvael, mage 11 / thief 13, 53 HPs, 138 kills, 2 deaths
- corey_russell et Dogdancing aiment ceci
#9583
Posté 20 juillet 2014 - 07:02
#9584
Posté 20 juillet 2014 - 12:47
Sorry to hear about Mel Grond0 - as you well know, going invisible (or stealthing, for that matter) doesn't stop a spell from reaching you if the spell was cast while you were visible. As an archer, I could see why you would actually like to use your bow...Incidentally, I've never really found invisibility very useful against the beholders...those rays seem to find ya no matter what.
#9585
Posté 20 juillet 2014 - 05:30
Sorry to hear about Mel Grond0 - as you well know, going invisible (or stealthing, for that matter) doesn't stop a spell from reaching you if the spell was cast while you were visible. As an archer, I could see why you would actually like to use your bow...Incidentally, I've never really found invisibility very useful against the beholders...those rays seem to find ya no matter what.
I agree a spell launched before you go invisible will hit, but that wasn't the situation here. Nearly all enemies have a small reaction window before they take notice of you - so if you autopause on sight and then immediately leave most enemies will not notice you. The archer's quick weapon speed means it's normally possible to stealth into range, fire and retreat before being noticed. In fact that is what happened with the beholder - otherwise Mel would have been hit by rays when she retreated. It was only when she came back into visual range under stealth that she was targeted - that shouldn't happen, although I agree that it was not a great surprise.
#9586
Posté 20 juillet 2014 - 05:35
Gate70/Grond0 multiplayer attempt 50 - (update 4 and a bit)
Lucent, dwarf kensai (Grond0) & Fendor, half-orc Priest of Lathander (Gate70)
We intended to resume this run this afternoon. However, when I loaded the save up Gate70 asked politely why it was that characters run by Corey and Dogdancing were showing up. After checking that I had loaded the correct save I realised that at some point during the Quad run yesterday I had written over the save for this run. Regrettably I had no save for these characters after Candlekeep and we decided to abandon this run - so much for playing safely
.
#9587
Posté 20 juillet 2014 - 05:53
Grond0 - I am real sorry to hear that. Maybe you need a script (batch file) that backs up your files, once a day (e.g., Monday backup goes into a Monday folder, Tuesday to Tuesday folder, etc.). Then put those batch files in system tasks to automatically run so you don't have to remember to run them. Then if this ever happens again, just go to a backup and you're set!
I only say this because you have several runs ended to messed up saves or missing saves, etc.
#9588
Posté 20 juillet 2014 - 10:17
oh ouch! Grond0 and Gate70....that is the worst type of game ender there is, being rolled back all the way to having just your skivvies on.
#9589
Posté 21 juillet 2014 - 04:32
Gate70/Grond0 multiplayer attempt 50 - (update 4 and a bit)
Lucent, dwarf kensai (Grond0) & Fendor, half-orc Priest of Lathander (Gate70)
We intended to resume this run this afternoon. However, when I loaded the save up Gate70 asked politely why it was that characters run by Corey and Dogdancing were showing up. After checking that I had loaded the correct save I realised that at some point during the Quad run yesterday I had written over the save for this run. Regrettably I had no save for these characters after Candlekeep and we decided to abandon this run - so much for playing safely
.
Sorry to hear this.
#9590
Posté 22 juillet 2014 - 05:56
#9591
Posté 22 juillet 2014 - 06:12
Sorry to hear that Grond0 - Irenicus' dungeon seems real rough to your wild mages. I'm not certain, but I wouldn't be surprised if a majority of all your wild mage deaths were from the dungeon and Melissan...
#9592
Posté 22 juillet 2014 - 08:24
Monet - elf wild mage (1st and final update)This game is always good for a bit of tragi-comedy!After failing in the attempt to get through BG1 without taking damage I wasn't bothering to protect against minor trap damage in the dungeon. That meant Monet had been slightly hurt by magic missiles when picking up the portal key. I was trying to walk out of the room when I clicked too far over on the far side and accidentally investigated what was on the table. With about 45 HPs at the time and no fire protection the fireball trap proved too much to take ...
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#9593
Posté 26 juillet 2014 - 08:23
Alac{2} - dwarf fighter / thief speed run (update 1)
I'm trying to complete the trilogy no-reload in a single day. After the first attempt this morning failed quite quickly, the second one is underway and completed BG1 in 2 hours. Alac is using my normal rules, i.e. no form of active healing allowed (other than his Bhaal power) and no antidote potions.
This part of the action started at 6.20 am local time. I'm now 3 hours in to BG2 and just about to set off for Umar Hills following my script. I just had the first (very) near escape in BG2 when solving the skinner murders. Alac left some summons upstairs and stealthed down to collect the first Rune Assassin. It duly chased him upstairs and was killed, though did some damage in the process. Alac then went down for the other one - only to be backstabbed by a third! That took him down to a single HP so he had a nervous moment at the top of the stairs before being able to break contact.
#9594
Posté 26 juillet 2014 - 12:01
Alac{2} - dwarf fighter / thief speed run (update 2)
Alac has continued to make decent progress and 6.5 hours into the SoA run has arrived in Brynnlaw at level 15/18. With the good saving throws that gives it's likely that only a mistake will kill him now. There were no particularly close calls during that session. The nearest was in the illithid enclave when traps set behind a door failed to work (must have been shielded by the open door) and Alac reverted to melee for a bit. 2 hits almost together took him down to 4 intelligence, but I was aware of the danger and he was able to move away before either illithid could attack again.
There have been a couple of real life interruptions and a computer crash that have accounted for about 40 minutes of the run time so far. Even allowing for that I'm still running a bit behind my indicative timetable, but there's still plenty of margin in hand so long as fatigue doesn't set in too much. I'll have a refreshment break now and then crack on with hunting down Irenicus.
- Grimwald the Wise aime ceci
#9595
Posté 26 juillet 2014 - 02:36
Alac{2} - dwarf fighter / thief speed run (3rd and final update)
Alac failed to emerge from the Underdark about 8.5 hours after starting the SoA run (about 7 hours gameplay). He hadn't really had any problems up to then, but the attempt to shave a bit of time off the exit proved costly.
Rather than spend time fighting the kuo-toa guarding the exit Alac just ran past them to get to the drow. The problem with that is that there are a couple of skeletons in the doorway, which need to be killed quickly to make an exit before the kuo-toa can cut you off. In my trial runs I had no difficulty in doing that, but this time an entire GWW with the staff of Rhynn failed to kill one of the skeletons (which seems a bit suspicious, but I wasn't monitoring the attack rolls to see what they were). By the time Alac had killed both skeletons the kuo-toa were sufficiently close to exit after him - and appear in front of him in the other room. If he had been buffed he would probably have been able to melee all comers, but the kuo-toa ability to see through invisibility meant that was not possible. A dimension door scroll would probably have worked, but regrettably he didn't have one on him. He did have a couple of stoneskin scrolls and probably they would have been a better option - potentially allowing him a bit of breathing space to use other buffs. He also had protection from magic weapons, which I did consider using, but wasn't sure that the kuo-toa weapons would count as magical.
I tried a number of different tactics, including putting the golem up a bit away from the door to try and get enemies to chase them and create a gap, but the enemies kept following me even when I left the area with the golem staying behind.
Alac made something like 20 transitions back and forth through the doorway, hoping that he might be given room to move eventually. However, that became increasingly unlikely over time and eventually the attacks got too much for him.
- Grimwald the Wise aime ceci
#9596
Posté 26 juillet 2014 - 02:55
Hard luck Grond0. & that's the rub, relying on luck makes it a chance affair ![]()
#9597
Posté 26 juillet 2014 - 09:25
Hard luck Grond0. You can always blame tiredness.
#9598
Posté 27 juillet 2014 - 08:23
Multi-Player No-Reload
Neequan the fighter/thief (corey_russell) and Wesorc (Dogdancing) - FINAL Update
It's been quite a while since this duo saw some action. Unfortunately only hard stuff left to do. We attempted the planar prison, and did OK for the first fight. But Neequan got his with Chaos with the group of thralls/umber hulks to the right. The Umber Hulks were doing big damage - Wesorc tried to RoR heal to save Neequan and it didn't hit in time - game over - RIP Neeqan.
- Grimwald the Wise aime ceci
#9599
Posté 27 juillet 2014 - 09:18
Sorry to see another MP run go down Corey - we'll have to make a special effort with the Quad to make up for it.
#9600
Posté 28 juillet 2014 - 01:24
Sorry to see another MP run go down Corey - we'll have to make a special effort with the Quad to make up for it.
Thanks Grond0. So far, the quad is showing 4 minds really are better than two. I don't actually foresee any significant problems for our team except when we deal with Melissan. I don't have a 100% foolproof plan to beat her every time, and as far as I know neither does anyone else on our team. It will be fun regardless, though and that's what counts I think.





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