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Baldur's Gate 2 No-Reload Challenge


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#9876
Grimwald the Wise

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Larxia went to fight. Reducing magical resistance followed by insect swarm removed the dragon's teeth.

 

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And won.

 

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Extra mages that I was not expecting made the slaver quest more than difficult as only Saerlith was unaffected by a chaos and hold combination of spells. Eventually I was able to rejoin the combat, but the chaos spell had us fifghting each other even after our enemies were dead. It is as well that we can resurrect each other. (At least Jahiera and Gavin can.) I had to pay for one resurrection. :(

 

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We then went to the Windspear Hills where we hunted Firkrag.

The golems got in each other's way so we were able to kill them without injury, Nalia using the Tasheron Bow to do the job.

 

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The same anti-dragon tactic worked with Firkrag

 

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When fighting my way to the beholder's lair, we came across an unexpected lich which though it cast time stop, was not a problem.

 

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It did however cause Nalia to forget her memorised spells so we had to sleep afterwards..

 

Trying to trace Lord Leoncourt's treasure chest, we were attacked by others who were also searching for it. Too late, I saw the Gate Spell that ended my life... :(



#9877
Grond0

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Gate70/Grond0 multiplayer attempt 54 - (7th and final update)

Jackie, halfling thief (Grond0) & Pariah, dwarf cleric (Gate70)

 

Another death today and this one unfortunately proved terminal ...

 

The first (and last) action of the session was invading the planar prison.  In single player it's easy to get out of sight of the bounty hunters before a true sight triggers, but the multiplayer lag makes that much more difficult - and Pariah was spotted.  We hadn't buffed in advance and that meant that Pariah was an easy target for a PW: stun.  While he was being killed Jackie put up the efreeti and made a first use of the Staff of Fire to generate a fire elemental.  They seemed to be giving a good account of themselves so Jackie then used the rod of resurrection to bring back Pariah and things went rapidly downhill from there:

- Pariah arrived too close to one of the pits and was sucked downward.  He failed in a sanctuary attempt and ran back up - bringing some enemies out of the pit and alerting the Warden to the presence of intruders.

- Pariah died again quickly, but at that stage Jackie was still almost uninjured.  However, I tried to pause the game while answering a phone call and returned to the game to find it had not paused properly and Jackie had lost most of his HPs before Gate70 had paused it :wacko:.

- for some reason the fire elemental had also turned hostile at this point (I'm not sure if that was a bug or the result of some spell), which meant everyone was chasing Jackie to get the finishing blow.

- Jackie used an invisibility potion to try and prevent spells being targeted on him, but with true sight running that only provided a very brief respite and something like a flame arrow spell came after him to finish him off before he could make his escape.


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#9878
Grimwald the Wise

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Hard Luck Grond0



#9879
ussnorway

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So the moral is don’t take your eyes off the ball? Wow two down in two posts… sorry guys.



#9880
ussnorway

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Bg2ee run update 1.15,

 

Hear text as mp3,

 

Poor little rich girl by Puk,

 

I was drinking at the inn in bridge district when someone mentioned that Nalia girl was rolling in gold so I decided to go help her out with the trolls after all but first Imoen needed a new bow and we set out to pin a murder on the local tanner so we could loot his shop--- as it turns out, he really was the killer so the reward helped pay for the bow and kept the girl friend from turning on the water works over bending the law.

 

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Trolls aren’t that much issue if you have mages and my group is well endowed with arcane so it didn’t take long--- I used one ‘Sanctuary’ to steal items from the volt and the other to deliver some dog stew but Neera wins the honours because she sent her pet Hakeashar in to tank the final boss whilst the rest of us just carpet bombed the room and shut the door to wait it out.



#9881
corey_russell

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@Grond0, Gate70 - sorry to hear the end of your run, guys!

 

Incidentally, Coremonk III is still alive and well. His party (Korgan, Minsc, Jaheira, Aerie, Yoshimo) have just cleared out the Trademeet problems. Working on Watcher's Keep 1st level next, mainly for the ammo belt.



#9882
ussnorway

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Bg2ee run update 1.16,

 

Hear text as mp3,

 

Paint by numbers,

 

We needed a strength item for Aerie so the spear was the next place on our “to do” list but to be blunt there was little to fear at our current level. Our standard tactics against Mages is to send in the Hakeashar with a swarm charging after it and carpet bomb the area with aoe spells without letting the enemy see whom is ending their insignificant life… they all look alike to me (I don’t even bother to learn their names) ... the Daemon heart donor is the only target I consider worth changing my tactics for.

 

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I don’t let him see me because he does have a powerful stun, so the pets (buffed) did the heavy lifting for this battle.



#9883
Grond0

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Spook - human monk (update 1)
 
After passing through BG1 Spook has made a start in Athkatla.  His progress there will be made more challenging by using Zyraen's limitation on his XP as follows:

03 750000 - Chapters 1-3
05 1200000 - Chapters 4-5 
06 1600000 - Chapter 6 
07 2000000 - Chapter 7
YS 3000000 - prior to killing Yaga Shura and completing Pocketplane Challenge 2
SD 3750000 - prior to killing Sendai and completing Pocketplane Challenge 3
AB 4500000 - prior to killing Abazigal and completing Pocketplane Challenge 4
BL 5500000 - after completing Pocketplane Challenge 4
Other than the XP restrictions Spook will be using my standard restrictions of no healing potions/antidotes and no item-based active healing.
 
He was fairly comfortable while escaping from the dungeon - having fun stunning a portal along with Ulvaryl.  It didn't then take long to restore the circus to normal operation - talking to Giran after that got Spook to level 10.
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#9884
Epsil0

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Jun, half-elf Totemic Druid (Update 1)

I reinstalled everything to do two things: one, add tactical challenges from SCS and two, re-randomize all the items.

 

Because NPCs have their XP scaled to level, not experience, this can lead to some funny things with a Druid, the first being that Minsc starts with 800,000 experience compared to my 200k. Aerie had the same experience level, and this time, I decided to not fix that: I need all the power I need to survive tactical challenges.

 

We traipse out of the dungeon with only one rest to trigger Imoen's speech, even with Duergar instead of the expected goblins. They all use normal weapons, so they can't touch CR10 Spirit animals, and two Lions pretty much clear the floor by themselves. Mephits prove to be slightly more problematic to summons, but they also fall to a Lion and my first Fire Elemental. Ulvaryl is killed by a identified Cloudkill wand (As well as everyone else in the room: I have bad experiences with that mage...) before we escape and Imoen is captured. Jaheira is sent to the Harper Hold: we don't need a second Druid in the party permanently. She'll be picked back up as a rotating 6th, probably, but we continue with just 3 for now.

 

We restore a circus, recruit Aerie, and check out the market: there's absolutely nothing I want/need. We meet up with Gaelan, and now it's time to make party choices. Jan is recruited over Yoshimo, since Arcane magic sounds like a really, really good idea. The slavers are dealt with first with Spirit animals, giving us enough gold for the spell casting license: I don't dare cross the Cowled wizards, since I recall on SCS the first one that DDoored to us had at least 3 ADHW. The slaver compound is finished off next with more summons and invisibility: still no useful items. Armor was the reward, I think, only a minor upgrade for Minsc.

 

Time for quests. We started off with the druid grove, only getting ambushed once, so no stop to save Renfield this time. Enhanced trolls... Cause so much trouble, especially the Spirit trolls with their perma-invis and strength drain. We had to rest at least 3 times just to clear the Troll den, though we got the Boots of Speed from it. A couple other surprises were the Greater Earth Elemental (slaughtered by Call Lightning by Cernd) and the row of 6 freaking Myconid-spawners that forced a couple spell changes to deal with them. Jan saw through the Rakshasha's illusions, though all three were dealt with summon cheese: they use regular scimitars, so after two Bears absorbed the spells with their enormous HP pools, Jun snuck back in with Jan's invisibility to summon two Elementals to watch the Rakshasha's fail to hurt my summons and die.

 

Faldorn is dueled by Jun, and she casts a Creeping Doom but not before I get a Spirit Snake in the pit. A potion of greater healing tossed by Minsc ensured Jun's survival, even if Faldorn killed off the snake first. We go back, turn in the head to the genies, and check the stores again - only item that we needed was Arla Dragon's bane +3 sling and the Rod of Smiting to make Golem killing so much easier.

 

We're right now in the De'Arnise keep, and Jun nearly died against a pack of Spirit trolls that drained his STR to 4 with no Invis potions left - Jan got over in time to cast Invisibility though, and we're slowly trudging through... Those things are actually worthy of their 12k experience.



#9885
Grond0

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Spook - human monk (update 2)
 
Spook started off this session by transferring control of the Copper Coronet.  A bit of travelling under stealth then allowed him easy victories in the Suna Seni and Renfeld ambushes.  
 
After returning Renfeld a first use of the RoAC meant Prebek and Sanasha stayed still while waiting to be killed.  The Harpers were robbed while 'helping' Xzar.  Spook then successfully stunned Lucette with his first attack, but was unable to either stun her again or kill her before the stun wore off and she escaped.
 
A protection from undead scroll allowed him to quickly clear the Graveyard tombs, getting to level 11 and poison immunity in the process.  That allowed him, in conjunction with the RoAC, to safely attack Pai'Na and inherit a ioun stone along with Kitthix.
 
At Trademeet Taquee was stunned initially and taken to near death, but recovered to attack.  Spook managed to hide after running in and out of a tent and a further stun went through stoneskins to finish the job.  Kitthix was stoned, but the efreeti helped Spook kill the khan.
 
After buying Blackblood, Ras and the Cloak of Displacement Spook took a side trip to Watcher's Keep and acquired the potion case.  He also got the Crimson Dart, though the trap on the chest there was a bit more painful than planned for!  There were no vampiric wraiths, so he was also able to pick up the ammo container before returning to Trademeet.  The bit of treasure picked up at Watcher's Keep meant he could now afford the Belt of Inertial Barrier.
 
A bit of inventory management saw him return to Athkatla long enough to punish the kidnappers before heading for the Druid Grove.  His XP is now being capped so he just sneaked through there other than attacking the final group of druids to get their weapons.  After watching Cernd deal with Faldorn he returned to Trademeet and bought the Necklace of Missiles.
 
A brief trip to Umar Hills saw Spook add to his sword collection by killing an out-of-control golem.
 
Back in Athkatla he did a bit of work for Roger, then sorted out Tarnor's gang - essentially picking them off one by one with stealth attacks, finishing up with Gaius.  There were more stealth shots for Mekrath, though he did get perilously close to annoying Roger when he panicked and ran towards him.
 
A couple of magic protection potions allowed him to retrieve the berserker horn and he also relied on them to get revenge on Captain Dennis for a recent death.  After resting he upgraded the horn and went to call on Mencar.  His summons webbed and killed Brennan to prevent him running before the others were picked off one by one.
 
He bought the Sensate Amulet with his spoils (I should really have bought that earlier as the +2 charisma would have more than paid for its cost before now).  He'll go after the liches next time.


#9886
ussnorway

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Bg2ee run update 1.17,

 

Hear text as mp3,

 

Red back hunting by Puk,

 

We popped into Windspear hills to return the acorns when we were ambushed by monsters--- hardly a stress but then this stranger shows up claiming we are the villains and that we better let him sort it so we told the git to push off.

 

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As soon as we returned to the city the radiant heart ambushed us as we are now considered to be Pally murderers but neither party wanted to risk collateral damage… we won because a Druid can safely aoe without dropping our reputation. The Adventurer's Mart sold us a ‘Chain Contingency’ scroll and we trekked back to Windspear hills expecting to find a Silver Dragon but we only got it half right.

 

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We battled our way into the Dragons lair and Aerie packed the ‘Chain Contingency’ with two ‘Bolt of Glory’ and a ‘Lower Resistance’ then tagged the red bugger with a ‘Doom’ as Sarah sent in a steady stream of swarms and we whittled him down. Haer'Dalis got concussed when a wind buffet slapped him against a wall but the ‘Otiluke's Resilient Sphere’ fired and saved him.



#9887
Grond0

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Spook - human monk (update 3)
 
Spook used PfU to leave the 4 liches in Athkatla helpless - Daystar being used to finish off the demi-lich to get the Ring of Gaxx.
 
Still wanting more funds to buy up a few more potions, Spook embarked on Mae'Var's tasks.  Rayic Gethras fell surprisingly quickly under assault from summons and Mae'Var offered no real challenge.  The loot from those encounters allowed Spook to fill up his potion case from Mrs Cragmoon's stock.  However, it also left him without enough funds to pay Gaelan Bayle.  To address that he solved the skinner murders, pulling enemies upstairs into summons as usual.  Then he did a bit more looting in the Graveyard before a few stolen items in the Copper Coronet took him past the 15,000 mark.
 
After paying up, Spook quickly ran through Aran's opening tasks and moved on to invade vampire HQ.  Upstairs he cleared the basic enemies before tackling Tanova.  I thought a series of summons with gaps between had used up all Tanova's nasty spells, but a chaos here looked like bad news.  Fortunately Tanova is poor in melee and failed to get the critical required to hit Spook, while he hit her regularly despite the confusion and avoided dashing into the spike room to perish in traps.  Once he regained his senses only a couple more blows were needed to finish her off.
 
After resting, summons cleaned up downstairs before Lassal failed to catch up to Spook running round a table.  Another rest allowed all the summons to be available against Bodhi.  Spook wasted a few attacks initially before realising his fists had no effect on her and had to bring out Ras to help occupy her while he darted back and forth round a corner using Daystar in stealth attacks.
 
He reported straight back to Aran and has just arrived in Brynnlaw.


#9888
Grond0

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Spook - human monk (4th and final update)
 
In Brynnlaw, Spook sneaked into Perth's house and, surprisingly, found the mage getting into a tangle.  The book of infinite spells offered farsight, which might have been of some minor benefit, before reverting to burning hands and being ditched.
 
Moving on to Spellhold Spook used a fake talk on the demon to avoid losing any stats before sending Bhaal on its way.  Inside the maze he took the clay golem too lightly and was lucky to be able to shut a door on him (the golem was moving considerably faster) - resulting in the golem dying in the nearby trap.
 
He tried killing a greater werewolf, but even with his summons was unable to do damage quickly enough.  After a rest he was eventually successful with a stun, that did the job.  The pit fiend was also a problem and Spook had to resort to using his few +3 bullets and a first use of the Ring of Energy while it failed to get through a doorway when chasing him.  On the plus side that encounter got him his first level in ages (moving out of chapter 3 allows him to gain a bit more XP), making his fists into +2 weapons.
 
However, his struggles came to an end shortly afterwards when generating monsters from a book.  I had intended to stand out of sight and use the necklace of missiles for the first time on the beholder, but didn't get past the mind flayer.  I had assumed it would attack the summons surrounding it, but it ignored those and went straight for Spook with its devouring attack ...


#9889
ussnorway

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Sorry m8,

Death by mind suckers is a common end.



#9890
Epsil0

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Jun, Half-elven druid, update 2.

We left Jun in Nalia's SCS-improved keep last time, and pick back up with opening the drawbridge and killing off a Yuan-ti mage after a bit of a hassle: a Teleport Field sent Jan and my two Fire Elementals on the other side of the broken door. The Golems are handled swiftly by Spirit animals backed by Jan and the rod of smiting, obtaining the Gauntlets of Ogre Strength and the sling of seeking. Down to the basement for another prolonged battle against Spirit trolls followed by cheesily killing all the Umber Hulk's with a Cloudkill into their room. Torgal is pulled out by an invisible Nalia and he soon falls in a 1v10 situation. I rest and then go see what's the big deal about the Improved keep.

 

Goodness. This battle was a disaster, and I'm kind of lucky I survived it. We throw summons at it to begin to absorb what I hoped were the nastier spells (they weren't.) By the time the first set of summons dies off, only one Umber Hulk Elder is dead, with the other one at near death and a good number of my offensive spells used. Both Spirit trolls are still going strong and screwing with my low-strength casters: Jan is forced into invisibility at STR 2, Jun is dropped to STR 7 and has to drop a couple items before skedaddling to two rooms away. Fortunately (?) Aerie had already retreated from a Confused Nalia that insisted on targeting her, so I had a double-Web sequencer aiding me as soon as Jun got clear.

 

Minsc died to... something in the room. Too many heavy hits. Rasaad was confused and walked into the double Web to be finished off. Nalia snapped out of it long enough to Shadow-door and try to salvage the situation. My two front-liners are dead, Aerie and Jun are safely behind a door, Jan is sitting at 2 STR, and to top it all off Nalia's morale breaks and she begins getting chased by a Giant troll and two Spirit trolls, and there's still one Yuan-ti mage alive. Not cool. Nalia manages to snap out of it at 2 HP and casts a quick Shadow Door to evade death: somehow in her meanderings, the Giant Troll and one Spirit troll stopped chasing her. After quaffing two potions of healing looted from Minsc's body, I look in my caster's spell books, and the only thing that looks like it might do anything is Cloudkill. So Nalia breaks invisibility to hit herself with the spell, getting a hit on the Spirit troll and the Yuan-ti mage as well. They both retreat; Nalia goes back in, and the Spirit troll tries to kill her again, only for the Cloudkill poison to kill it first. Now Nalia vs Yuan-ti mage. Polymorph self into the jelly guarantees a victory, and I finally come to my senses and rest before raising my two and destroying the last Spirit troll with summons.

 

Phew.

 

Back to Athkatla where we give Gaelan the 15k and see what items are granted to us: the Gauntlets of Dex (... everyone has 16+ already...) and the belt of Fortitude. But we go do the Skinner quests where we have our first perma-death: the Rune Assassins can apparently see through invisibility and backstabbed Minsc twice, chunking him. We had our second one not too long after as Rasaad is killed in an ambush by a critical backstab (I haven't found any Ioun stones yet) for 50 damage. Off to Umar hills to get replacements: Valygar and Mazzy will replace my front line. We again complete Aerie's short arc here from the Wings mod; the egg has still yet to hatch though.

 

Jermien gives me the Ring of Regeneration for some Mimic blood to my delight, and we head off to the temple to pick up Mazzy and experiment on the Shade Lord. At this level, literally nothing in the first level can touch Fire Elementals, so we just stay invisibly behind them while they slaughter everything. Time to see what this SCS Shade Lord is like.

 

As an aside, I created a duplicate save for testing. I purposefully decided to just throw myself, fully buffed, at the Shade Lord just to see what it could do: whatever happened wouldn't count in my actual game. And it was a good thing I decided to see the thing first, because I got murdered the first time in a head-on assault with its no-save-level-draining aura, and insta-cast PfMW and/or Mantle, Black Blades of Disaster and Blade Barriers gratuitously thrown in. Jun also randomly (?) got turned into a Shade, though this somehow didn't end the game as it should have.

 

Back to the no-reload. The other interesting thing I found is that the Shade Lord doesn't see through Invisibility, and only starts his script if he can see a party member, so this opened up the door for the Totemic Druid's signature "spam Spirit animals and elementals until something dies" strategy. There's a small enclave in the south of the altar when I can summon and not be seen, and three Spirit Animals and one Fire elemental later, the Shade Lord was at Near-death, though all my summons were likewise slaughtered. Valygar finished the deed with a backstab, even though the first one critical-missed. This beast is absolutely crazy in SCS, and the randomization of the AoP certainly didn't help either: I wouldn't want to try that fight again without summons!

 

I stopped after reporting back to the village, and I just got Madulf's reward, the RoAC.

Team: Mazzy, Valygar, Jun, Jan, Aerie, and Nalia.



#9891
Alaestr

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Epsil0 - fantastic progress. I have my fair share of SCS no-reload and Shade Lord is one of the scariest enemies in the game. Especially so considering player meets him fairly early. Scroll of Protection from Undead usually makes him a walk in the park, I don't know if you have scrolls enabled in your installation. On the side note: your post made me want to play the SCS no-reload once again!



#9892
Grond0

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Quad multiplayer attempt 1 - (update 9)
Grond0, Dogdancing, corey_russell, Gate70

 

After a month's break due to being unable to find a mutually acceptable time-slot the quad managed a bit more progress last night.  Given that I'd lost one SP and two MP characters already in the day the omens didn't look promising, but Ratic survived without too many problems.

 

The session started by acquiring the final item needed to raise the Avatar of Rillifane in the temple.  That quickly disposed of the remaining opposition and allowed the quad to access the palace.  After resting and picking a few nuts they moved on to the Tree of Life.  Iskvael set 4 traps for Jon and, after the parasites were killed, Jon failed to survive those.

 

In Hell, Ratic picked up immunity to normal and +1 weapons, +10% MR, +15 HPs, +20% elemental resistance and +2 strength.  The final battle with Jon then proved no problem.  The Slayer tried to cast a few spells, but the volume of attacks on him made that difficult and he soon disappeared for a refreshing dip in a lake of fire.  

 

Moving on to ToB Illasera only had one reaver to give her support and she would have needed far more than that.  The first pocketplane challenge was also easier than expected when only a single character arrived at the end of the contest - it seems as though the game is not correctly calculating the strength of the party in MP.

 

The final destination for the day was Saradush.  After opening up access to Lazarus' shop, Iskvael got a few spells and Ratic became the final one in the party to be outfitted for some boots of speed.  He was annoyed when a hot date for the evening proved to want his blood, but his rage allowed him to fight off initial attacks until his companions arrived.  The remainder of the vampires were no problem, but the group of fighters and thieves waiting at the back exit were a different matter.  Iskvael was heavily buffed, but walked over a dispelling trap while among enemies and only lasted a couple of seconds thereafter.  Then, seconds later, Yuledan proved unable to last while fighting in the midst of enemies.  Ratic and Wewa had stayed at the entrance, sheltered behind a deva, and took no damage in the encounter.  The remaining enemies under the palace were then cleared, ready for an assault on Gromnir next time.  

 

Stats (cont. from BG1):

Grond0 - Ratic, barbarian 22, 145 HPs, 924 kills

Dogdancing - Wewa, berserker 22, 137 HPs, 547 kills, 4 deaths

corey_russell - Yuledan, fighter 15 / cleric 15, 116 HPs (incl. 5 HPs from amulet), 545 kills, 7 deaths
Gate70 - Iskvael, mage 14 / thief 18, 61 HPs, 196 kills, 4 deaths


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#9893
corey_russell

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@Grond0 - sorry to hear the end of Spook{4} - some genius potions can be quite useful against the brain suckers, but guess you don't allow that...



#9894
Epsil0

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I think I should declare a loss here... But I'm frustrated that it happened in a fashion that makes absolutely 0% sense, though I think this is supposed to happen. (?)

 

So to make a long story short, I was freeing Haer'Dalis and was fighting Tarnor's gang; Valygar was killed non-permanently while failing to stealth and running past the Kobolds, getting Hold Person'd by a Kobold. Anyways, we rest and go to resurrect him, killing off the gang member that killed Valygar. Now this is where something really weird happens: after raising Valygar, killing off nearby threats of Sea Troll and a Mustard jelly, and scouting with a stealthed Valygar and nobody else moving, a teleport animation starts playing next to Jun.

 

BOOM. For no reason that I can determine (Valygar didn't see them, they don't have Invis sight so that couldn't see Valygar), a Beholder and two Gauths have suddenly teleported directly next to Jun. I couldn't react and hit pause to use an Invisibility potion in time before a Flesh to Stone ray was coming my way, and failed the save. I reloaded after this to figure out if I had accidentally triggered them by having Valygar going north: nope. The gank squad still teleported directly to me as we fought the Sea troll, though this time I had Jan Invis 15' radius all of us and Valygar used an invisibility potion and they couldn't follow me.

 

For others playing SCS: is this Beholder Gank squad in the sewers a normal occurrence? They shouldn't even be able to teleport, much less Teleport without error (which is what I'm pretty sure happened.) If it's normal, I'm declaring this run over. If it's not normal, I'll consider continuing since this was pretty much rules-illegal anyways.



#9895
Serg BlackStrider

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For others playing SCS: is this Beholder Gank squad in the sewers a normal occurrence? They shouldn't even be able to teleport, much less Teleport without error (which is what I'm pretty sure happened.) If it's normal, I'm declaring this run over. If it's not normal, I'll consider continuing since this was pretty much rules-illegal anyways.

I remember them, yes (in the south-west part of the sewers, in the tunnel between Rakshasa and Sea Troll). But I don't think they are able to teleport (this is SCS Fiends' behaviour, Floating Eyes don't have that ability). FWIW, in my run they just sat there waiting to be demolished and didn't even interfere when I've fought the Rakshasa' gang.



#9896
Epsil0

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Another weird thing about this is that there was no accompanying text with the teleport animations, but they definitely weren't there before the animation started. Y'know what, I'll declare this no-reload done, but I'll continue playing through with Jun just to get a feel for the rest of SCS. And possibly try for the first time the Twisted Rune. This can only end badly.



#9897
Grond0

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I suspect that the beholders will have just appeared on the encounter point, as opposed to teleporting in (beholders do have a chance to spawn at that point).  There is a chance whenever a character approaches an encounter point that monsters will spawn.  What I find extremely annoying is that this chance exists even when you've just scouted the area - so a thief could stealth through the encounter point and find it empty and then a few seconds later follow-up characters arrive and find monsters have suddenly appeared (or you can retreat from enemies back towards an empty encounter point and find it suddenly occupied) .  You can avoid spawning happening by making sure that you always keep at least one character in visual range of the encounter point, but doing that is fiddly - just one more thing to beware of when you're playing I'm afraid.

 

Have fun with the Twisted Rune!



#9898
corey_russell

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@Epsil0 - even in vanilla, the beholders can be there in the sewers. I think it depends on level. Do you have other mods besides SCS? They might be changing the beholders (Tweaks perhaps?)



#9899
Serg BlackStrider

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@Epsil0 - even in vanilla, the beholders can be there in the sewers. I think it depends on level. Do you have other mods besides SCS? They might be changing the beholders (Tweaks perhaps?)

I didn't ever met Beholders in the main sewers under the Temple District until I began to use SCS2 with tactical components installed. They indeed spawn behind the bridge-with-riddle en-route to the forgotten temple further deep depending on your level (if low enough there are just Gauths). But in the main sewers - never. But then I always play a full team of six so may be they do spawn there if you high enough level (just like a Lich in the Undead's City). Though I think that in SCS install they don't *spawn* in the main sewers but always are there no matter of your current level.



#9900
corey_russell

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I didn't ever met Beholders in the main sewers under the Temple District until I began to use SCS2 with tactical components installed. They indeed spawn behind the bridge-with-riddle en-route to the forgotten temple further deep depending on your level (if low enough there are just Gauths). But in the main sewers - never. But then I always play a full team of six so may be they do spawn there if you high enough level (just like a Lich in the Undead's City). Though I think that in SCS install they don't *spawn* in the main sewers but always are there no matter of your current level.

Serg: As you well know, I've played vanilla BG 2 like what? millions times? And I do remember encountering beholders there, just as Grond0 described too (e.g., first go there nothing, on return there they are). I am usually only in that section of sewers once, but I have run into them, near Roger's troll, in the hallway leading to the center.