Baldur's Gate 2 No-Reload Challenge
#1126
Posté 05 juin 2011 - 06:59
Installation:
SoA+ToB+ official patch
Baldurdash 1.12 TOB fixpack
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // Component Name
~SETUP-EASE.TP2~ #0 #0 // Infinite Weapon, Potion and Ring/Amulet Stacking
~SETUP-EASE.TP2~ #0 #3 // True Grand Mastery (extra half-attack, etc.) (Baldurdash)
~SETUP-EASE.TP2~ #0 #4 // Shut Up "You Must Gather Your Party Before Venturing Forth"
~SETUP-EASE.TP2~ #0 #5 // Faster Chapter 1&2 Cut-Scenes and Dreams (Karzak, Blucher) (SEE WARNINGS)
~SETUP-EASE.TP2~ #0 #9 // Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression (Blucher)
~SETUP-EASE.TP2~ #0 #14 // Multiple Strongholds (Baldurdash)
~SETUP-EASE.TP2~ #0 #15 // Bonus Merchants (Baldurdash)
~SETUP-EASE.TP2~ #0 #17 // No Drow Avatars On Party In Underdark
~SETUP-EASE.TP2~ #0 #18 // Imoen ToB Dialogue Fix
~SETUP-EASE.TP2~ #0 #21 // Romance: Bug Fixes (required for later components).
~SETUP-IMPROVEDANVIL.TP2~ #0 #0 // Improved Anvil Premium
[/quote]
Improved Anvil's version 6.0's 'Tactical content & new adventures' document:
[quote]
Improved Anvil mod for BG2 & TOB
VERSION 6
Author: Sikret
This file will give you general (not detailed) information about the enhanced encounters and
new adventures/quests added to the game by Improved Anvil.
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*** Note: Improved Anvil contains the most difficult (& the least cheesy)***
*** tactical encounters. While the battles are really hard, you ***
*** never see enemies using cheesy methods. This is not only due ***
*** to the accurate scripting methods used in the mod, but also due***
*** to the very important modifications implemented to the game's ***
*** rules which have removed all cheesy methods (of the original ***
*** game) not only for players but also for the enemies. ***
*** For example, multiple spell immunities don't Stack; hence, you ***
*** will never see an enemy mage (cheesily) casting more than one ***
*** spell immunity (such as both SI: Abjuration and SI: Divination)***
*** on himself. You can see the complete list of these important ***
*** modifications in the related text file available in the ***
*** "Documents" folder. ***
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*** Note 2: All abilities every creature in this mod has (in addition to ***
*** their smart artificial intelligence) is according to the game***
*** rules and totally justified. Enemies play fair against you. ***
*** It's actually much fairer than the vanilla game, because many***
*** of the cheesy methods available to both players and enemies ***
*** in the vanilla game are blocked and fixed in Improved Anvil. ***
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*** Note 3: Improved Anvil is a mod for true tacticians, not for cheaters***
*** and cheesy players. Enemies don't cheat against you; so, you ***
*** should not cheat against them either. When you agree to play ***
*** this mod, you agree to play it the way it is intended to be ***
*** played, that is you agree to play it in a fair and honorable ***
*** playing style without using any kind of cheats, exploits or ***
*** or cheesy methods. ***
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*** WARNING: If you are an experienced player in managing hard battles and ***
*** if you want to be surprised by the enhanced encounters and new***
*** adventures during the game, it is recommended that you do not ***
*** read even these very general information. ***
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TACTICAL CONTENT & NEW QUESTS
************************************
- Waukeen's Promenade
- Tougher Mencar Pebblecrusher and Party
- Squirreled Away (or "A Hard Nut to Crack"): A new quest (available only to single-class
rangers, druids and mages)
- Slums
- Improved Copper Coronet
- Guarded Lilarcor
- Improved Slavers' Ship Building
- Tougher Borinall
- Improved Planar Sphere:
- Improved Halfling Warriors
- Improved Lavok
- New types of monsters in the sphere
- Improved Demons' plane
- Tougher Tolgerias
- Slightly Tougher Efreeti in the Fire room
- Expanded Mage Stronghold (only if your main PC is a single class mage or sorcerer):
- Magical container
- Furnaces may malfunction
- The Mystery of the Jewel Casket
- Treasure in the Ice (Or 'Why is it so cold down here?')
- Does Marvella always say the truth?
- Danger at harbors! (Or 'Is it safe to go to Cromwell anymore?'-- You need to forge
'Memory of The Apprenti' to see this feature of the mod.)
- Story of The Old Ones (from here on, the quests are only available to good-aligned necromancers)
- My new apprentice and research programs
- Activating an old device
- The Wine and The Sandalwood
- Lavok's postmortem request (or "A second journey to demons' plane")
- Bridge District
- Improved Planar Prison
- Improved Twisted Rune
- Slightly Tougher Anarg
- Tougher turmish fanatics (Bard stronghold) -- Suggested by thetruth
- Tougher Gracen (guild's contact) -- Suggested by thetruth
- The Docks
- Slightly Improved Rayic Gethras
- Slightly Improved Mae'Var
- Improved Pirates' Hideout
- Improved Kangaxx the lich
- Improved Kangaxx the demilich (he now has a limited number of Imprisonment castings;
conversely, he has access to other spells now, as well.)
- Temple District
- Improved Slavers' HQ (Guarded Compound)
- Tougher Tarnor the Hatchetman and Party (Sewers encounter)
- Improved Rakshasa encounter
- Improved Mekrath and the Imp
- Improved Illithid Hideout
- Improved Theshal -- Suggested by thetruth
- Improved Screaming Statue (this challenge remains available as long as your protagonist has
less than 2,350,000 xp)
- Guarded Ashideena
- Improved Unseeing Eye
- Graveyard District
- Improved Crypt King
- Slightly Improved Spider Ambush at the entrance to Pai'Na's hideout
- Tougher Pai'Na
- Slightly Improved Nevaziah
- Slightly Improved Tanova (chapter 3)
- Improved Bodhi (chapter 6)
- Encounter with Orcus: If you have Daystar Sword, you can go to the old crypts
beneath Graveyard district to meet Orcus (Prince of the
Undead) in his corporeal form.
- City Gates
- Improved City Gate's Lich
- Umar Hills
- Tougher Baron Metrich & Party (Paladin stronghold)
- Improved Shadow Temple:
- Tougher Shadow Jailor
- Tougher Shadow Dragon
- Tougher Shadelord, Shadow Patrick & Shadow Altar
- Expanded Ranger Stronghold:
- Improved Umar Witch -- Suggested by thetruth
- New friend at your cabin
- The mystery of the Shimmering Light (a big quest for all rangers)
- The Good, the Bad and the Ugly (a quest only for vagrant rangers)
- The Ancient Secret of Suldanesselar (a big quest for vagrant rangers)
- Windspear Hills
- Improved Ruhk Conjurer and Kamikaze Kobolds
- Improved guardians of pieces of Burial Mask
- Encounter with the Tomb Mist (a new monster)
- Tougher Fire Elemental Guardian of the Tomb
- Improved Samia and Party
- Tougher Tazok
- Improved Conster
- Improved Firkraag
- Post-Firkraag Adventures (Once Firkraag is dead, new events will start to happen in Windspear
Hills. If your main PC is 'Good' and if you have a reputation
of 20, you can go to the Order of the Radiant Heart at least one
week after killing Firkraag to meet someone new who has more
information.)
- Trademeet & Druid Grove
- Improved Trademeet Crypt
- Guarded Store Tower in Druid Grove area (i.e. Belm scimitar is no easy treasure)
- Improved Troll Mound in Druid Grove area
- Slightly Improved Dalok and companions
- Expanded Druid Stronghold:
- Improved Faldorn
- Improved Chaos monster
- Improved Challenge for the "Great Druid" title (one on one duel with the "Great Auramaster")
- Signs and Sigils (a big quest)
- Improved De'Arnise Keep
- New species of monsters in the Keep
- Improved Greater Yuan-Ti
- New location and Guardian for Flail Head (cold)
- Danger at the Library
- Guarded Flail Head (Fire)
- Guarded Frostreaver
- Improved Glaicas
- Improved TorGal
- Improved Lord Roenal and Army (Fighter stronghold)
- Improved De'Arnise Forge (This is a bonus rather than a challenge; you can forge Flail of
Ages +4 by adding the Poison head to Flail of Ages +3.)
- Brynnlaw
- Improved Brothel HQ
- Tougher Perth the Adept
- A new encounter in the island's main area
- Improved Spellhold
- Improved Ancient Tome (New battles are added and if you rest before winning all of them, you
will not gain all possible treasures from the tome.)
- Better focused Altar
- Guarded Library:
- Library Golem
- Cat O'Nine Lives
- Encounter with the Amnesic Librarian
- Price of killing a pupil (new encounter)
- New guardians for Gesen Bow String
- Guarded Mithril Machine
- Slightly Improved Lonk the Sane
- Improved Irenicus
- If the party delays too long before setting out for Spellhold, they will find Irenicus'
control over the Asylum has strengthened and it will be far harder to escape after rescuing
Imoen. (Note: The recommended levels to go to spellhold are levels 13 or 14 for single class
characters. For druids, even level 14 will be too late.)
- City of Caverns (Sahuagin City)
- Improved Prophecy Verification challenge (suggested by shadan)
- Improved Prince Villynaty
- Underdark:
- Improved Vithal
- Improved Drow Ambush in underdark (before the Deep Gnomes' village)
- Improved Alchra Diagott
- Slightly Improved Raevilin Strathi
- Improved Drow Ambush at the bridge in underdark (suggested by Vardaman)
- Improved Balor (in the Deep Gnomes' village)
- Improved N'ashtar and Party
- Improved Jae'llat's House
- New conditional encounter in Deirex's Cave in Ust Natha
- The mystery of the Third Color (new quest in Ust Natha)
- Improved duelling mages in the tavern in Ust Natha)
- Improved Demogorgon's Temple
- Tougher Kuo Toa Prince
- Improved Elder Orb (eastern caverns)
- Deeper than the Underdark (a hidden passage will lead you to deeper dungeons)
- Improved Mind Flayers' lair:
- Tougher Insane Dwarf Warrior
- Improved final battle vs. The Master Brain:
- Tougher Master Brain
- Improved Brain Golems
- Elemental Golem guardian of the brain (the Master Brain will not die as long as the main
guardian is alive).
- Suldanesselar
- Improved Raamilat
- Guarded House of the Talisman
- Guarded Harpist's House
- Improved Rakshasa Ambush
- Improved Black Dragon
- The Ancient Secret of Suldanesselar (a big quest for vagrant rangers, also listed in the
Expanded Ranger Stronghold above)
- Improved Irenicus (at Tree of Life)
- The Abyss
- Improved Irenicus (final battle)
- Improved Watcher's Keep:
- Encounter with the Spider Queen (You need to have defeated Pai'Na)
- Guarded Bell and Candle
- Improved Elementalist level
- Clash of powers (New quest in the 3rd level of WK: There is a conflict between two very
powerful creatures based on an incident which has happened 100 years
earlier. You need to choose and kill one of them, if you can!)
- Improved tieflings
- Improved Demon Knights
- Improved Demon Wraith
- Slightly Tougher Ka’rashur
- Slightly Tougher Tahazzar
- Slightly Improved Shade Death and Death Knights gated by Deck of Many Things.
- Tougher Rock and Garock
- Improved Githyankis: Encounter with the Supreme Leader
- Improved Demi-Lich Crypt
- Improved Saladrex
- Improved Globe Machine
- Encounter with 'Ancient Dragon' (the great wyrm)
- Improved Horde of Orcs
- Improved Azamantes
- Judgement Day plot-Part one: Meeting with a Messenger! (If you have Angurvadal sword, you
can find a new encounter in the shades outside Watcher's Keep.)
- Judgement Day plot-part two: The foreseen day! (Forge Judgement Day sword and go to
Watcher's Keep area.)
- TOB
- Improved Illasera
- Improved Gromnir
- Improved Yaga-Shura's Keep & Temple:
- Tougher Elite Fire Giants
- Tougher Berenn
- Tougher Imix -- Suggested by thetruth
- Improved Nyalee's Hideout:
- Tougher Nyalee
- Horde of undead Lords
- Improved Yaga-Shura (& lieutenants)
- Improved Oasis
- Improved Draconis
- Improved Abazigal
- Improved Sendai Enclave:
- Improved Slavemaster
- Improved Spiders' hall
- Improved Captain Egeissag and party -- Suggested by thetruth
- Improved Thelynn'ss and party -- Suggested by thetruth
- Improved Ogremoch
- Improved Odamaron
- Improved Sendai
- Epic Divine Encounter: A new encounter in your Pocket Plane. (Note: If your main PC is a mage
or sorcerer and if you have chosen (and successfully completed) the
good path in one of the new quests of the Expanded Mage Stronghold
("Does Marvella always say the truth") in SOA portion of the game,
this new encounter in TOB will be different for you; otherwise, it's
the same for all classes and alignments). The encounter takes place in
your pocket plane just before leaving for the throne.
- General
- Polygonal scripting system: This is a new and unique scripting method devised for Improved
Anvil. The outcome of the system is a high level artificial
intelligence which lets enemies behave very intelligently.
- Slightly Tougher rakshasas
- Slightly Tougher Demons
- Slightly Improved Yuan-Ti Mages
- Slightly Improved Githyankis
- Fixed and Improved Minotaurs (now they have all of their pnp abilities and more)
- Improved Liches
- Improved Ulitharids
- Slightly Improved Mind Flayers
- Improved Beholders
- Improved Vampires
- Improved Vampiric Mists (now they have their pnp ability of enveloping targets, and more...)
- Slightly Improved Trolls
- Chapter 2: Improved Random (city and wilderness) Encounters
- Chapter 6: Improved Kruin -- Suggested by thetruth
- Many new species of monsters
- Improved Zallanora and Party -- Suggested by thetruth
- More powerful random undead creatures will spawn in dungeons
- More powerful random golems will spawn in dungeons
- More powerful random monsters will spawn in dungeons
- More powerful random mind flayers will spawn in dungeons
- Enemy evil clerics will control undead and turn paladin. A successful turn paladin will also
dispel all dispellable effects on the targeted paladin and will make the paladin immune to
'Remove Fear'.
- Smarter summons: Summoned creatures (enemies and allies) will behave more intelligently.
(Examples: They will shift target if they see that their weapons are ineffective; they will
no longer stand idle if no enemy is in their line of sight, they will move/approach to see
what's going on in the battlefield.)[/quote]
Here is also another installation document, called 'Fixes and Tweaks' in IA 6.0.
[quote]
Improved Anvil mod for BG2 & TOB
VERSION 6
Author: Sikret
This file will give you information about the fixes, tweaks and general enhancements applied to
the game by Improved Anvil.
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Fixes, Tweaks, and General Improvements
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1- Contingencies will not be triggered on dead mages' corpses anymore.
2- Many typos in several scripts (of the original game) are fixed.
3- Several creatures had inconsistent attributes in the original game (such as incorrect THAC0s,
incorrect saves, etc). Many of such mistakes are detected and fixed.
4- Some creatures' undroppable items, weapons (or claws) were bugged which have been fixed.
5- Some creatures had broken/buggy immunities or abilities in the original game. They are fixed.
6- Some creatures had equipped their items in the wrong slots (ex: armor in the cloak slot).
The items are moved to the right slots.
7- High level creatures in the SOA portion of the game simply lack any HLAs in the original game.
This is because HLA is a TOB concept and didn't exist when the original BG2 game was designed.
However, now that we have the concept, it doesn't make any sense to confine it to TOB. This is
fixed and some HLAs are added to high level characters in BG2.
8- Cases have been observed (in the original game) in which enemy mages or other spellcasting
creatures successfully fire their spell triggers (or even spells) on PCs who were under the
effect of improved invisibility and were only partially visible. This is not legal and
interestingly the game doesn't allow PCs to perform such an illegal action against enemies.
This error is fixed and enemy spellcasters will not break the rules either. (Note: Spell
triggers are divided into two general types: Those which include only area-spells and those
which include spells which normally target a creature rather than an area. Only the second
type of spell triggers are forbidden to be cast on invisible and partially visible targets by
this mod.)
9- Cases have been observed (in the original game) in which enemy mages keep attacking physically
even though they still have spells to cast. This is also fixed.
10- Cases (though few and rare) have been observed (in the original game) in which you read on
the screen that a mage has cast a particular spell, though the mage has not actually cast
it. This is also fixed. The false spell casting reports will not appear anymore.
11- Anomen's wisdom is fixed (increased) to make him a "legal" dual-class Fighter-Cleric. His
wisdom bonus after passing his test is decreased. Hence, he starts with 17 wisdom and will
gain 1 more (to a total of 18) when he joins the Order. Also, the number of his weapon
proficiency stars were incorrect which is fixed. The types of proficiencies are tweaked and
optimized for Improved Anvil (not only for Anomen but also for Valygar and Keldorn; their
attributed are also slightly modified to be optimized for IA). Anomen was also joining the
party with a bit too much xp at the beginning of the game; this fixed as well.
12- "Carsomyr" has bugs in the original game. Its dispel magic and dispel effects do not work.
Its +5 damage bonus is also broken. Its +50% magic resistance bonus is broken too. The two
latter abilities are fixed, others are removed. However, you can use Carsomyr as a template
to forge the Holy Avenger:
- Holy Avenger (Improved Carsomyr) will have 5% chance per successful hit to remove all of
the target's protections with a single shot provided that it successfully hits the target,
which means that it won't remove "Protection from magical weapons" and "Absolute immunity"
(because they prevent a successful hit) but in absence of these two, if it hits the target,
it has 5% chance to remove all protections on a single shot.
13- Some items descriptions had minor errors (mostly regarding their usability) which are fixed.
14- Rod of Smiting had inappropriate usability attributes in the original game. Despite its
description, it was surprisingly usable by monks, fighter/thieves and fighter/druids (though
not by single class druids). It is fixed so that it will be usable by druids but not by monks
or fighter/thieves. The rod also wouldn't inflict the alleged extra damage to golems. This is
fixed as well. (No upgrade needed for this fix to be applied, though the rod is also
upgradeable as a matter of fact.)
15- Cloak of Mirroring, cloak of Reflection, Cloak of Non-Detection, Shield of Balduran,
Reflection Shield, arrows of dispelling, Rod of Resurrection, and Gargoyle Boots are removed
from the game.
16- The usability of all mage robes is fixed and they won't be usable by Kensai-Mages anymore.
17- Amulet of the Master Harper is fixed not to be usable by WizardSlayer-thieves. The amulet's
immunity to Silence is replaced with lore bonus as well.
18- A wooden Stake is added to the library in spellhold to put Dace at rest.
19- The unbalanced scrolls of Protection from Undead are replaced with an improved sort of
scrolls of Protection from Level Drain. Their effects last for 30 rounds and won't be
dispellable during that period of time. Cheesy scrolls of Protection from Magic are also
removed from the game. Only one single scroll with that name still exists in the game, but it
can only be used as an item-upgrade ingredient.
20- The clerical Spell, "Greater Command" is changed and will not affect the caster's allies and
party members anymore.
21- Air Elementals' whirlwind innate ability would kill any party member who was close enough to
the elemental with no saving throw. This is changed so that the target is entitled to roll a
save vs. Breath weapon to avoid death.
22- Assassins and Skalds' missing "to hit" bonuses retrieved and fixed.
23- Potions of Genius, Mind Focusing and Insight have been omitted from the game; new potions of
"Acid Resistance", new potions of "Oil of Resurgence" and new potions of "Vitality" are
added. (Omission of potions of Insight and the idea of Potions of Vitality are suggested by
thetruth.)
24- Finger of Death spell requires the target to roll save vs. death.
25- All of the game's arrows and bolts (and quivers) are fixed in respect to their THAC0 and
damage bonuses and their descriptions. +1 Arrows are also fixed not to be blocked by
Protection From Normal Missiles spell.
26- Larloch's Minor Drain spell and innate ability were such that even if the target would not
take damage due to magic resistance, the extra hp would be added to the caster. This
inconsistency is fixed by making the spell bypass target's magic resistance. Furthermore,
the innate ability had incorrect damage amount which is fixed as well. The same problem as
well as incorrect damage amount is fixed for Vampiric Touch spell (the damage amount is also
increased for high level casters). Another problem with Vampiric Touch spell (in the original
game) was that when a mage cast this spell he/she would become immune to Vampiric touch
spells cast on him/her by enemies. The spell is tweaked and it won't grant such an immunity
anymore. As a result the mage can also gain the extra hp bonus of casting multiple Vampiric
touch spells, though the amount of gained hp is also decreased.
27- There were three critical errors in the original game which have been discovered and fixed.
The bugs could affect the spellcasting procedure of those enemy mages and clerics who rely on
global variable ("LOCALS","GLOBAL",etc...) to track their spells. If you knew how to exploit
The bugs you could deceive them to keep attacking you physically without casting most of
their spells. The first bug was that when such a spellcaster was seeing a partially visible
character (a character under the effect of Improved Invisibility), his/her global variables
would all be set to the wrong numbers as if he/she had already cast his/her spells. The
second bug would occur when a silenced spellcaster was seeing an enemy and the third bug
would happen when the spellcaster was seeing an enemy during timestop (cast by PCs). Again,
in these situations, his/her global variables would be set to wrong numbers. Improved Anvil
is the only mod (so far) which fixes all these bugs for the original game AND doesn't have
them its own custom scripts (However, I've noticed that other mods' authors "silently" copy
Improved Anvil's fixes into their own mods without giving the due credit to Improved Anvil as
the origin and the source of those fixes).
28- A missing dialogue in demons' plane in planar sphere retrieved and fixed.
29- Some of the Skeletons and Skeleton Warriors had incorrect resistance values in the original
game. This error is also fixed.
30- Almost all of the game's spell casters would cast their pre-buffing spells at incorrect
levels of experience in the original game. For example, an 18th level mage would cast his
pre-buffing "Spell Turning" Spell as if he was a 9th level mage (in respect to the spell's
duration). All such errors are detected and fixed.
31- The fourth level clerical spell, "Free Action" is fixed to grant immunity to stun and not to
grant immunity to Charm.
32- Celestial Fury is tweaked and its chance to stun is decreased.
33- Melf's Meteors' damage type and amount fixed. Magic level is also reduced to 3.
34- Barbarian Rage now grants immunity to Imprisonment. Its missing +2 bonus to save vs. Magic is
also fixed.
35- Magical (Mordenkainen's) Sword is tweaked. First of all, the damage it inflicts is fixed to
match the spell's description. Furthermore, it has better THAC0, better saving throws and 75%
resistance to magic damage, immunity to magic missiles and chromatic orbs; on the other hand,
it now has a worse AC and its 100% resistance to physical damage is reduced a little bit. It
still takes very little damage from physical attacks, but it takes some.
36- Silver Sword is a +3 Vorpal weapon and should have 20% chance to severe the target's head.
The probability is wrongly set to 25% in the original game. It is fixed. The sword, however,
is upgradeable and can be upgraded to a +4 vorpal weapon which will have 25% chance to
instantly slay the target, provided that the target is not immune to this effect, of course.
The finger of Death animation is also omitted, because it would display even on target's who
were immune and unaffected by the vorpal hit. The "Vorpal Hit" message is added, instead.
37- The fifth level Wizard spell, "Spell Immunity" is fixed and tweaked. Immunity to one single
school of magic can be active on a single creature at a given time. Multiple spell immunities
will not work together. Moreover:
- Immunity to Abjuration is fixed to grant protection against all abjuration magic-attack
spells. it will now grant complete immunity to Spell Trust, Secret Word, Breach, Lower
Resistance, Pierce Magic, Khelben's Warding Whip, Pierce shield and Spell Strike (i.e. all
magic-attacks except Ruby Ray of Reversal which is not an abjuration spell).
- Immunity to divination will grant much better protection against various methods of
dispel illusion. (It really wouldn't make sense to me that a pathetic low level thief
could dispel the illusion of a high level arch mage who was also under the effect of
immunity to divination. The thief skill can still dispel illusions provided that the mage
is not protected by immunity to divination.) A successful 'Remove/Dispel magic' will still
work and will dispel the illusion even if the invisible mage is protected by immunity to
divination (Remove Magic is not a divination spell or a specific means to dispel
illusions).
38- Black Blade of Disaster's magic level, damage amount and disintegration effect fixed.
39- Energy Blades' damage and spell descriptions fixed. The blades inflict slashing damage
despite the spell descriptions in the original game. Both Clerical and Wizard versions of
the spell had incorrect descriptions which are now fixed.
40- The magic level of Carsomyr +6, Ravager +6, Staff of the Ram +6, Ixil's Spike +6 are all
reduced to 5 (while THAC0 and damage bonus's are still set to 6). Ixil's Spike's free action
effects are also removed.
41- Staff of the Ram's piercing damage was not implemented in the original game. It's fixed.
(thanks to thetruth)
42- The fifth level wizard spell, "Spell Shield" had some important bugs in the original game:
A- If it was cast *before* the other fifth level spell "Spell Immunity", three (rather than
two) protection removal spells (such as Ruby Ray of Reversal) would be needed to remove
them. The first two were consumed by spell shield and a 3rd one was needed to remove the
spell immunity (the same would happen if spell shield was cast before Minor Spell Turning).
Similarly, if spell shield was cast together with (no matter before or after) Minor Globe
of Invulnerability or Minor spell Deflection, one additional Ruby Ray spell would be
required to remove them. This critical bug is completely and seamlessly fixed (thanks to
Raven for his reports and for the consequent tests during applying this important fix).
B- The second bug of Spell Shield spell in the vanilla game was that *sometimes* it was
impossible to bring down the shield by protection removal spells (such as Ruby Ray of
Reversal) no matter how many Ruby Rays were cast on the target. The only solution inside
and during the game was to reload to a previous saved game and hope that it wouldn't
happen again. This bug is not fully fixable but it's to some considerable extent fixed
and (according to IA testers) it now happens much less frequently than in the vanilla
game. The bug is fully fixed against the 9th level spell, spellstrike; but it still
sometimes happens against Ruby Ray of Reversal.
C- Moreover, the spell's duration in the vanilla game didn't match its description. I could
change/fix the spell and make its duration match with the spell's description in the
vanilla game, but I didn't find it to be the best solution as the spell's duration would
turn to be too long and considering the unremovable bug which re-appears every now and
then, I decided to shorten the spell's duration to 2 turns and to change the description
as well.
D- In order to block a possible exploit, The spell is also nerfed in a way that it can't be
cast more frequently than once every two turns (unless it is removed by spellstrike).
43- The following items' prices have been increased (and none of them will be stealable):
- Armor of Deep Night
- Bracers of AC 4 and AC 3
- Cloak of Displacement
- Dak'Kon's Zerth Blade
- Nymph Cloak
- Harmonium Halberd
- Heavy Crossbow +3: Giant Hair
- Heavy Crossbow of Searing (Its fire damage is also fixed to bypass target's Magic Res.)
- Golden Ioun Stone
- Helm of Brilliance
- Club +3: Blackblood
- Mauler's Arm
- Harp of Pandemonium
- Potion of Magic Protection
- Potion of Magic Shielding
- Scrolls of Limited Wish and Freedom
- Firetooth +4
- Fortress Shield +3
- Sling of Seeking
- Rod of Smiting
- Warblade
- Ras +2
- T'rahcie's Plate +5
- Axe of Hrothgar +3
- Sentinel +4
- Spear of Withering +4
- Wands of the Heavens, Cloudkill, Fire, Frost, Magic Missiles, Monster Summoning.
44- Robe of Vecna is tweaked to grant less casting time bonus (2 instead of 4) but better AC (2
instead of 5).
45- Stores are tweaked not to allow earning easy items by stealing them as well as cheesy methods
of earning easy money by selling the stolen items back.
46- Soul Reaver is tweaked to have less chance to drain THAC0 from the targeted creature (i.e.
20% chance per hit) and for a shorter duration (10 rounds).
47- Death Ward spell's casting time was much shorter than the casting time mentioned in the spell's
description; this is fixed. The spell's duration is also shortened. On the other hand, it's tweaked
to grant immunity to Imprisonment as well.
48- Randomization Program:
Some powerful items which were too easily available in stores are removed from the shops.
Their locations in the game are randomized, which means that each time you start a new game
they may be with different (randomly determined) tough enemies or in different (randomly
determined and hard to access) chests or containers.
49- An exploit to gain easy experience points by summoning creatures and killing them is blocked.
(Thanks to (Ш=M)^42 for drawing my attention to this issue. And thanks to thetruth for
reminding me of a similar issue regarding vampires summoned by the Dao of the limited wish
spell.)
50- Immunity to Haste effects is added to Ring of Free Action and Potion of Freedom.
51- Various versions of Flail of Ages have been tweaked:
- Flail of Ages +3:
- Target will be entitled to roll a save vs wands with -3 penalty to avoid the slow effect.
- Duration of slow is set to 3 rounds.
- The message displayed for the slowed target is fixed (changed from "slow" to "slowed").
- The elemental damage will have only 5% chance per hit to apply, though the actual ammount
of damage is increased.
- Flails of Ages +4:
- Target will be entitled to roll a save vs wands with -4 penalty to avoid the slow effect.
- Duration of slow is set to 4 rounds.
- The message displayed for the slowed target is fixed (changed from "slow" to "slowed").
- The elemental damage will have only 5% chance per hit to apply, though the actual ammount
of damage is increased.
- Flail of Ages +5:
- Target will be entitled to roll a save vs wands with -5 penalty to avoid the slow effect.
- Duration of slow is set to 5 rounds
- The message displayed for the slowed target is fixed (changed from "slow" to "slowed").
- Free Action effects removed.
- The elemental damage will have only 5% chance per hit to apply, though the actual ammount
of damage is increased.
52- All versions of "Remove/Dispel Magic" and "True sight/Seeing" spells are tweaked to destroy
illusionary creatures without checking the targets' magic resistance and without requiring
the target to roll a saving throw. True sight spells are also tweaked not to be dispellable.
53- Chan's globe of blades is fixed not to damage allies. Clerical globe of blades is also
tweaked in the same way.
54- Nishruu's and Hakeashar's cre files had flaws, which have been detected and fixed.
55- Djinnis are tweaked to have 100% resistance to electricity (Efreets were already immune to
&nbs
#1127
Posté 05 juin 2011 - 07:02
[quote]
55- Djinnis are tweaked to have 100% resistance to electricity (Efreets were already immune to
fire, so it makes sense that djinnis have resistance to lightning). Moreover, summoned
djinnis will cast better spells. On the other hand, two of efreets memorized spells have
been changed.
56- While spiders are immune to web spell, the "held" message would still be shown for them if
they failed to make their save. This error is fixed.
57- Ribald's Ring of Regeneration, Tolgerias' Ring of the Ram, Guardian of Telwyn's Helm of
Glory, Conster's key and the light gem with deep gnomes in the underdark will not be
stealable.
58- Arbane's sword is fixed to grant immunity to "hold person" spell, but not to "hold monster",
"stun" and other similar spells and effects.
59- A missing dialogue in Sendai's enclave retrieved and fixed.
60- Djinnis of wish (and limited wish) are granted immunities not to die during battles before
they do their job and not to turn hostile if they take damage. They will not waste time
before initiating dialogue either. Limited Wish spell's Dao is also fixed not to be talkable
by any other character except the spellcaster who has cast the limited wish spell. Enemies
will not detect these two creatures as valid targets to attack them either.
61- Scarlet Ninja-To is fixed so that its effects bypass the target's Magic Resistance.
62- The Ras and spectral swords are tweaked (several spell immunities and better THAC0 and weapon
proficiency are added to make them closer to Mordenkainen's sword; on the other hand their
resistances to physical damage and AC are worsened a bit).
63- The Chaos short sword has been nerfed: Target is entitled to roll a saving throw vs. wands to
avoid losing dexterity. The duration of the effect is also decreased to three rounds.
(suggested by thetruth)
64- Staff of Command is tweaked: It won't be usable by good aligned characters (to match the
reference to nefarious people in its description), its domination duration is decreased and
the target is entitled to roll a saving throw vs. wands with a -2 penalty to avoid the effect
(thanks to thetruth for drawing my attention to this overpowered item). The Blackrazor sword
is also tweaked not to be usable by good aligned characters; the sword is also considerably
nerfed.
65- Kangaxx's ring in his lich form won't be stealable. It was reported that sometimes his morale
would break in the original game preventing him from changing to his demilich form. Sometimes
even without a broken morale he would not change to demilich or would change with much delay.
All of these problems are fixed as well.
66- Cloak of Balduran in nerfed (i.e. no magic resistance bonus). However, it is still a valuable
item because it can be used as an ingredient to upgrade Cernd's cloak.
67- The following overpowered low level spells are nerfed: Miscast Magic, summon
Insects and Insect Plague. (Creeping Doom has not been touched; it's a seventh level spell
after all.)
68- Glitter Dust and blindness spells are both nerfed and fixed: Shorter duration and a +3 bonus
to target's saving throw. The to hit penalty is also fixed in their descriptions and the
missing Armor class penalty is added. Also, a bug in Blindness spell which would allow the
message "blinded" to appear even if the target was not actually blinded is fixed. The remove
invisibility efffect is also completely omitted (it wasn't working as advertised in the spell's
description anyway).
69- Nature's Beauty spell is changed entirely: It now stuns the target for 5 rounds unless he/she
successfully saves vs. spells. (If I see something very beautiful, I may be stunned watching
its beauty for a while, but I don't think that I will be blinded. And yes, I know that even
in PnP AD&D the spell blinds the target; nonetheless, it doesn't make sense to me.)
70- Wizard Slayers are no longer allowed to dual-class to mage and thief classes.
71- The description of the second level clerical spell "Draw Upon holy Might" is fixed. The
spell's casting time was wrong in its description.
72- Wand of Spell Striking is fixed to cast the Pierce Magic spell instead of mimicking the
effects. As a result, the spells will now be blocked by Immunity to Abjuration as well as
other immunities which may block the spells (thetruth). The wand won't cast Breach at all.
73- Some plate armors would allow thieving skills in the original game. They are fixed.
74- Harm spell is nerfed. It will allow a save vs. spells to avoid the damage (thanks to Mordokai
for drawing my attention to this spell).
75- The open hand attack charged with Shocking grasp, Cause Serious wounds, Cause Critical wounds
and Harm spells had +6 enchantments in the original game, which means they could have been
blocked by "Protection from Magical weapons" but not by "Absolute Immunity". Their
enchantments are reduced to 5.
76- In the original game, Clay and Stone golems would cast their Haste and Slow spells even
during time stop. The same bug existed for Vortex Spiders casting their Vortex Web spells.
The bug is fixed.
77- Sunfire spell (if cast by high level wizards) could damage the caster in the original game.
This is fixed now. Moreover, despite what the game's developers intended, the spell bypasses
magic resistance most of the times in the vanilla game. This particular bug is not fixable in
a way to ensure that the spell will never bypass MR; so I did a different tweak: The spell is
tweaked to make sure that it will always bypass MR (rather than most of the times), but it's
also tweaked to inflict less damage (as a compensation).
78- Teleport Field spell is fixed to allow the target to roll a save vs. spells (which was
mentioned in the spell's description) to avoid the effect and also tweaked not to bypass
target's magic resistance.
79- Iron Skins spell and Dragons' StoneSkin are fixed to be removable by "Breach". Negative plane
Protection is also tweaked to be removable by breach.
80- The second level druidic spell, "Good berries" is tweaked:
- At levels below 12, five berries will be created. Each berry cures 1 point of damage.
- At levels above 11 and below 16, four berries will be created. Each berry cures 2 points of
damage.
- At levels above 15 and below 20, three berries will be created. Each berry cures 3 points
of damage.
- At levels above 19, two berries will be created. Each berry cures 5 points of damage.
(The points leading to this change was that berries would cure too little in the original game
to make the spell useful at higher levels. But on the other hand, the berries should not
improve too much to become better than healing potions. I have changed the spell reasonably
to make the berries a bit more useful, though not too much or to an unreasonable extent.)
81- Wand of Wonder is fixed/tweaked: One of its effects would petrify target with no saving throw
and without checking the target's MR. It is tweaked to allow the target to roll a save vs.
wands and to be blocked by the target's magic resistance (thanks to thetruth for drawing my
attention to this issue).
82- Staff of the Magi is tweaked:
(1) Its speed factor and weight are fixed to match the item's description.
(2) Dispel magic per hit and immunity to charm removed.
(3) Thaco and damage bonus are increased to 5.
(4) Fireball-Lightning combo will be cast instantly (no casting required)
(5) The Spell trap effect is omitted.
(6) The staff is now usable only by evil human mages and permanently disables Stealth and
Thieving skills buttons if equipped by a thief with "Use Any Item" ability.
83- (Fallen) Devas and (Fallen) Planetars scripts and number of spells fixed.
84- Assassins' Poison weapon ability is fixed. It will now require the target to save vs. poison
and will inflict 12 points of damage total if the target makes his save (as mentioned in its
description) and 24 points of damage if he fails. The ability is also tweaked to inflict all
of its damage within 12 seconds. The weapon will remain poisoned for 3 rounds (rather than 5
rounds).
85- Azuredge Axe's ranged attack is fixed to require the same saving conditions the hand-to-hand
attack mode requires and not to be blocked by Protection From Normal Weapons spell. The axe's
description is also fixed.
86- Roranach's Horn's resistance to crushing damage bonus is replaced with a +3 bonus to AC vs.
blunt weapons.
87- Vampyre creature in the old crypt (Korgan's book plot) would stand at his place doing nothing
if the party were not in his line of sight (he would not move to approach the party). The
script is revised and the creature is also completely replaced with a brand new and more
powerful type of vampire.
88- Summoned Nymph's attributes and combat scripts fixed/tweaked. Now they have their 50%
magic resistance which was missed in the original game; but on the other hand, their THAC0
is worsened to match their PnP descriptions. They will only cast druidic spells plus their
dimension door.
89- Non Detection spell's description is fixed.
90- Paralytic bolts are fixed to require the target to roll a save vs. paralyzation.
91- Boots of Speed are fixed. In the original game, the boots had bugs which were fixed by
Baldurdash fixpack, but a new bug was created and the movement rate bonus of the boots
could stack with the movement rate bonuses of "haste" and "improved haste" spells resulting
in quadruple speed. Not only haste spells, but also other spells and abilities such as
(Greater) Whirlwind could add their movement rate bonuses to the already doubled movement
rate. This bug can be the source of cheesy "hit and run" tactics in the game. The bug is
fixed. The boots also won't be usable by monks. The same fix is applied to Grandmaster's
Armor +6 as well.
92- Contagion spell's range is fixed to match its description.
93- Rod of Reversal's usability flags are fixed. It was wrongly unusable by Cleric/Rangers. The
item is also tweaked not to be rechargeable/sellable.
94- If a character is blinded, blinding him again should not apply further penalties. The bug is
fixed and Blindness effects will not stack together anymore. Also the -4 penalty to AC was
never implemented to blinded characters which has been fixed.
95- Nahal's Reckless Dweomer, Contingency and Chain contingency spell's descriptions fixed.
96- The description of the Axe of Unyielding +5 is fixed. The finger of Death animation is also
omitted, because it would display even on targets who were immune and unaffected by the
vorpal hit. The saving throw penalty is also reduced to -2 to match with other vorpal weapons
in the game. Also, to prevent the well-known cheat of equipping and un-equipping the axe to
heal the wielder, the constitution bonus is replaced with hp bonus.
97- Jarlaxle in the Underdark says that he gives you some gold for your trouble bringing him the
gems, but you get nothing in the original game. This is fixed. (Thanks to thetruth for
drawing my attention to this issue.)
98- Tenser's Transformation Spell could be cast multiple times from scrolls and its effects would
stack in the original game. The bug is fixed. (thetruth)
99- Vhailor's Helm is tweaked. Simulacrum is replaced with Death Spell (probably more useful and
certainly less cheesy than Simulacrum; it also fits better with the helm's appearance). It's
now a better version of the other helmet, "Skull of Death", which good parties don't usually
have access to it in the game.
100- The stalkers' version of "Haste" and "Protection From Normal Missiles" spells could be
blocked by characters' magic resistance in the original game. The bug is fixed. (thetruth)
101- Improved Haste and Remove Curse spells could be blocked by Minor Globe of Invulnerability in
the original game. The bugs are fixed. Improved Haste is also fixed not to be overridden by
Stalker's haste spell.
102- The first level wizard spell "Spook" is fixed not to display false "Panic" messages on
targets who are not actually affected by the spell.
103- Magic Missile, Blindness, Horror, Slow, Confusion, Emotion, Power Word Silence, Fire Storm,
Power Word Stun, Prismatic Spray, Pierce Shield, Imprisonment, Meteor Swarm and Power Word
Kill are all fixed to be hostile spells.
104- Sling of Everard is fixed: It's damage amount is fixed and it won't be blocked by Protection
From Normal Missiles spell anymore.
105- Otiluke's Resilient Sphere spell is removed and replaced with a new 4th level spell: Ray of
Fragmentation.
106- The Hardiness cast through Wish spell is fixed. It will not stack with itself and with the
Warrior Hardiness anymore. (Thanks to leonidas for drawing my attention to this issue.)
107- Imoen's class is changed to sorcerer. Moreover, her xp will be modified to match yours
(albeit to a certain extent); She will be either level 13 or 14 (not close to 15) or 14
(close to 15) depending on your protagonist's xp.
108- Berserker Rage is fixed not to display confusion animation while the berserker is actually
immune and not affected by the effect.
109- Halberd +4 Blackmist is fixed and tweaked. Its blindness effect is fixed so that the
required (but missing) AC penalty takes effect and it will not stack with other blinding
spells anymore. On the other hand, the blindness effect's duration is reduced to 5 rounds
and it will not be usable more than once per day.
110- To minimize the use of cheesy methods, "Project Image" and "Simulacrum" spells are replaced
with two new spells.
111- Unconscious/confused/panicked Umberhulks and myconids would still hurl their confusion (in
the original game). The bug is fixed. Their script is also slightly revised to let them
behave a bit more intelligently. The confusion effect is also enhanced to require the target
to roll a save vs. spells with a -4 penalty and not to be blocked by the 6th level spell,
Globe of Invulnerability (just like the chaos spell).
112- SpellStrike and Lower Resistance spells' descriptions fixed. They are abjuration spells, but
in their descriptions in the original game, it was wrongly mentioned that they are
alteration spells too, which wouldn't make sense at all.
113- Zone of Sweet Air is tweaked to be a "General" clerical spell and thus available to druids
as well. Jaheira and Cernd already had access to this spell in the original game and
the spell's effect actually looks very suitable for druids.
114- Mental Domination and Champion's Strength spells are erased from Cernd and Jaheira's
list of known spells. The spells are not available to druids normally.
115- Improved Invisibility and Mass Invisibility spells are fixed. They will not stack with each
other and with themselves anymore. Wrong power numbers were also assigned to some of their
effects in the original game, which have been fixed too (thanks to thetruth). Also, the extra and
incorrect +4 bonus to AC in the 4th level spell is omitted. Being improved invisible
automatically applies a -4 penalty to the attacker's "to hit" roll, there was no need to
have it as an extra effect in the spell's file. This bug is fixed as well (thanks to
Ymarsakar for drawing my attention to this latter issue and thanks to Clown for performing
the relevant tests for me).
116- The mage spells Skull Trap, Minor Spell Deflection, Minor Spell Turning, Spell Deflection,
Mislead, Cacofiend, Delayed Blast Fireball, Summon Fiend, Power word Blind, Spell Trap and
Gate are replaced with new spells. The clerical spells, Glyph of Warding, Gate and Holy
Word are replaced with new spells as well.
117- Rings of Elemental Control are fixed. Their bugged charm abilities are omitted and their
abilities (which were mostly using wrong effects) are also fixed to cast the relevant spells
rather than mimicking the effects. The Ring of Fire Control's bonus to fire damage is also
reduced to 25%.
118- Nymph Cloak is tweaked to cast Charm Person instead of mimicking the effect. The cloak's
description is also fixed (not usable by Wizard Slayers and Invokers).
119- Hold Monster Spell could still affect many types of undead creatures despite what is
mentioned in the spell's description. The immunity has been added to those undead creatures.
120- Some enemy spellcasters would fire their spell triggers while confused/unconscious/panicked
in the original game. The bug is fixed.
121- Beholders anti-magic ray could be blocked by Spell Shield without consuming the shield. The
bug is fixed. The ray can't be blocked by spell Shield anymore.
122- There was a bug in the original game regarding conditions under which Samia calls her allies
or initiates dialogue. Under certain conditions it was even possible to have two identical
sets of her friends during the battle. All these bugs are fixed.
123- Some of the game's stores had unreasonable sell/buy prices, which are fixed now. (Thanks to
luan for drawing my attention to this issue.)
124- Fire Seeds spell is removed from Anomen and Viconia's collection of known spells. It's a
druidic spell and should not be known by clerics. (thetruth)
125- Kundane +2 is tweaked. Its hidden bonus to APR is omitted. +1 bonus to Dexterity is added.
126- Defender of Easthaven is fixed and tweaked. It's name and description are both fixed and the
resistances it grants are decreased to 10%.
127- Shield of Harmony is fixed to match its description and not to grant immunity to all sorts
of hold effects (but just to Hold Person). The shield (and the Lilarcor sword) are also
fixed to prevent "Confusion" string and icons properly.
128- Summoned elementals' attributes (Strength, THAC0, Morale, etc) are fixed. (thetruth)
129- Hangard's Axe, Klogarath Axe, Rifthome Axe, Azuredge, Throwing Axe +2 and Dwarven Thrower
are all fixed so that their ranged attack mode will not be blocked by Protection From
Normal Missiles any more. (thetruth)
130- Firecam Full-Plate Armor is changed. First of all, its hidden immunity to slow is removed.
The immunity to hold effects is also replaced with partial resistance to Magic damage (which
fits better with his kit and is probably even more useful in Improved Anvil's battles).
131- Older and higher level Dragons should have more powerful breath weapons than the younger
ones. This change is applied to the great wyrm and Wyrm (the two new dragons added to the
game by this mod).
132- Crom Faeyr had a critical bug (in the original game) which could break enemies' scripts. The
bug is fixed. The hammer's description is fixed too. The hammer's electrical damage is also
tweaked to apply only with 10% chance per hit, though the actual amount of damage is increased.
133- Ring of Human Influence and Nymph Cloak are tweaked to require a minimum charisma of 9 to be
worn.
134- The Alhoon in the Illithid Hideout and the Slayer Irenicus had bad sound sets assigned to
them in the original game. Both are fixed.
135- Cloak of Bravery is tweaked not to be usable by paladins and rangers.
136- Remove/resist Fear spell's duration is decreased to 1 turn (10 rounds) to match their pnp
descriptions.
137- Apprenti's chance of success to forge the Robe of the Apprenti is modified. In the original
game their chance of success was 20% regardless of any other conditions and reloading for
several times could eventually make them forge it for you. Now:
1- If the protagonist is a Pure mage the apprenti have more chance than when the protagonist
is a dual/multi-class mage or a sorcerer.
2- If the protagonist is a human dual-class, the apprenti have more chance than when the
protagonist is a multi-class or a sorcerer.
3- Sorcerer and mage-cleric protagonists stand third.
4- Other multi-class protagonists have the least chance to instruct successful apprenti.
5- Protagonist's high wisdom has its own positive effect.
6- If the apprenti fail the first time (which is still random considering the abovementioned
modifiers) reloading the game will not change the result (starting a new game will).
138- Devil Shades and Shadow Fiends' resistance to electricity is fixed (set to zero). Thanks to
Raven for drawing my attention to this issue.
139- Two of the druids in the druid grove area would cast bad and unnecessary spells. Their
scripts are fixed and slightly improved.
140- The Demon Wraith in the 3rd level of Watcher's Keep had a broken script. After the first
couple of rounds, he would start to infinitely cast Symbol of Fear and nothing else. He is
not only fixed but also seriously improved.
141- Gnasher Club is tweaked to be usable only by druids and rangers (though not ranger/clerics).
142- Potion of Clarity is fixed and tweaked. It's fixed not to show confusion animation and charm
and confusion text messages when the character is immune and is tweaked not to grant
immunity to fear. The potion is not usable by wizard slayers which was missed in its
description.
143- Flame Tongue sword's "to hit" and "damage" bonuses are fixed and its magic level is reduced
to 1. Also, the magic level of the War Hammer +1, +4 vs. Giantkin is fixed (reduced to 1).
The Root of the Problem's magic level is reduced to 1 and the Bone Club's is reduced to 2.
144- The 3rd level clerical spell "Protection from Fire" is fixed to set resistance to fire to
100% rather than adding 100% to the current resistances.
145- invisibility 10' Radius spell's description is fixed. The spell's duration was wrong in its
description.
146- The Stalker's Minor Spell Deflection spell's icons fixed. (leonidas)
147- Belt of Inertial barrier is tweaked to grant 25% resistance to magic damage.
148- Ring of Gaxx is fixed and tweaked. It's broken resistance to poison is fixed. It's wrong
protection from magic icon is also replaced with magic resistance icon. And it's tweaked not
to grant immunity to disease.
149- Both versions of Mace of Disruption are fixed. Their undead destroying effects are fixed not
to require the undead to roll saving throw "twice". Their enchantments are fixed to match
their descriptions and the improved mace's icon is changed. Moreover, the improved mace's
permanent immunity to level drain is omitted. The weapon is too easily available in the
game to have such powerful abilities.
150 - Armor of Faith Spell is tweaked. First of all, its duration is fixed at 15 rounds; the
resistance it grants is also fixed at 10% and it will only give resistance to physical and
magic damage as its description suggests (i.e. the hidden resistances to magical fire and
magical cold are removed).
151- Nalia's thieving skills are re-distributed to make her a better trap finder/disarmer. Her
missing weapon proficiency in the vanilla game is fixed as well.
152- Chaotic Commands spell's hidden immunity to hold and stun are removed. The spell's duration
is also decreased.
153- Rangers' useless "Tracking" HLA is replaced with a new one: Contact with Nature. It can be
chosen only once from the list of HLAs and once used will grant 18hp/round regeneration for
1 turn. While in contact with nature, the ranger is also immune to petrification and
imprisonment.
154- A bug in the 2nd level spell "Resist Fire/Cold" fixed.
155- Rift Device is tweaked not to harm anyone but The Unseeing Eye.
156- Wand of Lightning is tweaked not to discharge more than one lightning bolt per round and to
actually discharging the spell rather than mimicking the effect. It's also no longer usable
by enchanters.
157- Cernd had some additional and incorrect weapon proficiencies in one of his files. The bug is
fixed. (Thanks to Raven)
158- Bigby's Crushing Hand spell had some minor bugs in the vanilla game which are fixed (Raven).
The spell and Bigby's Clenched Fist are also both tweaked so that their damage won't be blocked
by the target's MR. Both spells' "hold" effects are also removed.
159- Inquisitor's dispel magic is nerfed. It's still much more powerful than the dispel magic of
other spellcasters but not as wild as it was in the vanilla game. The inquisitor casts the
spell at a higher level than his actual level (but not at double level). The difference
between inquisitor's actual level and the level at which he casts Dispel Magic is according
to the following table:
Inquisitor's actual level The difference between levels
========================= =============================
1 - 3 1
4 - 5 2
6 - 8 3
9 - 12 4
13 - 17 5
18 - 23 6
24 - 30 7
31 + 8
For example, a 13th level inquisitor casts dispel magic as if he is 5 level higher (level 18).
160- Albruin sword is tweaked to cast "detect invisibility" rather than mimicking the effects. It
is also tweaked to cast "Neutralize Poison" rather than granting permanent immunity.
161- Power Word Kill spell's description fixed (thanks to ****** for reporting the issue).
162- Faldorn's duel with the protagonist is fixed. The duel is supposed to be a fair one-on-one
combat. Now, you won't be able to pass any items (weapons, potions,...) from your NPCs to
your protagonist during the battle. NPCs can't actually interfere in any way. Moreover, all
of your buffs will be dispelled before starting the duel (Faldorn also starts the duel with
no buffs).
163- An exploit to gain infinite XP by killing giants in Saradush fixed (thetruth).
164- If you defeat Slavers' in Slums before going for the Guarded Compound, you will find a
letter with Captain Haegan which will indicate that Sion and his companions are salvers. In
this way, good aligned parties will be well justified to attack the compound and will also
have an additional dialogue option while talking to Sion.
165- Level progression tables are revised. Level up requires more xp in all classes in general.
Multi-class characters will require to reach certain high levels to start to gain HLAs:
- Single (and dual) class characters start gaining HLAs (approximately) at 3,400,000 xp.
- Double-class characters start gaining HLAs (approximately) at 5,100,000 xp.
- Triple-class characters start gaining HLAs (approximately) at 6,800,000 xp.
166- The levels of joinable NPCs upon joining the party now depends on the protagonist's xp
rather than the leader's level of experience. Hence, the exploit of having high level NPCs
by using a thief as the leader or the protagonist is blocked. Some of the NPCs will always
join with the lowest possible level, some others will gain xp if the protagonist has more
xp than a certain amount.
167- A possible cheesy exploit based on booting multi-player NPCs and having them again in the
party is detected and fixed. The exploit was that if you had a kitted multi-player custom
NPC with some innate abilities of its kit, you could have him cast his innate spells and
then pretend that you want to dismiss him from the party, but when he asked whether he
should leave you could reply "No join again." and he would not leave at all. He would rejoin
the party with all of his innate abilities refreshed. This is now fixed. (Thanks to ****** for
reporting this possible exploit to me)
168- Otyughs' xp value and morale fixed to match their pnp attributes. They are also supposed to
be immune to surprise; I interpreted this as immunity to backstab in BG2.
169- Deck of Many Things' fixes and tweaks:
- Demon Knights and Death shade gated by the Deck had incorrect attributes which are fixed.
They are improved as well.
- The deck will now grant Ring of Protection +2 (rather than +3)
- The "emperor" effects' duration is shortened, but it's also fixed not to be blocked by the
recipient's MR.
- Buffing your character before using the deck will not protect you against its possible ill
effects.
- The "Star" card would fail to grant the permanent dexterity bonus to thieves and bards
in the vanilla game (thanks to Raven for reporting this issue). The bug is fixed.
170- The known "Force Talk Cheat" is blocked for some important enemies. (Note: I have not
bothered to block this cheat for all possible enemies, because I don't believe that any
serious player will ever use it. So, be your own policeman.)
171- Foebane +5 is tweaked; its Larloch's Minor Drain on the target ability will bypass target's
MR for the same reason explained for the spell above. (Raven)
172- Trolls who fight with shadow druids in the wilderness near the druid grove would not spawn
properly in the vanilla game if the entire party were invisible. It's fixed.
173- The tips the game displays each time you load a saved game are revised. Some less important
tips are removed, some new and more helpful ones are added.
174- Donation to temples is made more expensive (Thanks to Ryel ril Ers for the suggestion) and
it won't raise your reputation above 16.
175- Most dragons' breaths in the vanilla game would respond to the spell shield spell and you
could see the message "spell ineffective" on the screen. In most cases the damage was not
actually blocked, though in some cases it could even be blocked. All dragons' breaths are
fixed. Blue Dragon's breath would not respond to spell shield even in vanilla game but it
had another problem and could be blocked by Spell Immunity: Invocation. This is fixed too.
176- The lich in Deril's state didn't have the regular immunities of all liches in the original
game. It's fixed.
177- The 6th level mage spell "Protection from Magical Weapons" had incorrect secondary type in
the vanilla game which is now fixed.
178- Nalia will give you 4 more days before starting to complain about your delay to go to save
The keep.
179- The 6th level clerical spell 'Physical Mirror' is fixed not to block Melf's Acid Arrow (nor
the phantom arrows of Tansheron's Short Bow). It's also tweaked to merely block the ranged
weapons rather than bouncing them. The spell's name and description are changed as well.
180- The Demi lich's imprisonment is tweaked not to be bounced by spell turning and not to be
blocked by any protective spell other than Spell Immunity: Abjuration and Death Ward. On the
other hand, demi liches are fixed not to cast more than 8 Imprisonment spells.
181- Most of psionic attacks are tweaked not to be blockable by Spell Shield.
182- Darts of Stunning and wounding are tweaked (fixed) to be +1 weapons with the appropriate
THAC0 and damage bonuses. Darts of stunning had also a wrong duration for the stunning
effect in the vanilla game, which is fixed to match the description.
183- The 9th level spell, spellstrike is tweaked not to be blocked by spell shield while still
being capable of removing it. Notably, even the spell shield's unfixable bug which sometimes
appears (see entry no. 42 above) can't prevent its removal by spellstrike. (With the tweaks
applied to Spell Immunity spell, Ruby Ray of Reversal had gained a major advantage over
other protection removal spells. This latest tweak will hopefully (at least partially)
compensate it in favor of SpellStrike (as a 9th level spell)).
184- Shillelagh spell is fixed to match the spell's description.
185- Bone Golems are fixed: Now they have their pnp ability of issuing Hideous Laugh; they are
also fearless as per their pnp description. Their number of attacks per round was also
incorrect in the vanilla game which is now fixed.
186- Minotaurs are fixed and improved further. Now they have all of their pnp abilities and more.
(They now have their pnp abilities of grappling and charging targets. The missed immunity to
maze is also implemented and enhanced with immunity to charm and confusion. Moreover, they
have better THAC0s and equip better weapons; they are fearless and their pnp bonus vs.
surprise is interpreted as immunity to backstab.)
187- Silence 15' Radius is nerfed to have shorter duration.
188- Enemy clerics' "Turn Paladin" ability is tweaked to dispel all dispellable effects on the
targeted paladin as well as making the paladin immune to remove fear effects for its
duration.
189- Invisible Stalkers had several bugs in the vanilla game which have been fixed: Their weapon
which was supposed to have +2 enchantment was actually non-magical; they didn't have their
30% magic resistance; they had incorrect THAC0 as well. Their 'class' is also changed/fixed
from mage(!) to Elemental of Air.
190- Amulet of Power is tweaked not to cure silence nor to grant immunity to silence.
191- Namarra +2 is tweaked: Its Silence 15' radius is replaced with Cure Serious Wounds (once per
day)
192- Ilbratha is fixed to actually cast Mirror Image rather than mimicking the effect.
193- Spirit animals' weapons fixed and tweaked. The spirit animals summoned by totemic druids
had unenchanted weapons in the vanilla game. The enchantment numbers were set on 5 or 6, but
the "magical" flags were not set properly. Now, they are fixed so that they are indeed
magical but also fixed to have +3 enchantments rather than 5. The level drain effect of the
wolf's attack and the horror effect of the bear's are omitted and the bear's claw is fixed
to do crushing damage rather than slashing (to be in harmony with other bears).
194- The Ogre Jelly form of Polymorph Self spell had wrong attributes (such as 100% MR instead of
10% which is the correct MR of an ogre Jelly). This and all other similar bugs related to
Polymorph self are fixed.
195- Book of infinite spells had bugs in the vanilla game. The bugs are fixed and its spells are
also replaced with more useful ones.
196- Sir William Reirrac and Garren Windpear's dialogue files are fixed so that Regain
paladinhood only applies when the protagonist is indeed a fallen paladin.
197- Two possible exploits with Cloak of Sewers are blocked.
198- Dragon's Breath Halberd's missing +4 damage bonus is added and fixed. The item is also
tweaked to have 5% chance per hit to inflict its additional elemental damage (though the
amount of damage is also tweaked so that its average is only halved in long terms).
199- Bards' spell progression and level progression tables are revised.
200- There was a bug in Cleric/Rangers' HLA table in the vanilla game. It's fixed.
201- The version of Haer'Dalis creature summoned by the Fate Spirit in Pocket Plane was bugged in
the vanilla game. It's fixed.
202- Harper Pin item is nerfed.
203- Nadinal's Ring of Wizardry is replaced with Ring of Protection +1. As per the item's
description, the only way to acquire the Ring of Wizardry should be through forging it in
Planar Sphere.
204- The Answerer is tweaked: It's MR decreasing effect is omitted, its AC lowering effect will
be applied but with 10% chance per hit; however, it's also changed to bypass the target's
magic resistance.
205- Vocalize spell will only cure silence (not greater or grave silence though); the spell
doesn't grant immunity to silence for any duration.
206- The fifth level clerical spell, Magic Resistance, is tweaked. It adds (rather than set) +5%
per three levels MR to the cleric up to 30% at 18th level. But it cannot be cast on any
other character or creature than the caster. Multiple uses of the spell won't cumulatively
work together either.
207- Chaos Shield and Improved Chaos Shield spells are both nerfed: Shorter durations and less
Wild surge Bonuses. The improved one had actually a wrong (too long) duration even compared
with its vanilla description.
208- Enhanced Bard Song is improved to grant more magic resistance bonuses, but also tweaked not
to grant immunity to Fear, Confusion and Stun (the same for Skald's song).
209- Cerebus, the creature summoned by the Moon Dog Figurine is tweaked: His spell-like abilities
and innate immunities are omitted, but on the other hand, his +1 claw is improved to have +3
enchantment and his number of attacks are increased (from 1) to 3. He has much better morale
during the combat as well.
210- Wizard Slayers' miscast magic percentage is fixed.
211- Joolon, the lion summoned by the Golden Lion Figurine is improved: His +1 claw is changed to
+3 and he fights more intelligently.
212- Comet spell is fixed and tweaked. It's fixed not to be bounced by Spell Turning; it will no
longer show the false "Stun" icon either and it's also fixed not to be blocked by SPell
Immunity: Invocation. Its throwing effect is also tweaked not to allow saving throw. Its
unconsciousness effect's duration is shortened considerably but is also tweaked not to
allow saving throw.
213- One of the dialogue options with the djinni of "Wish" spell didn't match with the spell the
djinni actually granted in the vanilla game. The bug is fixed. Also, the "Breach on enemies"
option would make ally summons hostile. This is fixed too. The related dialogue option is
also changed to "Breach on everyone in the area except party members" to indicate the fact
that the breach will affect allies and neutral creatures in the area as well (though as
mentioned above, this particular version of breach won't be considered as a hostile action
by allies and neutral creatures and won't make them turn hostile).
214- The second level mage spell "Strength" is fixed and tweaked: It's casting range is fixed to
match the spell's description and the spell's duration is shortened.
215- Staff of The Earth and staff of Air are both fixed to function similar to Staff of Fire in
regard to the number of elementals they summon. The elementals summoned by all three staves
are slightly improved to behave more intelligently during battles. Moreover, the lesser
elementals summoned by the Air and the Fire staves were using the wrong animation/avatar in
the original game, which are fixed too.
216- Helm of the Rock is tweaked. Resistance to poison is replaced with Ac bonus vs. blunt
weapons. The improved helm will cast Horror once per day (rather than mimicking the effects
three times per day).
217- Drizzt's level and THAC0 were not matching together in the vanilla game. A compromise has
been decided. His level is increased to 18 (from 16) and his base THAC0 is changed to 3
(from zero). As an 18th level ranger, he will also have one use of HLA per day which he will
use in Bodhi's lair if you invite him to help you in that battle.
218- Some of the Stoneskin scrolls in the game were not usable by dual-class mages. This is
fixed.
219- Whirlwind and Greater whirlwind are both fixed not be overridden by "Haste" spell. The same
problem existed with energy blades (Haste spell would reduce your number of attacks) which
is fixed as well.
220- The Spirit Armor spell could stack with itself in the vanilla game resulting in more and
more saving throw bonuses. The bug is fixed. The spell is also tweaked to have shorter
duration, and the damage it inflicts to the recipient will be applied with no save (thanks
to Ymarsakar for drawing my attention to this issue).
221- The "Mist, Horror" creature, its natural weapon, and the version of "Chaos" spell it casts
had some bugs and inconsistencies in the vanilla game, which are all fixed.
222- The "Cavalier" kit was one of the kits of the vanilla game which had too many advantages
with almost no significant disadvantage. The kit is tweaked and rebalanced by omitting the
permanent immunity to fear effects from the list of advantages (immunity to fear effects
would unjustifiably make the cavalier immune to evil clerics' turning ability, which was a
big edge over other paladins; with this change in IA v6, enemy clerics will attempt to turn
cavaliers as well; in the previous versions of the mod, enemy evil clerics would only try to
turn a paladin if he was not a cavalier).
223- A cheesy exploit while talking with the Black Dragon fixed.
224- An xp exploit in the tanner's hideout and a similar xp exploit in spellhold are both blocked
and fixed (thanks to Clown).
225- Ice Storm spell's description is fixed and its damage is set according to pnp AD&D. Fire
Storm and Meteor Swarm, on the other hand, are fixed to match their BG2 descriptions.
226- Harp of Discord is tweaked to actually cast 'Confusion' rather than mimicking the effects.
227- Demiliches' and Bone Golems' immunity to 9th level spells are fixed to include immunity to
'Dragon's Breath' spell.
228- Potion of Magic Protection is fixed to match its description and to set MR at 50% (rather
than adding 50% to MR).
229- In the Vanilla game, Maheer would take all of your diamonds or Beljuril gems to upgrade
horns of Valhalla if those gems were stacked in one inventory slot. The bug is fixed (thanks
to ****** for drawing my attention to this issue).
230- The two first level mage spells, 'Armor' and 'shield', are both tweaked to work much similar
to each other except for one point: Armor will add additional AC bonus to 'piercing' and
'slashing' weapon types, whereas 'Shield' will grant additional bonus to 'missile' and
'blunt' weapons. 'Shield' will no longer grant immunity to 'Magic Missile' spell.
231- Thieves' Hood is tweaked not to grant immunity to backstab.
232 - Transmuters couldn't learn "Larloch's Minor Drain" and "Vampiric Touch" spells in the vanilla game. The bug is fixed.
233- The undead destroying effects of both versions of Runehammer are fixed (in the vanilla game,
the undead could roll a saving throw vs. Death "twice" rather than once).
234- Wand of the Heavens had wrong power numbers assigned to its effects and the amount of
damage it would inflict was wrong as well. The bugs are fixed (Raven).
235- In the vanilla game, you could return to the drow city even after exiting underdark (in
chapter 6). The bug is fixed. You can return to underdark, but not to the drow city.
236- Some of the options of wish spells had wrong power numbers in the vanilla game which are all
fixed (Raven).
237- Warriors summoned by Horns of Valhalla (except the improved one from IA) had bugged weapons
which are fixed. Their number of attacks are also fixed and now they use Berserker Rage
ability and fight a lot more intelligently (raven).
238- All bugs related to blades' Offensive Spin ability in the vanilla game are completely fixed.
239- A cheesy exploit in the vanilla game which would allow the player to gain access to Imoen
during the dream in spellhold without losing one point of one of his or her attributes is
blocked and fixed.
240- The 4th level spell, "Enchanted Weapon" can't be cast more than once a day (24 hours).
241- When a creature is partially visible (improved invisible), you are not able to target him
with spells which normally target a creature rather than an area. However, due to a bug of
the vanilla game you were still able to "cheesily" cast the same spells on the target using
scrolls. This bug is fixed in IA v6. If you are a cheesy player and want to try it, you will
still cast the spells from the scroll, but they won't take effect anyway and such spells
won't work on partially visible targets.
242- More Sensible Wish spell (Wish spell is rebalanced to work in a more sensible and balanced
way):
- "Time Stop + Improved Alacrity" combo will be offered only to those who practice pure
arcane magic (= single class mages). To be honest, It was never making sense to cast
time stop and then attack the enemy with a sword rather than casting spells. Now,
Multi-class mages can't have this option of the wish spell.
- "Magical Rest" option is also rebalanced to be offered only to single-class mages and
work more sensibly as follows: When you wish "Make it as if the entire party has just
rested a full night", your wish will now have a chance to indeed make it as if you
have rested, which means there will be a chance for your enchantments and protections
to expire (due to resting) and also a chance for new hostile creatures to appear
(during the night). The first time you use this option of the wish spell, the chance
of negative effects will be zero, but if you repeat choosing this option during the
same day, the risk of the side effects will increase seriously.
243- Time Trap is replaced with a more sensible HLA. The new HLA fits much better with the thief
class (it was
#1128
Posté 05 juin 2011 - 07:11
243- Time Trap is replaced with a more sensible HLA. The new HLA fits much better with the thief
class (it was never making sense that a thief could stop the flow of time mimicking the
effect of a most powerful arcane spell).
244- Improved Anvil has now its own xpcap-reviser and will not work with any xpcap-remover. This
new feature of the mod does not remove the xpcap, but changes it to 12.2 million xp (it was
8 million in the vanilla game).
Notes regarding the new xpcap:
244-1- This amount of xp (= 12.2 M) is more or less equal with the total xp each party
member can gain in the entire game with a party of 6 members. So, players who play
the mod with a party of 6 won't even notice that a cap exists (regardless of whether
they play single-class or multi-class characters). In other words, such players won't
notice any change in their characters' level progressions. Even those who play with a
party of 5 members will notice the cap late in game. Playing with a party of 6 is
recommended.
244-2- The new xpcap is still enough for single class characters of all classes (even
rangers and paladins) to reach level 40 regardless of the number of party members.
The only single-class characters who can't reach level 40 are the mage and the bard
who will stop level progression at level 36; but even such characters won't notice
the cap if the game is played with a party of 6 members, because even without the
xpcap, there is not more xp to gain in the game.
244-3- While the new xpcap won't affect single class characters in any remarkable way, it
will adequately and sensibly block absurd level progression of multi-class characters
in a game with no xpcap and in a party of few members. Actually, The only character
type whose level progression will be practically and noticeably affected is a
multi-class character who is NOT a member of a full party.
245- There was a bug in the vanilla game which would allow fighter/thieves to pick more than one
Assassination HLA. Another bug would also prevent the fighter/thief from picking 'Avoid
Death' if he had already picked Assassination. Both bugs are fixed.
246- Multi-class thieves and Swashbucklers' HLA tables are revised.
247- All traps are removed from bards' HLA table (thanks to shadan). Fighter/Clerics won't gain
the warrior Resist Magic HLA.
248- 'Scribe Scrolls' and 'Alchemy' HLAs are all fixed not to turn to a source of infinite gold.
The scrolls and potions created by these spells won't have any market value and can't be
sold .
249- Chain Contingency spell can't be cast more than once per day (thanks to LZJ for suggesting
this tweak/fix).
250- Multi-class mages won't have access to Improved Alacrity (Raven).
251- The constitution bonus in Obsidian Ioun Stone and Malla's Soul Stone are replaced with hp
bonus (thanks to Kerkes and SpellStorm).
252- Revised THAC0 tables: While the nerfed THAC0 tables of the vanilla game are not ideal, the
totally unnerfed THAC0 tables of Ease-of_Use are not satisfactory either. Improved Anvil has
now its own custom THAC0 tables (something between the nerfed tables of the vanilla game and
the unnerfed tables of Ease-of_Use).
253- Characters will be able to wear minor and mid-power protection rings and cloaks with each
other and together with armors, but the powerful (+3 and better) ones can't be worn
simultaneously or with armors. The related component of Ease-of-Use which allows unlimited
use of such rings and cloaks together and with armors no longer works with IA.
254- Some bugs in hell trials fixed. For example, SI:divination could block the penalties of one
of the trials in the vanilla game.
255- The scripts the player could assign to party members (to be used when the party AI option is
'on') had some bugs which are all fixed. The scripts are also slightly improved (however,
despite the improvements and bugfixes, I still do not recommend turning on the party AI;
a true tactician should be able to play much more effectively than one can expect to gain
from any such scripts).
256- Monsters who spawn to interrupt the party's rest no longer carry any treasure nor do they
have any xp value. The same tweak is applied to all other monsters who can respawn infinitely
during the game.
257- One of the effects in the first level spell, Doom, had a wrong power number. It's fixed.
258- Some items in the vanilla game grant small and negligible resistances to elemental damage
AND add the icons to the characters portrait as well. During battles the protection icons
added by these items can play a negative role, because they prevent the player from
noticing that the main protective spells on the character are expired or dispelled. Such
misleading icons are mostly removed from those items.
259- Staff of Curing's cure disease effect fixed to remove the disease icon as well (thanks to
geh4th).
260- The third level mage spell, slow, is tweaked not to incur any AC or THAc0 penalties. It
just now slows the target.
261- Summoned skeletons and some other undead creatures were not immune to charm in the vanilla
game. the bug is fixed (LZJ).
262- Wakizashis were usable by druids despite the items' descriptions. The bug is fixed (Raven).
263- The first level mage spell, Magic Missile, used to inflict a wrong amount of damage per
missile in the vanilla game. It is fixed to match the spell's description (Raven)
264- Evasion and Greater Evasion could stack with each other in the vanilla game. The bug is
fixed (Raven).
265- Hold Monster spell is tweaked to affect one single target.
266- The Spectral Brand +5 is tweaked not to grant immunity to level drain.
267- The names of some scrolls had typos in the vanilla game. They are fixed (Raven).
268- The skullcrusher mace had a bug in the vanilla game. Its bonus damage would be applied even
to the second weapon the character might wield. The bug is fixed (Raven).
269- Dwarves, Halflings and Gnomes won't gain more than +1 racial bonus to their saving throws.
270- Specialist mages can't dual class.
271- Learning spells from scrolls won't grant any xp. The xp of disarming traps and picking locks
is also modified (lowered).
272- The Fireshield (Blue) spell had a bug in the vanilla game which would allow it to affect
even rakshasas, liches and demi-liches. The bug is fixed (Raven).
273- Short Swords of Mask (+4 and +5) are fixed and tweaked. Wrong power numbers in their effects
are fixed. The +4 sword's chance per hit to entangle the target is reduced to 10%. The +5
sword's ability to level drain is omitted, but its chance to entangle is 15% per hit.
274- Shield Amulet is fixed to actually cast the spell rather than mimicking the effects. The
item is also now usable only by mages.
275- Berserker's enrage ability protects against level drain, but the message "x levels drained"
would still appear on the screen. Barbarian Rage also protects against some effects without
preventing the either the portrait icons or related messages. These bugs are fixed.
276- A hidden bug in the vanilla game sometimes causes the exit of the sphere to lead to the
Slums rather than the demons' plane. The bug is fixed (Raven).
277- Boots of the North displays a wrong icon on the wearers portrait in the vanilla game. The
bug is fixed (geh4th).
278- Due to a bug of the original game, sometimes Melissan would appear prematurely during the
battle with Gromnir and his guards before the battle was completely over. The bug is fixed
(Raven).
279- Two new druidic HLAs are added.
280- The Negative Plane Protection spell is now working almost similar to its pnp version. In pnp,
the spell protects the character only for one single shot. Now, vampires have a chance to
dispel the NPP spell with each successful hit. If we wanted to make the spell work exactly
similar to pnp, we should have set the dispelling probability at 100%, but we thought that 100%
might be overkill and didn't go that far. Vampires used to be a joke in the vanilla game, with
this change they are (hopefully) going to be as fearsome as the legends tell us.
281- The spell, Melf's Acid Arrow is tweaked to inflict its entire damage instantaneously in one shot.
The total amount of damage will be 2d4 + 2/three levels of the caster (capped at 18th level).
282- The Stonefire and Frostreaver axes are tweaked to have a chance per hit to inflict their elemental
damage (rather than 100% chance per hit which they had in the vanilla game). The amount of damage
is increased instead.
283- The cheesy method of hiding the silver blade somewhere in order to go to Cromwell's shop before
confronting Kruin is blocked. Cromwell's shop won't be accessible as long as you haven't dealt
with Kruin.
284- Rangers' Charm Animal ability is improved by implementing a -6 penalty to the allowed save.
285- The infinite gold exploits are removed from strongholds.
286- The spell "Shield of the Archons" had a critical and unfixable bug in the vanilla game; the spell
is completely reworked and replaced.
287- Some weapons in the vanilla game would incorrectly consume enemies' Spell Turning on hit. The bugs are fixed.
Edit: Forgot to mention earlier that the two arcane casters, with the help of a bunch of summons defeated the Master of Air (a new monster which spawns from the well in Windspear Hills dungeon, lvl 2 and guards the Dragon Helm). Both mages used Alacrities, one Trigger with Lower resistances, and low-level 0-time casting spells like Flame Arrows, Melf Arrows, Magic Missiles and sequencers and triggers loaded with similar spells. The Master of Air has to be defeated very swiftly since he has an ability called 'True Whirlwind' which dispels every protection on nearby party members/summons, pulls everyone near him, renders everyone unconscious and deals significant amount of Cold and Electrical damage for a couple of rounds. He didn't have the chance to activate it though because he fell literally in the second he went out of the well.
Modifié par saros_shadow_follower, 05 juin 2011 - 07:31 .
#1129
Posté 05 juin 2011 - 11:34
The party completed Lady Vanya's second task in Windspear hills dungeon - the Viper Queen. The party had to fight their way to the well (where the queen resides). Lowly Giant Cobras and Mutated Cobras spawned infinitely in a silly attempt to stop the party. Captain Sparrow protected himself from Poison via a scroll. Buffing was made mainly near the well, constantly fighting re-spawning cobras. Mages protected themselves from Evocation, and the fighters - from Acid or Energy (again - acid needed). Then the queen was summoned by clicking on the well. Great party AC prevented the queen from hitting them too often. The queen released Death Fog, which accidentally slew a Greater Yuanti, however Torham was quick to respond with Zone of Sweet Air. The queen is actually quite vulnerable to Critical strikes with crushing weapons (she's immune to +3 or lower weapons of course). And she fell quite soon.
Loot: A Laeral's tear necklace, and the 48-th sided garnet gem from the well (not so big a prize as it was in IA 5.0 unfortunately). Still, Lady Vanya rewarded the party with some quest xp, some gold and 2 more Barbarian Essence potions. Alia raised a level - last level - 36 - and chose Recast Vital Energy as new 9-th level spell.
The Recast Vital Energy spell in IA is available only to Necromancers and Sorcerers. Sorcerers have quite limited options from this spell, but stackable (with itself) regeneration on the entire party (for 1 turn) or (again) stackable Mental Agility for the caster (-1 reduced casting time of all spells for 5 or 6 rounds) are always good as options.
Anyway, due to multiple previous tests with the Twisted Rune fight, I decided that the party could take them on at present levels. Strange as it may seem, only a Scroll of Memory Boosting is needed from that fight, as there are no more of those in chapters 2&3 except Shangalar. And the scroll is needed to forge the Master of the High Forest +4 protective cloak for Jack Sparrow.
Based on previous experience, Layene cannot be killed fast, but cannot be left alone either. She uses cheesily the Staff of the Magi, hiding under Invisibility on each opportunity (i.e. when not casting offensive spells). Still, the Breach from Wish works on her (it only excludes Improved Invisible enemies), provided her Spell Immunity Abjuration is removed first of course. If left alone, Layene starts gating in Greater Twisted Golems (grr, unpleasant) or regular Twisted Golems (although less unpleasant, still - unpleasant). Those golems are unaffected by standard anti-golem spells, and are a lot more damage resistant (and hit very hard even through 65% physical resistances, not to mention that the big ones wield both magical and non-magical weapons, and inflict Miscast Magic on the target with each successful melee hit).
Here is the buffed party with their summons. Powerful summons are needed for this battle, and none are more powerful than the Skeleton Lords. In this particular fight, few enemies have Crushing attacks (well, provided that Golems are not gated in), and the Skeleton Lords are quite resistant (or immune) to other types of attacks. Two Lords were summoned via the Lord of the Underworld amulet (+Wish for Rest). Also, two noble spiders. Those summons have the advantage over the Greater Yuantis that the spiders cannot be slain via Death Spell. A Greater Yuanti was nonetheless summoned by Alia. The fighters were protected by Defense potions, and multiple other buffs (from Fire - vs Layene's Dragon Breaths, and from Magical Energy - versus everyone's ADHW chain contingencies - be it Shangalar, Vaxaal or Layene).
No matter what the party formation is, the moronic thing is that when Shangalar gates in, the party members are positioned around the table in a most moronic way - the R-C is in the lower left position - closest to Shangalar and Vexaal's spawning points. Shangalar could Grave Silence him, and Vexal can of course shoot an Anti-Magic ray. Astarta have to watch out only for Vaxaal , while Alia, like Torham, has to watch out for both Shangalar and Vaxaal . At least, with SI:D and MI, both mages don't have to worry about targeted spells. However, Alia is in a good position and can quickly escape to the right upper corner of the central room. Here is the (almost) correct positioning for the upper group (Torham, Sparrow, Grunt and Alia). The lower group consists of summons, Saros and Astarta. Astarta is positioned low enough so that Vaxaal couldn't see her.
Shyressa can dispel specific protections on successful hit. As all vampires, she targets those unprotected from Negative Energy, however what if everyone is?(thank you Limited Wish contingencied) Also, she doesn't have that good THAC0, so Defensive harmony helps and no one takes a hit until she is breached. At the same time Astarta's Alacrity is completed and she protects herself (forgot to Contingency that). While Layene uses one of her 8 AI scrolls, Astarta strips Ravanek (Breach), Shangalar AND Vexal of their protections (Vaxaal is protected by Divination, so no RRR in his case - just had to RRR shangalar twice). In the meantime, Torham, Grunt and Jack (last two with Criticals) kill Shyressa before she could re-cast Hardiness (no one is hit by her - good, because they all have their Protection from magical energy active). Immediately after Shyressa falls, Alia prepares a Chain Contingency with triple RRR. Now Layene is the nearest enemy and all that has to be done is for her to show herself for a moment. And she does. Alia uses the opportunity instantaneously. While Torham still is in the middle of True Sight casting, Alia nears Layene and releases her sequencer. Her aura is clean because the Chain Contingency doesn't clog it. Unfortunately, by doing so Alia catches Vaxaal's eye, who, seeing a spellcaster, immediately releases his Improved Anti-Magic ray, stripping Alia of all her protections and buffs (and applying spellcasting penalty on her).
In the meantime, Saros manages to kill Shangalar, after his protections have been stripped. Saros uses a Critical strike to speed up the process, and afterwards activates True Sight from the Truth blade. Astarta uses Alacrities to cast Wish (which again was for Rest - lucky, but not necessary btw) and multiple Remove Magics, keeping Vexal without combat protections.
Alia cannot cast spells. OK. But she can read scrolls and thus keeps Layene busy.
Vaxaal is most vulnerable to critical strikes, and won't release his Anti-Magic rays on poor buffed non-spellcaster characters like a fighter of assassin-fighter. Not sure about rangers or paladins though. Anyway, Torham stood far away from the nasty beholder, as did the two arcane casters. Only summons and fighters (with criticals) engaged Vaxaal, and his Chain Contingency didn't save him as the fighters had ProMagicEnergy present. Vaxaal fell and the party attacked Layene, who managed to refresh Spell Immunity Abjuration, but not her combat protections. She of course cheats and cannot die until her always-beneficial Wish-like uninterruptable ability is released. But after that, she's dead meat. And she couldn't gate in even one of those dangerous Twisted Golems.
Loot: Many static items. A Blue dragon plate, a +3 two-handed sword, Scroll of Memory Boosting, permanency scroll, manual of Elaboration, Gloves of Missile Snaring, Staff of the Magi +5.
The party went to Cromwell and forged finally the Master of the High Forest cloak. This upgrade over Cernd's cloak provides its wearer with an additional 6th and 7th level priest spell (so nothing for Jack from these), +4 AC and saves bonus, and 25% MR bonus. However, if used with UAI, it permanently disables the Thieving and Hide in Shadows button. I don't know why the second one is such a big loss in IA - it's totally irrelevant. However, Jack cannot disarm any more traps. He can still detect them though.
Okay. So now Jack can also equip and use the Staff of the Magi with its bonuses to saves and AC, and without any more penalties. Same goes for the previously made Nature's Gift potion, which grants 250 000 xp - enough for a level-up. So now Jack Sparrow is lvl 23-32, and chose Hardiness as HLA.
BTW, Carsomyr proved to be an excellent weapon in almost all fights, because with his additional damage restored (vs Chaotic Evil opponents), it turns more often than not that powerful enemies are of Chaotic Evil alignment - like all kinds of Undead or beholders, like Shyressa, Shangalar and Vaxaal.
Side note: After completing almost all of the hardest fights in SoA in chapter 3, I'm getting really bored.
Modifié par saros_shadow_follower, 05 juin 2011 - 11:39 .
#1130
Posté 06 juin 2011 - 09:24
First, the party stormed the basement of De'Arnise hold, and defeated Tor'Gal and his several Noble Trolls + Gem Golem. A very easy battle, though improved - after all, it's designed for a low-level party. Tor'Gal has a Permanency scroll. With De'Arnise hold liberated, Astarta claimed it as stronghold. Torham raised his last level here (R16-C39).
Next, they went to clear the rest of the Watcher's Keep level 3, except meeting with Yakman. They defeated Tahazaar, some more vanilla demons and finally, battled Aesgerath for the Deck. The Deck was activated thrice by Captain Sparrow, the first try gave him 'Gem', the second one 'Rogue' - thus he was charmed and had to be slain and resurrected, and the third one was 'Comet'. Was hoping for 'Moon', because he really needs extra HP. Well, that's a no-reload luck.
Next quest - killing Chaos (second Druid of the Grove task). The battle wasn't very hard, although Chaos is improved, but he still managed to confuse via melee strikes Torham and Saros, and Grunt was heavily hurt in the battle. However, with the help of powerful summons, Chaos fell. And the party got the Golden Lion Figurine.
Last battle (for now) - the Troll Mound. The troll king and queen are immune to weapons +3 or less, however all party fighters have +4 weapons and are masters at using them. The troll king fell quickly (Chaotic Commands helped so that Jack Sparrow wasn't rendered Unconscious by the enemy melee attack). The queen, of course, managed to release her Storm of Vengeance, however Astarta managed to finish her Alacrity before that, and stripped the queen of her protections. In the meantime, Alia successfully cast Mass Invisibility, and soon after the Queen fell. The bunch of Vengeance trolls were defeated with the help of two Chain Contingencies loaded with ADHW spells.
Loot - many items here, nothing really useful save from a scroll of Monster Summoning VI for PC, and a potion of Barbarian essence. Jack hit another level, he's now Assassin23-Fighter33, choosing second star in two-handed weapon style.
The Staff of the Magi is an excellent weapon, and I can't really decide which is better in IA - Carsomyr or SoTM.
Only one level-up needed for Jack to hit the cap, and one for Grunt, and the entire party cannot gain any more levels after that.
Modifié par saros_shadow_follower, 07 juin 2011 - 04:41 .
#1131
Posté 10 juin 2011 - 06:59
The party entered Yakman's chamber in Watcher's keep, level 3. They were greeted by Helm's Supreme Golem, who stated that they came too early and were too inexperienced for the battles ahead. In other words, their further progress in WK was denied (the golem holds the Scepter of Radiance). The party neglected the golem's warning, and attacked him without preparations. Logically, they fell.
Edit: Replayed the battle afterwards and slew the golem. No biggie with proper perparations. However:
The Supreme Elemental Golem has Purge Magic once every 5 rounds (an upgrade over the IA 5.0's Supreme Golem who had no Purge Magics at all).
Party reputation drops by 2
And of course, the party is denied the battle with the Green Wyrm, who holds probably precious artifacts and ingredients.
Anyway, that's for my no-reload. Will maybe start a new Anvil party. However, I think that a second Riskbreaker is a better choice over a Barbarian. Reasons:
Barbarian Rage isn't THAT useful when a battle is very high-leveled. I'd rather have another powerful fighter, and a Barbarian with his inability to reach Grandmastery isn't one. Besides, a Riskbreaker has far better regenerative, healing and damage output innate and special abilities. And has a far better AC than a Barbarian. And better saving throws too.
#1132
Posté 10 juin 2011 - 08:17
saros_shadow_follower wrote...
Anyway, that's for my no-reload.
Condolences. It was an interesting run nonetheless.
Good luck with your next adventure!
Best,
A.
#1133
Posté 10 juin 2011 - 08:29

Personal Item
NW: All of my characters get personal items a kin to the weaker ones that appear on Bioware NPCs. They are intended to enchance the role playing experience while being marginally helpful from a tactical viewpoint.
The Quick and the Dead
When Alesia and Imoen reached their early teens, they began playing a game at Winthrop's Inn: they called it "Filtch." The object was to create as much mischief as possible by stealing small items from visiting dignitaries. The player who caused the most trouble -without getting caught- won.
Despite meaning no real harm, simple competitiveness drove the girls to increasingly meddlesome pranks-culminating in a round where Imoen "Filtched" a young bride-to-be's engagement ring and placed it near a bedpost in the Watcher's Barracks. Alesia and imoen agreed that it was terribly clever. Neither of them considered the consequences.
When the ring was discovered, the girl was publicly shamed and privately beaten. Imoen could hear her sobbing through the thin walls at Winthrop's Inn. Her former fiance had already left.
Racked with guilt, Imoen confessed what she had done and explained the "game" to both Winthrop and Gorion. The two conferred: something had to be done.
After a long talk, it was decided that the girls were a bad influence on each other and should be seperated. Alesia was sent to stay with one of Gorion's nephews on a small, rustic farm north of Baldur's Gate. The family was poor, but the experience would be good for Alesia. Or so Gorion thought.
Unfortunately, years at the Keep had blinded Gorion to a simple fact: life on the land can be precarious. All it takes is one bad harvest and poverty -grinding, grueling poverty- can be right around the corner.
It was Alesia's second season on the farm when the bad harvest struck. The family found itself on the brink. Alesia was hungry. And she was scared. Pride and pride alone kept her from contacting Gorion.
Just when it seemed things couldn't get worse, a rumor spread that the infamous outlaw, Quine, was passing through the region. Neighbors readied their weapons, but most knew little could be done to stop the man. The tension was palpable.
On an otherwise splendid morning, Alesia and her guardians awoke to find their livestock gone- including the horses. Without their chickens, they would go hungry. Without their horses, they would die- that was certain. Alesia still refused to write Gorion.
When nightfell, Alesia loaded a canvas satchel with hardtack, water, and a dull blade. She slung it over her shoulder, and set off into the darkness seeking Quine.
After trekking for what felt like days, Alesia came upon a camp by the river. There were four men: one of them was Quine. There were also six horses. Two of them were Alesia's.
Alesia hid in the darkness surveying the camp- stone-still and silent. After a few hours, the campfire went out, and the men retired to their tents. Alesia slipped the blade out of her satchel, and creapt forward.
Trembling with fear, Alesia reached Quine's tent. He was asleep. Not knowing whatto do, Alesia instinctively plunged her blade into Quine's neck- leaving it stuck through his throat. Alesia could hear Quine gurgling as she ran for the horses.
Alesia rode back to the farm- with the second horse racing alongside her. And as the chiling night air pierced
her skin, her eyes began to tear. She reached into the saddle bag, and when she did, she found Quine's most famous possession: the thieve's hood known as "The Quick and the Dead." She used it to wipe away her
tears.
The next morning, a messenger left the farm for Candlekeep. A few days later, Gorion arrived to take Alesia away. Gorion was struck by Alesia's gaunt appearance and icy glare: he had never seen her scared before. The two have spoken little since.
Since her return to the Keep, Alesia has worn Quine's hood whenever she is able. Imoen says she is hiding.
+1 Movement Rate Bonus*
Grants Infravision
Immune to Blindness
* In BG1 this was a +1 Weapon Speed Factor bonus. It has been changed for BG2
Usable by Alesia
Mods: G3 Fix, Ascension, SCSII, Personal Item
Personal Rules: All actions must flow from the character's personality. Gratuitous XP and item hunting is not permitted. Meta-game knowledge reliance is to be minimized. Tactic and item usage must be reasonable from a game world and role-playing perspective.
This is the character I care about the most. Wish her luck!
Modifié par Alesia_BH, 10 juin 2011 - 08:35 .
#1134
Posté 10 juin 2011 - 08:50
As for myself, I started a new no-reload party, which is similar to the previous one. Will write (and describe the party members, their skills and armament, etc) after I level up them a bit (up to lvl 14 mage, that is). They're in the start of chapter 2. For now, I just used an infinite gold exploit and bought everything the party could use from the Promenade.
Modifié par saros_shadow_follower, 10 juin 2011 - 08:51 .
#1135
Posté 11 juin 2011 - 12:16
Alesia escaped Irenicus's dungeon without incident. Her first order of business upon arriving in Athkatla was building a potion collection. She purchased a Potion of Freedom, a Potion of Invisibility, and a Oil of Speed in the Promenade. This minimal set would at least allow her to escape danger.
Next, she went to the Government District to see if the Cowleds might cough up some info on Imoen. They didn't of course, but she rescued her old friend Viconia while she was there.
With Viconia at her side, Alesia visited the Bridge and Temple districts to further build her potion collection. Through a combination of theft and item sales has acquired a relatively complete set which provides some degree of security in the early going. The only downside here was that Roger caught her snaking a Potion of Defense. His inventory is no longer available to her.
Anyhoo. I'll post further info when Alesia makes meaningful progress.
Best,
A.
Modifié par Alesia_BH, 11 juin 2011 - 12:17 .
#1136
Posté 11 juin 2011 - 02:40
Sorry to hear of your char's death
Alesia,
Welcome to the reload challenge!. You write very well. I wonder if the magic in your namesake's blood will spark so she can learn to cast spells sometime in the future. Did she solo the starting dungeon?
V/R,
Windfoot
Modifié par Windfoot, 11 juin 2011 - 09:54 .
#1137
Posté 11 juin 2011 - 05:23
Windfoot wrote...
Welcome to the reload challenge!
Thanks for the warm welcome Windfoot. I've been around before though- dating back to the old forums. I just take breaks every now and them. I've been playing BG1 recently.
That's kind of you to say.You write very well.
She'll cast spells: from scrolls.I wonder if the magic in your namesake's blood will spark so she can learn to cast spells sometime in the future.
She won't dual though. Why a human with an Intelligence of 18 then? Roleplaying. Nothing more and nothing less.
No. She completed it with Imoen. Alesia and Imoen are very close and will travel together when able. They often simply duo, but Alesia will take on other companions when it suits her interests. In her recent BG1-SCS No Reload, she duoed with Imoen in the begining and then took on Viconia and a custom NPC sorceress, Yarame, during the midgame. She duoed the Sarevok battle with Imoen.Did she solo the starting dungeon?
In her previous, BGII No Reloads, she did some soloing, some duoing, and some small party play. Viconia and Aerie almost always figure prominently, but aside from that she just grabs whoever she needs to get the job at hand done.
Alesia may do some soloing in Chapter 2 this time around. We'll see. It depends on her mood and whether she has the supplies to do it safely. I don't pre-plan adventures with Alesia. I simply try to immerse myself in the character and let her make decisions. She's bright, practical, and cautious so that usually works out fine. We'll see how it goes this time.
Best,
A.
Modifié par Alesia_BH, 11 juin 2011 - 05:30 .
#1138
Posté 11 juin 2011 - 05:27
saros_shadow_follower wrote...
I wish you best of luck!
Thanks!
As for myself, I started a new no-reload party, which is similar to the previous one.
Looking forward to it.
Best,
A.
#1139
Posté 11 juin 2011 - 01:24
I'm playing with SCSII (the AI upgrades and some of the tactical challenges, I don't remember which), Dungeon-be-gone, and the Item Randomiser.
Thus, Dorian the Human Druid was created in BGI, then imported to BGII, becoming an Avenger (it may be an exploit to avoid the str and con penalty this way, but otherwise it would be impossible to have the necessary 17 strength to dual-class at any reasonable level).
Having skipped the first dungeon and cheated in a Bag of Holding, Dorian cleared out the Circus Tent (mainly using spells). He then gathered and released most of the available party members in Athkatla (so that they all scaled to approach his level, 12). With an empty party, he rested and then summoned two fire elementals, protected himself with Steelskins, shapeshifted into a lethal Sword Spider, and finally dual-classed to Fighter. From there, the elementals made clearing out the Copper Coronet quest simple, bringing Dorian up to Fighter level 7. To gather the remaining 1.1 million experience to level 13 would most likely prove rather more troublesome.
#1140
Posté 11 juin 2011 - 04:44
Alesia hit hard times almost immediately after arriving in Amn. Things are looking up though now- thanks to an unlikely saviour.
In the interest of protecting herself and rescuing Imoen quickly, Alesia went about assembling a potion collection as soon as she hit the Promenade. She made significant progress at first but then hit a string of bad luck.
Despite buffing her Pickpocket skill up to 155 with the Gloves of Pickpocketing, a Mind Focusing Potion, Draw on Holy MIght, and a Potion of Master Thievery, she failed on 3 nearly consecutive theft attempts. When it was all over, she had a cadre of key merchants and Aminish Legionaires tracking her through the streets. Her old friend Viconia was eminently pleased, Alesia less so.
There is one thing that could solve Alesia's woes: Gold. And when she saw what she thought was a soft target (the Farrahd estate in the Bridge District) she decided to strike- but without her characteristic attention to planning. Unfortunately, an Oil of Speed and a +1 Bastard Sword was enough to turn a seemingly trivial guard into a formidible obstacle for a Bounty Hunter without any traps left and a Cleric with a half used default spell book. He was dropped eventually, but the cost was non-trivial: 4 healing potions. And even after he fell, Alesia couldn't open the locks. Not exactly a well orchestrated theft...
Alesia would need a lockpicker, and a melee presence to complete her task. Enter Jan Jansen. Alesia went to the Government District to meet the gnome, explained the task, an elicited his aid. With his excellent Lockpicking Skills, Polymorph Self, Stoneskins, Protection from Normal Weapons, Ghost Armor, Blur, Mirror Image, and some buffs from Viconia (Chant, Bless, Champion's Strength) he was perfect for the task- picking the locks and devouring the remaining guards with out taking a scratch. Alesia and Viconia flicked ranged weapons and chatted while Jan did the deed. The mansion was cleared, and Alesia soon had the gold to rehabilitate her reputation and replenish her supplies.
Depite finding the Gnome utterly repugnant, Alesia decided to keep him around- she could clearly see his use. She enlisted his aid once again for a mission to Trademeet- a town offering a sizable cash reward and non-hostile scroll and potion shops. It was the perfect destination.
To secure the gold, and shop access, Alesia would have to play hero for a day- marching through a dense grove filled with unfriendly critters and ornery Druids. She had a simple plan for gettting the job done. First, Jan was buffed up as before: Polymorph Self, Stoneskins, Ghost Armor, Protectiom from Normal Weapons, Blur, and Mirror Image. He was then shifted into an appropriate form. Viconia Santuaried, followed behind -tossing buffs at him on an as needed basis. Furher back still was Alesia and her Special Snares.
Essentially, the group had a tank who wouldn't need healing potions, a buffer-healer in between, and a range fight capable of dealing party friendly AOE damage trailing behind- a minimalist balanced party. The Shambling Mound battles provide a simple, uncluttered example.
First an opening Special Snare.

Then the advance.

A little ranged help from Alesia while Viconia surveys the action.


A boost from Viconia when Jan had trouble landing.

In this way, they traversed the grove without taking any damage or consuming any potions.

And once Cernd defeated Faldorn, Alesia was one step closer to heroism, prizes, and all the Potions she can drink. Hooray!
Without Spell Immunity: Evocation -and with a crazy number of Spore Colonies on the Bridge- Alesia decided to destroy the Djinni's rather than take on the Rakshasas. Death Wards all around, Chaotic Commands, Free Action, and a full complement of elemental damage potions at the ready made their magic unthreatening. They were quickly dispatched.
Alesia is now a well equipped and well heeled adventurer once again. Troubled by her dependence on an irksome gnome perhaps, but otherwise content. She is currently at the Copper planning her next move.
Best,
A.
Edit: Removed a LOAD of typos...Apologies to anyone who read it earlier.
Modifié par Alesia_BH, 11 juin 2011 - 06:52 .
#1141
Posté 11 juin 2011 - 09:19
Alesia completed the Slaver quest a moment ago along with Aerie, Jane, and Viconia. It was a pretty straightforward encoutner. Despite a lot of Potion chugging by Haegan and his crew, the only damage sustained was by Aerie when she tripped the Acid Blob trap. She was buffed up to 124 HP with VT and DUHM so it wasn't a problem at all.
The Plan
Buff the party up- erring on the side of caution. Enter invisible, and surround the Priest of Cyric. Have Alesia Backstab, Jan Poison in Spider Form, and Aerie cast and attack. He will most certainly be disabled or dead within a round. With the caster out of the picture, simply let Aerie and Jan handle Melee duties buffed. With their low ACs, Stoneskins, Mirror Images, and Normal Weapons Immunity, the'll never be in danger. Let Viconia observe from her Santuary and toss Strength of One, Chant, and Defensive Harmony on an as needed basis- none of which will break Sanctuary. She can break and become more assertive if anything goes astray. While Aerie and Jan are attracting attention, let Alesia fade and toss her Special Snares. They'll do most of the damage.
Execution
As mentioned, everything when according to plan- save for Aerie's misstep.
The party enters buffed and invisible.

They surround the Priest and drop him immediately.

Aerie and Jan group enemies and eliminate potential Trap foilers.

Alesia lets her snares fly.




Aerie and Jan free the children and kill the Trolls- with a little ranged help from Alesia.

And that was that. As I said, pretty straightforward.
The mage room was handled by having Jan enter in Mustard Jelly wearing the Belt of Inertial Barrier and running Protection from Normal Weapons. He was immune to everything they could offer and effectively grouped enemies so that Alesia could take them down with her Special Snares. Viconia and Aerie loitered in their Santuaries since they weren't needed (no screenshots).
Alesia is contemplating paying the Shadow Theives a visit now. However, she's also considering taking on another job to raise funds. I'll let you know what happens.
Best,
A.
Modifié par Alesia_BH, 11 juin 2011 - 11:11 .
#1142
Posté 12 juin 2011 - 02:56
p.s
I love Jan but never thought of using him in melee… interesting.
#1143
Posté 12 juin 2011 - 08:51
ussnorway wrote...
I love Jan but never thought of using him in melee… interesting.
I hate Jan but couldn't ignore his melee potential.
He really creeps me out. When he says "Jan Jansen at your service." It sounds to me like he's saying "Jan Jansen at you cervix." Then he has those steam-punk goggles and peering eyes...He's like a nightmare gynecologist...
Anyhoo. I usually skip him, but since Alesia pissed off so many scroll merchants, she's going to have to make use of default spell lists and Jan's default list is good for melee duty. His Adventure Wear makes him suitable as well- especially when combined with Cloak of the Rewers Rat. He'll be able to toggle between 100% Magic Resistance and 100% Physical Resistance- making him perfect for agreggating foes and making them Snare Fodder.
I know most people prefer to use Warriors as tanks, but I'm unfond of that approach. Their ACs are too high and they take damage when attacks land. It ends up wasting potions. I prefer to use arcane characters or skip melee all together via Teleport Field.
Best,
A.
Modifié par Alesia_BH, 12 juin 2011 - 09:02 .
#1144
Posté 12 juin 2011 - 09:11
I am back into no-reloading - having not played BG2 for a while, I will start in an unmodded game (only Fixpack), playing on core rules and with maximum hp for each level up.
I will play a completely randomized party - everything but the looks of all my 6 characters are completely random, including gender and name, and of course any game-relevant stats.
Here is what I rolled:
Enyo - Half-Elven, female Stalker, Neutral Good. 15/13/15/14/15/8, **Katana, *Club, *Mace, *Longbow, *Two-Handed Combat Style, **Two-Weapon Combat Style - Favored Enemy: Mephit
A decent enough party leader. Good physical stats, and a katana-specialization. Almost a worse version of Valygar
Sarpedon, Half-Elven, male Cleric/Ranger, Chaotic Good. 13/14/14/13/14/10, *War Hammer, *Mace, *Two-Handed Combat Style, **Weapon and Shield-Combat Style, *Single Weapon Combat Style, **Two-Weapon Combat Style - Favored Enemy: Ghoul
Well, the multiclass is awesome, but his stats aren't that great - no major weaknesses, though. His proficiencies are kind of bad, but not too horrible. Will propably become very powerful later on.
Prometheus, Half-Elven, male Totemic Druid, Neutral. 11/7/16/10/16/16, *Spear, *Quarterstaff, *Sling, *Two-Weapon Combat Style
Since Totemic Druid is my favorite class in BG2, I am very happy to have one with me. He will make the early game much more easy, and his stats are pretty good.
Jupiter, Half-Orc, male Priest of Lathander, Lawful Good. 8/13/14/11/14/16, *Mace, *Single Weapon Combat Style, *Two-Weapon Combat Style.
Another divine spellcaster. Stats are rather bad, but I guess he might me useful for even more divine power.
Erebos, Elf, male Wizard Slayer, Lawful Neutral. 15/17/11/17/5/16, *War Hammer, **Spear, *Halberd, *Two-Handed Combat Style, *Two-Weapon Combat Style.
A very good fighter, and with a nice dexterity score
Aias, Half-Elven, male Barbarian, Neutral Good. 10/14/11/18/11/15, *Katana, *Spear, *Halberd, *Crossbow, *Two-Handed Combat Style.
Bad physical stats kind of ruin this character, though he might become useful with some better equipment. Sadly, he has Katana and Spear as his main Weapons, just like Enyo and Erebos (his str is too low to use Halberds).
In general, the bad thing is that I don't have any thief or arcane spellcaster. The good things are: Lots of Divine Power and no evil characters, which means that I can spam Holy Smite
Lots of male characters and half-elves, but that doesn't really affect the gameplay.
Enyo started her journey with escaping from Irenicus' Dungeon. I had Prometheus learn the level 3 group-strength spell (immensly useful for a randomized party), and, together with barbarian rage, Aias was able to open every locked crate with it.
Battles were rather easy, usually I just used some summoned Spirit Animals, helping them with Horror Spells, Forest Beings and other useful cleric buffs.
At the second level, the same tactics were used, adding some Hold Person and Smite spells.
In Athkatla, first thing to do was the Circus Tent. I had Prometheus use True Sight and both Sarpedon and Jupiter use Holy Smite, which proved to be very effective. After selling some things to Ribald and getting my first magical weapons (since the weapons my characters have profiencies for aren't known for great magical examples in the early game), I went to the Slums, bought Glasses of Identification and some more weapons and defeated some Thugs in front of the Copper Coronet.
Back to Waukeens, it was time to face Mencar (which is rather easy if you have the abilty to summon 3 Forest Beings, some Holy Smites, Hold Person spells and Spirit Animals). After buffing, Jupiter and Sarpedon started the battle, instantly killing the two arcane spellcasters. Forest beings and Hold Person spells quickly disabled all enemies, only the thief managed to use an invisibility potion. However, he didn't run away (not having lost enough hp yet), and returned to backstab Erebos two times, but eventually, he was held and defeated.
Right now, every character has a +1 weapon (Erebos a +2 Spear, Enyo 2 +1 Katanas) and got at least one level up. I spent Jupiter's weapon profiency point on Quarterstaffs (since he doesn't have enough strength for maces and war hammers).
Modifié par Enuhal, 12 juin 2011 - 09:27 .
#1145
Posté 12 juin 2011 - 09:54
Taking Jan and Aerie to Waukeen's Promenade, Dorian asked Jan to consume some Potions of Master Thievery. Using the benefits of these potions, many scrolls were stolen and learned (removing each character from the party while scribing on the other, so that half the experience went to Dorian).
Furthermore, some armour, arrows and bolts were stolen from another shop in the Promenade, and mostly sold to the Shadow Thief fence in the Docks. Sadly, Jan was killed by a mad Cleric on the way, so he had to be raised at the Temple of Oghma.
At some point a ring found on the Coronet Beast Master was identified (placed there by the randomiser), and found to not be a cursed ring as expected, but the Ring of Djinni Summoning. That might well prove useful... so long as it survives. Perhaps it should be kept unused until a Simulacrum or Project Image can use a copy of it (I'm not sure whether that avoids the ring being destroyed).
Future plans: The party will be Dorian, Jan, Aerie, Mazzy (who I have not used much in previous playthroughs), and Edwin (for his high-level omnipotence). When Jan learns to cast level 6 spells, he will become a major source of damage (I think), as he casts Mislead and Polymorph Self, and backstabs as an Ogre (which works, surprisingly).
However, the party will remain small for now; Dorian needs to gather experience quickly in order to regain his Avenger powers, particularly Shapeshift: Sword Spider, Summon Fire Elemental, and Steelskins. I'm also interested in seeing how the Fire Salamander form does with a Fighter's extra attack and THAC0, although the Lesser Wyvern seems fairly useless.
Modifié par Hjolnai, 12 juin 2011 - 09:59 .
#1146
Posté 12 juin 2011 - 10:47
Hjolnai wrote...
When Jan learns to cast level 6 spells, he will become a major source of damage (I think), as he casts Mislead and Polymorph Self, and backstabs as an Ogre (which works, surprisingly).
When you get the chance, you may want to try an Improved Hasted Sword Spider wielding a Phantom Blade while running Mislead. That'll give Jan 8 Backstabs per round.
And I agree about the Baby Wyvern, when I soloed an Avenger I tried to find a use for all the forms. I couldn't really get any thing special out of the Wyvern. Maybe you'll find something though.
Best,
A.
Modifié par Alesia_BH, 12 juin 2011 - 10:49 .
#1147
Posté 12 juin 2011 - 11:38
Alesia_BH wrote...
When you get the chance, you may want to try an Improved Hasted Sword Spider wielding a Phantom Blade while running Mislead. That'll give Jan 8 Backstabs per round.
Thanks for the idea; I was wondering how I could get rid of the spider weapon without dispelling other key buffs.
Alternatively, the Ogre weapon can be made faster by using Kundane in the off hand (and the ogre's strength makes up for the penalty from only one proficiency in dual-wielding). It also does high damage alone, and doesn't consume scrolls or a contingency (for the Phantom Blade to be cast while shapeshifted). The Flind also seems good, with 2 base attacks and a better weapon than the spider, so it should be interesting to experiment...
Another small update: Dorian and Jan marched around the countryside for a while looking for an ambush. Once they found it, they slew the bandits easily enough, thanks to an invisibility potion and spell permitting the exhaustion of enemy buffs (as neither character did anything, there was no noise or whatever other trigger SCSII gives enemy caster scripts for divination).
Once the ambushers were dealt with, a certain poisoned person was found. His half-dead body was returned to the Harpers, who thanked Dorian with some experience (bringing Fighter level 9) and a pittance of gold. Thus began another quest.
After the necessary conversations, the party went to Mae'var's building, where Jan turned into an invisible Ogre. They then moved to the house of Prebek and Sanasha, with Jan entering and backstabbing Prebek, who exploded. Sadly, this prevented Sanasha from turning hostile, so the fight was trivialised. The house held the ring of Danger Sense, and a helm of +1 cha/AC was found in the Harper compound. In brief, after the compound was raided, a bird (not quite Montaron) was returned to Xzar, where it turned into a Harper and killed him. Thus, the party gained yet more scrolls and experience.
#1148
Posté 12 juin 2011 - 12:26
1. Is the Level One NPC mod allowed? I am not cheesing any of the characters, though. I'm planning on keeping their stat totals constant, and I'm keeping Charisma the way they are. I'm just going to swap/transfer points as I see fit (but from a strictly role-playing viewpoint). Right now, I have a sketch of Imoen being a Swashbuckler/Mage dual class. She's still a thief, and surrounded in Candlekeep by so many people proficient in the martial and arcane arts, so she's got to be more than just a Thief/Mage. Accordingly, I've been comparing the Strength stat of the characters and I'm doing a chart of the "proper" strength to give them based on the carry weight system.
2. Are videos allowed for this challenge, or am I strictly bound to pictures? I'm planning to record this run for my YouTube account.
Thanks for any help.
#1149
Posté 12 juin 2011 - 01:14
Saint of Sinners wrote...
1. Is the Level One NPC mod allowed? I am not cheesing any of the characters, though. I'm planning on keeping their stat totals constant, and I'm keeping Charisma the way they are. I'm just going to swap/transfer points as I see fit (but from a strictly role-playing viewpoint). Right now, I have a sketch of Imoen being a Swashbuckler/Mage dual class. She's still a thief, and surrounded in Candlekeep by so many people proficient in the martial and arcane arts, so she's got to be more than just a Thief/Mage. Accordingly, I've been comparing the Strength stat of the characters and I'm doing a chart of the "proper" strength to give them based on the carry weight system.
2. Are videos allowed for this challenge, or am I strictly bound to pictures? I'm planning to record this run for my YouTube account.
Sounds perfectly alright.
#1150
Posté 12 juin 2011 - 02:34
Saint of Sinners wrote...
2. Are videos allowed for this challenge, or am I strictly bound to pictures? I'm planning to record this run for my YouTube account.
Best of luck with your run Saint of Sinners! And you should feel free to share your game however you like. I'm sure many would appreciate video.
If I may make a small request though...
One of the things that makes this thread interesting and enjoyable is that players write about their characters adventure. If you can find the time, please write about your character's progress when you post your videos.
I'm sure many of us would be sad to see the thread evolve into a collection of video links. I don't think there is much risk of that happening anytime soon, but it's my hope that you'll share the sentiment and help by establishing a precendent whereby video is seen as a supplement to writing- not a replacement.
As mentioned before, do feel free to share your adventure as you like, but do consider the request as well.
Good hunting Saint of Sinners!
Best,
A.





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