Feel sad of your loss, Blackraven... ![]()
Baldur's Gate 2 No-Reload Challenge
#14351
Posté 07 septembre 2015 - 04:41
- Blackraven aime ceci
#14352
Posté 07 septembre 2015 - 04:43
- either her stealth failed and revealed her immediately (which is unlikely because of her 220 overall stealth points and because there's always a delay before a skilled sneak becomes visible after failing to hide),
That's a shame Blackraven. In my experience when stealth breaks there is a random component to how long before the character actually becomes visible - and that can be pretty much instant. The only way to guarantee safety when sneaking past something is to wait for a stealth check to occur and then move through the danger zone before the next check takes place.
I heartily agree about the annoyance of not knowing what caused death. Perhaps GrimJim could work a bit of his modding magic
to put a delay onto the death screen - something like that only triggering once you've indicated you've read the final text by pressing enter.
- Alesia_BH, Grimwald the Wise et Blackraven aiment ceci
#14353
Posté 07 septembre 2015 - 04:54
In my experience when stealth breaks there is a random component to how long before the character actually becomes visible - and that can be pretty much instant.
That's interesting. In my experience those sudden revelations occur at lower levels when a character's stealth skills aren't very developed yet. But if you say it can happen virtually instantly in your installs then I assume the same is possible in mine.
I think everyone would love to be able to see the cause of their characters's death before the game over screen appears. I'd definitely use GrimJim's mod. ![]()
#14354
Posté 07 septembre 2015 - 04:54
Sorry to hear that Blackraven. Are you able to redo it to try and narrow it down?
Final update for Kaxir, after a son-father tag team cheat.
He had his toughest battle yet, using two Oils of Speed for the first time since... well, I only remember using one in SoA back around Kangaxx but I could be mistaken. He needed them here as he was being seriously outpaced by the usual suspect.
This time he was running around for about 10-15 minutes, getting both Oils removed and at one stage he was considering a retreat to return with different tactics but he hung in there and succeeded with his penultimate GWW.
Anyway. Dad doesn't play by the rules - as Grond0 mentioned before but I fell for it anyway.
Kaxir got half a dozen laps in with no contact and then got mazed. I did a few tests tucked away in the hidey-hole so no way touch could be active. I had a green scroll of Protection from Magic in the backpack but all the potions of magic protection were either in Watchers Keep or the Pocket Plane (and by the time the spell is cast, it's game over).
I must remember to have PfM running against Abazigal.
- ussnorway, Grond0, Grimwald the Wise et 2 autres aiment ceci
#14355
Posté 07 septembre 2015 - 05:03
@Gate70 Sorry about Kaxir
Is that a known thing with ranged mazes?
I think everyone would love to be able to see the cause of their characters's death before the game over screen appears. I'd definitely use GrimJim's mod.
Cause of death mod would be most welcome.
- Blackraven aime ceci
#14356
Posté 07 septembre 2015 - 05:05
@Gate70, yes I already narrowed it down. Death Tyrants could not see invisible Isadora, and their already underway rays did not follow her after her summons' deaths, so my only explanation is stealth failure and instant revelation of Isa before the Death Tyrants. I guess such a thing can happen, unlikely as it may be with Isa's outstanding stealth skills.
My condolences for you. Great run.
- Alesia_BH aime ceci
#14357
Posté 07 septembre 2015 - 06:00
I heartily agree about the annoyance of not knowing what caused death. Perhaps GrimJim could work a bit of his modding magic
to put a delay onto the death screen - something like that only triggering once you've indicated you've read the final text by pressing enter.
I don't know anything about modding the GUI, so that's probably beyond me right now. I do know that TobEx has a feature that keeps a log of everything that appears in the dialogue box. You can enable it by opening up <Your BG2 Folder>/TobEx_ini/TobExCore.ini, going to line 23, and changing Log Dialogue Bar=0 to Log Dialogue Bar=1. This saves everything in the dialogue bar, including death notifications, to <Your BG2 Folder>/TobEx_dlg.log. After a death you could open up that file and try to figure out what happened.
I have not played with this feature enabled so I don't know if there are any potential problems with it, but it might be worth a try.
- Alesia_BH, Grond0 et Blackraven aiment ceci
#14358
Posté 07 septembre 2015 - 06:17
@Gate70 Sorry about Kaxir
Is that a known thing with ranged mazes?
In vanilla, and with Abazigal specifically, yes. In fact, not too long ago Gate70 did some testing to demonstrate that.
I'm inclined to view this as a scripting bug. I'm glad it doesn't appear in SCS.
Best,
A.
NW: In SCS, the only ranged mazes are the psionic variant used by gith and mind flayers. Psionic Maze offers a save.
NW II: If you play SCS v30 without Grim Jim's fix, Abazigal gets the wrong script. That script will cause him to cast Imprisonment, seemingly at range, much as vanilla Abazigal casts Maze.
- realmuzzy aime ceci
#14359
Posté 07 septembre 2015 - 06:34
@Blackraven. Condolence. That's a shame. Isadora looked promising.
Was Isadora's wearing the Claw, at the time? Where was Rogue's Ward?
I'm a fan of the Claw, as everyone knows, but there are times when I remove it. Facing beholders with a level 21 halfling thief would be one of those times.
I've never played with Rogue's Ward, but in theory, it should would permit you to wear the claw in beholders fights.
@Gate70. Condolences. Oh the irony of losing Karix to Abazigal's Maze after our discussion.
I agree that Pro Magic is a good call against vanilla Abazigal. If I played vanilla, I'd definitely save a scroll for that fight.
Best,
A.
- Blackraven aime ceci
#14360
Posté 07 septembre 2015 - 07:02
@Blackraven. Condolence. That's a shame. Isadora looked promising.
Was Isadora's wearing the Claw, at the time? Where was Rogue's Ward?
Isa was still wearing the Claw. I think she didn't have Rogue's Ward equipped at the time, as she had finished a Gauth in melee and I didn't intend or expect her to expose herself to the Death Tyrants and their rays.
#14361
Posté 07 septembre 2015 - 07:09
Isa was still wearing the Claw. I think she didn't have Rogue's Ward equipped at the time, as she had finished a Gauth in melee and I didn't intend or expect her to expose herself to the Death Tyrants and their rays.
Noted.
Again, condolences.
Best,
A.
- Blackraven aime ceci
#14362
Posté 07 septembre 2015 - 07:29
Hard luck Blackraven. ![]()
Looks like a lot of us are now back in Candlekeep. ![]()
- Blackraven aime ceci
#14363
Posté 07 septembre 2015 - 07:30
Too much sadness this days... First Isadora, now Kaxir (and Jardik and all those MP failures as well...)
Great run nonetheless, Gate!
- Grimwald the Wise et Blackraven aiment ceci
#14364
Posté 07 septembre 2015 - 07:39
@Blackravon: Oh noooooooooooooooooooooooooooooooooooo ![]()
The only way to guarantee safety when sneaking past something is to wait for a stealth check to occur and then move through the danger zone before the next check takes place.
That's what I usually do
. However I've never experienced that instant drop out of stealth.
@Gate: Sorry to hear about Kaxir.
Too much sadness this days...
Perhaps I shouldn't play this evening
.
- Serg BlackStrider, Grond0 et Grimwald the Wise aiment ceci
#14365
Posté 07 septembre 2015 - 07:42
In my experience when stealth breaks there is a random component to how long before the character actually becomes visible - and that can be pretty much instant. The only way to guarantee safety when sneaking past something is to wait for a stealth check to occur and then move through the danger zone before the next check takes place.
That's what I've found, too: instant drop out is possible, minding the timing of checks mitigates risk.
Best,
A.
#14366
Posté 08 septembre 2015 - 05:20
BR:
(((((((((((((((!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!..............
(beholders so lame)
- Blackraven aime ceci
#14367
Posté 08 septembre 2015 - 06:13
Perhaps I shouldn't play this evening
.
Yeah, me too... There are those *good days to die* from time to time. Far too often lately to my taste, though...
- Grimwald the Wise et Blackraven aiment ceci
#14368
Posté 08 septembre 2015 - 06:39
In my experience when stealth breaks there is a random component to how long before the character actually becomes visible - and that can be pretty much instant.
I might be wrong here but I think, it depends on your Move Silently skill - the more/higher it is the longer you'll stay invisible after failed check.
edit:
from Volothamp's Comeuppance:
#14369
Posté 08 septembre 2015 - 07:29
I might be wrong here but I think, it depends on your Move Silently skill - the more/higher it is the longer you'll stay invisible after failed check.
I know that's been widely reported, but I don't think it's correct. You can easily check that the piece you quote is incorrect about only Move Silently being used to test continuing stealth by generating 2 characters and giving one a high MS score and the other a high HiS score - I don't think there's any difference in how often they drop out of stealth. It's more difficult to test the persistence of stealth, but I'm fairly sure that isn't affected either.
I also have a vague memory that the behaviour of HiS and MS has been raised on the EE forums and developers there have said that there is no difference between them ...
- Serg BlackStrider, Grimwald the Wise et Blackraven aiment ceci
#14370
Posté 08 septembre 2015 - 08:10
Bl-scs30 Update 2.5,
Heather and Twitter;
Mazzy has sorted her sister issues and Jan got called home so we opened the spear (I'll come back much later) and did some quick murder for a hidden fellow… Jaheira got cursed by an old slaver (harper business it appears?) so we acquiesce to hunting the bugger down then Mazzy has a pit fight to put some bully in his place.
I wanted 'clouldkill' before returning to the wilds so we explored the temple sewers dispatched the awesome four-some and then found myself in a library guarded by Hulks and Minatare's… I sent a stealthed Valygar in to deliver my 'Insect Plague' and we helped a otiose wizard by fetching his mirror back. He rewarded us with a wand of resurrection and clouldkill as well as a slave boy?

I brashly avouched to the store keeper that we now had more than 1500 so we have been invited to some party in the graveyard after dark but I spent the cash upgrading a warrior trinket and recharged the clouldkill wand with 50 shots then it's off to the Druids' grove.
Now I know what you must be thinking but these guys are shadow druids and I don't have a problem with spanking them senseless besides most the area is infected with trolls. We did try to go shopping but Jan spotted something odd about the store keeper which started a fight… a right ***** to hit with spells … but we sorted the so and so out with old fashion whacking.
Druid battle'
{scs30} Faldorn fights pre-buffed now so I'm fine with having two 'Champion's Strength' buffs going into it (yes they stack) which pushes my thac0 to zero…
Faldorn tried to open with 'Defensive Harmony' but my 'Insect Plague' counted that (and everything else) then I popped a 'Call Woodland Beings' and shanked her with spider fangs for an easy win… I'm currently a level 10 Avenger and by Druid law, one must be at least level 14 to bid for a grove so that’s something for a later time…
Some young lass needs help evicting squatters from daddy's' place but I'm going to return to Trademeet first.
- Alesia_BH, Gate70, Serg BlackStrider et 4 autres aiment ceci
#14371
Posté 09 septembre 2015 - 09:11
After taking a little break from adventuring Bruin decides to get his head back into the game. His first task: investigating the murders in the bridge district. A particularly gruesome killer is flaying homeless people alive and Bruin is desperate to find him before he can kill again. The culprit turns out to be the local tanner, but Bruin fails to capture him and has to fight his way out of the murderer's lair. The assassins trying to kill him lose any tactical advantage under Red Knight's true seeing and fall to superior combat ability
After collecting his reward, Bruin goes back to his favorite tavern and agrees to help the owner with eliminating a slaver ring. He approaches through the sewers where his army makes quick work of the hobgoblins and kobolds trying to claim the place, and finds a talking sword with unsettling mental domination powers. His strategy for attacking the unsuspecting slavers is to drag them into the sewers where he will have the upper hand. His plan goes through without a hitch and he clears out the majority of the slavers. The inside of their compound is heavily trapped and has mage guardians. For them he takes his favorite mage fighting tactic of staying far back, commanding his army from a distance. As he is about to exit he uses his ring of invisibility to give himself time to prepare against the front door guard when suddenly the cowled wizards appear. He broke the no-use of magic rule twice. He runs back into the house and back into the sewers, where he waits them out to return later and finish the job.
Mages will always be a problem, that much one learns in Red Knight training, so Bruin goes to the temple district sewers where he heard one can find someone selling anti-magic potions. There he scouts out a group of robbers, and before they can attack him he attacks them from the shadows. He is no paladin to announce his arrival, any winning strategy is favored by the Red Knight. His army rushes in to destroy the mage before he can say a word and then turns to the clerics to prevent them from summoning help. At this point Bruin joins the fray and chunks the archer, and the encounter is soon over
There is more danger in the sewers, a rakshasa commanding a tribe of kobolds, but they are not a threat to Bruin's guardians. He rests, finds the merchant he is looking for and goes out of the sewers. On his way back to the slums he is ambushed again. He kills the ambushers to find a poisoned man begging for help. He takes the man to the Harper stronghold and gets involved with the harpers in a way he doesn't want to discuss. It's disgraceful that he was used as a dumb weapon and duped.
Still this got him the attention of the shadow thieves and he starts working for them, with the intent of helping them uncover a disloyal lieutenant.
- ussnorway, Gate70, Serg BlackStrider et 3 autres aiment ceci
#14372
Posté 09 septembre 2015 - 09:40
Bruin joins the shadow thief cell without problem and starts doing minor jobs for them. His first real test is eliminating a cowled wizard who resides in the area. He is not happy about the job, but cowled wizards have it coming in his mind and he will give the man a chance to flee. He prepares heavily in front of the door to the wizard's house and enters finding lots of mephits inside. He finishes them and rests before taking on a couple of golems on the next floor. On the top floor he finds the wizard who refuses to flee for his life and immediately goes for a dispel, thinking this will be an easy fight. Bruin is well trained though and has all of his key spells memorized multiple times, so he retreats to rebuff while his summoned guards keep the wizard's attention. When he gets back he's again pretty safe from magical harm and the wizard is getting low on defenses, and he dies
After that he gains enough trust to obtain evidence of treachery and is sent to eliminate the rouge lieutenant Maevar. He sneaks into the cellar and surprises Maevar and his underlings with a rush of his army. Soon it's only Maevar left alive, who in the end also falls after his magical protections runs out
Bruin receives a handsome reward and decides to leave the city for a while and help the town of Trade meet
- ussnorway, Gate70, Serg BlackStrider et 3 autres aiment ceci
#14373
Posté 09 septembre 2015 - 01:52
Bl-scs30 Update 2.6,
Now is the time;
I was surprised to see the spirit of the woods appear but agreed to help out against some trolls {I also allowed Puks' moonblade to be upgraded as reward for this quest} then I was called on again to rescue a lad named Lor-something so he could forefeel his Druid destiny. We had time and I know the enemy spirit is a chaos one… they don't like fire… so we returned to trademeet and killed Taquee for his Efreeti bottle before also handing in the puss head for their reward!
With Pne to counter the level drains, flamestrikes from the efreeti and Jan dispelling illusions, the bugger was soon vanquished… I have a new Lion pet and at least three more levels before I hear about grove challenges again.
I've decided to hold off on officially giving Trademeet the good news until I get my sister back which is next on my "too do" list… Nalia can wait, I've returned to the slums and given that creep Gaelan his blood money, much as it earks me to deal with the likes of shadow thieves but my sister needs me and that's all there is too it.
p.s. on a somewhat happier note, did anyone else happen to make it with an exotic drow dominatrix last night or am I the only lucky one? Once they've had green…
- Grond0, Grimwald the Wise, Blackraven et 2 autres aiment ceci
#14374
Posté 10 septembre 2015 - 09:30
A Balor in the Copper Coronet
Dyara, elven Fighter/Mage/Thief (BG2, update 6)
The next day saw the party returning to Wachter's Keep and they found the place exactly as they had left it some weeks ago. The two remaining scepters were easily collected and then the chromatic demon was released. Brute force then opened the next level...
In the end it was Korgan who scored the kill - well deserved as he was the one who took all the beating. On the next level the party came upon the mad elf Yakman. Despite the elf's madness they learned quite a few things about the maze. A heal spell then cured Yakman so he was able to leave the place. As everyone was tired from the previous fight the party spent the night at Yakman's campfire. In the morning the party returned to the previous room, the eastern portal then led them into another room where a balor was fighting three cornugons. Happily (and without too much thinking about vorpal hits) the party joined the fight... and fortunately everyone (but devils and demons) survived.
Following Yakman's journal the party took the eastern portal leading them to another demon infested area. The Tanar'Ri weren’t hostile at first but that changed quickly. At least spell casting was possible again, thus Anomen put a 'Death Ward' on Dyara (to protect her from Tahazzar's vorpal hits), Xan casted Haste, Mazzy invoked courage and Korgan raged. Everything seemed to go well until both Anomen and Valygar became paralyzed. Casting (Improved) Invisibility on Valygar was an idea...
... but hardly a good one. In the end it was Korgan who saved the ranger's life...
That turned the tide again and finally all the Tanar'Ri were successfully send home...
The party took Tahazzar's heart first and then the southern portal. The next room saw the party fighting some devils (two Baatezus, two Cornugons and a pit fiend) and in another room again some demons (a succubus and lots of alu fiends) tried to block the party's path (without much success)...
Continuing their way south the party came upon the Baatezu leader Ka'rashur who asked Dyara to bring him Tahazzar's heart in exchange for a scepter gem (and the Thieves' Hood). That quest was easily done as the party already had the Tanar'Ri's heart and as the lawful Baatezu kept his word there was no fight required to continue. That however wasn't true for the next room where the party had to fight two Glabrezus who summoned Greater Fire Elementals and Frost Salamanders...
There was a short moment of danger when Dyara became heavily injured and cornered by her own companions but in the end everything turned out well...
The next room again saw Valygar close to death but again luck was on the party's side...
Looking at her and her companions' blood-soaked armor Dyara started to understand where the word 'blood war' came from. Again the party used the northern portal and were greeted by a Cambion and two Death Knights...
... who were quickly put to rest. In the next room then Dyara sensed some dangerous traps...
Xan and Anomen became paralyzed unfortunately and while the Demon Wraith was killed Xan was slain by one of the Slave Wraiths...
Finally they had made it through the maze as the next portal led the party into a cave where Aesgareth and his Tiefling and Fell Cat friends were camping. Dyara gambled for the Spectral Brand scimitar and won and then she gambled for the way out... and lost. To my shame I have to admit that Dyara proved to be a sore loser and thus a battle was inevitable...
It didn't looked well at first, everyone but Mazzy and Xan became plagued by insects, Valygar became stunned but the party survived a 'Time Stop', an 'Abi Dalzim's Horror Wilting' and when Korgan had killed Aesgarath...
... the tide had turned again...
On the next level Dyara and her friends came upon a mad mage trapped inside a strange machine who surprised them by summoning some Mind Flayers for the party to fight...
Once Valygar and Xan were resurrected the party decided to leave Watcher's Keep and via D'Arnise Keep they made it back to Athkatla. Lot was sold, some items were upgraded and then the party went to the 'Copper Coronet' to spend the night.
Dyara still had the 'Deck of Many Things' card game she had taken from Aesgareth and after holding them in her hands for a while she couldn't resist ('They won't throw me in prison, will they', she laughed to herself) and drew a card...
The card she drew was 'FLAMES' (not one of the cards she had hoped for but probably the best of the rest as it gives 94,000 XP while all the other cards give nothing)...
Four Fire Elementals and a Balor appeared and were slain without problems...
The other guests seemed not to care about the whole encounter, probably this kind of pub brawl is to be seen every night but still Dyara decided to put the cards away... for now. One Balor in the Copper Coronet is enough for this evening.
Name Level HP Game Kills XP Game Kills Strongest Kill Deaths Dyara Fighter(11)/Mage(12)/Thief(13) 107 HP (+5) 1,265,997 (+221,500) 355 (+15) Firkraag - Korgan Berserker(16) 136 HP 1,072,363 (+320,200) 321 (+23) Chromatic Demon - Anomen Fighter(7)->Cleric(17) 112 HP 345,326 (+ 57,000) 171 (+11) Lich - Xan Fighter(12)/Mage(13) 75 HP (111 HP) 415,160 (+116,000) 134 (+11) Glabrezu 2x Valygar Stalker(13) 102 HP (+10) 254,720 (+ 68,000) 106 (+ 6) Demon Wraith 2x Mazzy Fighter(15) 108 HP 617,379 (+207,600) 160 (+18) Shade Lord -
To be continued...
- ussnorway, Serg BlackStrider, Grond0 et 3 autres aiment ceci
#14375
Posté 11 septembre 2015 - 11:52
Life goes on - or not
Dyara, elven Fighter/Mage/Thief (BG2, update 7)
As Dyara put the card game away she felt in her pocket that strange key they had taken from Tazok's corpse. So far they hadn't found a use for it but then Dyara remembered a locked door in the sewers below the temple district...
When the party approached the stairs, they were hit by a massive psionic blast that temporarily stunned some of Dyara's companions. That and the dead bodies lying on the ground hinted that the party was walking into great danger... and mind flayers. Actually just one mind flayer (in the second room) but remembering the bad experiences the party had made in Watcher's Keep Dyara decided to be extra cautious. Dyara and Valygar sneaked behind the mind flayer while Xan casted chaos into the room. Then the mind flayer was backstabbed (and finally killed)...
... and the remaining enemies were slain easily...
The next room had more Mind Flayers and an Umber Hulk, a Death Spell by Xan removed the Umber Hulk and one of the Ulitharids...
... and the rest was slain the old-fashioned way...
When Dyara opened the door to the last room she was detected by an Alhoon who followed her into the previous room where he was awaited and slain by Dyara's companions...
So far everything had worked great but then Anomen became stunned and the Illithids started to devour his brain. Dyara then casted 'Invisibility 10' Radius' (as it was the only invisibility spell she had) saving Anomen’s brain and life but also rendering some of the Illithids invisible...
... and they used this to stun Mazzy and kill her...
Another charge of the rod of resurrection was used to bring Mazzy back to life and the party returned to the surface then. After a well-deserved rest Dyara dug out the 'Deck of Many Things' card game...
Of course Dyara and her companions were more than ready to leave for Spellhold but as her apprentices were working on a 'Ring of Wizardry' Dyara decided to postpone their departure and travel to Watcher's Keep instead...
They made a stop at De'Arnise Keep where Dyara had to decide in a somewhat delicate case. Two men had asked to marry the maid Chanelle, however Dyara didn't want to lose her lady-in-waiting because... *ahem* ...
... but after listening to the two men's quarreling for some time Chanelle decided - much to Dyara's relief - to not marry yet...
With the issue solved the party continued their travel to Watcher's Keep. From a Githyanki captain Dyara grabbed a nice long sword...
In a tomb Dyara came upon another Demilich...
Unfortunately Dyara became held. That didn't put her in immediate danger as her regeneration (3HP/round) would cancel most of the damage from the Demilich's melee attacks but her 'SI: Abjuration' wouldn't last forever. So a raged and hasted Korgan had to borrow Valygar's upgraded 'Celestial Fury' and came to Dyara's aid...
Of course Xan was very angry with Dyara...
... and to please him Dyara just talked to Saladrex but didn't fight the dragon.
By now the party had lots of experience with Illithids and so the fights to get the red oil turned out rather easy...
The two minotaurs Rock and Garock stood no chance against the party's melee power and then the party took revenge on Carston (for he had killed Xan and Valygar some days ago)...
After playing with Lum's Machine for some time the party returned to Athkatla. There Dyara received bad news as two of her apprentices had died... the 'Ring of Wizardry' however was finished and then merged by Cromwell into the 'Sorcerian Ring'.
Name Level HP Game Kills XP Game Kills Strongest Kill Deaths Dyara Fighter(11)/Mage(12)/Thief(13) 126 HP (+5) 1,395,712 (+129,715) 374 (+19) Firkraag - Korgan Berserker(17) 139 HP 1,215,163 (+142,800) 341 (+20) Chromatic Demon - Anomen Fighter(7)->Cleric(18) 114 HP 372,326 (+ 27,000) 177 (+ 6) Lich - Xan Fighter(12)/Mage(13) 75 HP (111 HP) 535,810 (+120,650) 153 (+19) Glabrezu 2x Valygar Stalker(14) 105 HP (+10) 402,820 (+148,100) 122 (+16) Demon Wraith 2x Mazzy Fighter(15) 108 HP 677,179 (+ 59,800) 171 (+11) Shade Lord 1x
To be continued...
- ussnorway et Grond0 aiment ceci





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