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Baldur's Gate 2 No-Reload Challenge


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#2251
Serg BlackStrider

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 Update of BlackStrider & Co (slow but steady progress).

Band Of Six took Renal's Bloodscalp task to infiltrate Mae'Var's guildhall. Mae'Var's first job was to steal the amulet off of the Weathermistress Ada, priestess of Talos. We looted Talos temple to boot and were sent by Edwin to eliminate Rayic Gethras. On a way there we failed to save Sansuki but killed Del & Co. Rayic and his defences were straightforward (Jaheira ruled there as always. *Love you, girl!*):

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On a way back we were intercepted by Dermin with his final warning to Jaheira. As we were short of spells and felt sleepy at the moment we took some outdoors rest and missed Jaheira by sleeping...  She returned to Harper Hold to face judgement alone. *So that's how you think of me, lassie? Aye?!? No way, you can't throw me away so easy!* We paid one more visit to HH, rejoined Jaheira and finished Mae'Var guild:

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Now it is time to Unseeing Eye. Can't remember so much enemies here: (and Sword Spiders among them).

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Nalia and Valygar both were confused by Yuan-ti mage. Nalia (with Arbane Sword) managed to shred half of Valygar's health (armed with bow) before Viconia dispelled their state. Lots of Mummies and Ghasts wait ahead (no threat with Azuredge). Aerial Servant (high respect to that guy) and Kittrix eliminated Beholder,  Gauths and further undeads. We talked with Avatar and now ready to enter the Pit.


Current Band Of Six state:
BlackStrider - lead guitar, vocals (growling) - Cleric 11 / Illusionist 12, 118 kills, Mae'Var
Jaheira - bass guitar (*boss* temper) - Fighter 10 / Druid 12, 217 kills, Shade Lord
Nalia - keyboards - Mage 13, 102 kills, Mogadish
Viconia - lead (clean/screaming) vocals - Cleric 13, 16 kills, Gallchobhair
Valygar - quitar, kantele - Stalker 11, 100 kills, Valeria
Mazzy - drums, percussion - Fighter (should be paladin) 12, 155 kills, Lich


to be continued...

Modifié par Serg BlackStrider, 22 septembre 2011 - 10:28 .


#2252
QED

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Alesia_BH wrote...

Sorry to hear about your mishap Gate70. It was a good run nonetheless.I hope your next is a winner.

Best,

A.


Btw. I'm still contemplating a run. I haven't been able to dream up anything new though. I may just end up dusting off my Cleric/Illusionist Ao. If anyone has any interesting suggestions, feel free to PM me.


A Cleric/Illusionist seems like a very good class for a solo no reload. There's aren't that many powerful spells in the cleric spell book compared to the mage's, but Chaotic Commands and Physical Mirror would be a blessing. So many games are cut short by spells that would have been blocked by CC. Physical Mirror greatly reduces the danger of enemies with Arrows of Dispelling. There are items that give similar protections, but having them in spell form as well is obviously advantageous. Being able to deal easily with the undead is also a nice plus. 

It's funny to think that Quayle might be able to do the game without reloads, so a Quayle clone would be my suggestion.

#2253
Stworka

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Don't forget the advantage of putting Heal, Shield of Archons and other spells in Chain Contingencies. There is just no way to die in any other way than exhausting your spells fully.

And even for that there are tons of walkarounds.

Modifié par Stworka, 22 septembre 2011 - 01:03 .


#2254
Wierdo

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Wierdo's Bhaalspawn Bretheren

Bodhiliciousness

The party finally got around to defeating Bodhi (again and finally!) in her lair.

When the party got to her inner sanctum, we sent Bruce on ahead (hidden) while the rest of the party got prepared.

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Bruce decided to open proceedings with a Solar Stance, producing a fireball that knocks everyone nearby back and often unconcious. This managed to knock Bodhi and some of her allies into the next room!

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Pressing their surprise advantage, the party pursues Bodhi into the next room while taking out the stragglers. Clever placement of summons/party members in the doorway prevents Drizzt or Eric from coming and attacking Bodhi, ensuring that they can't rob the party of the experience from killing her. Starria draws down some Holy Might and Annakin throws in ADHW.

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Bodhi's allies and then Bodhi herself fall. Bruce did a bit of Tiger Strike and caused a dramatic death to Bodhi's last underling vampire (see pic - it is literally smashed against the wall). Bodhi didn't last much longer.

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One sibling down, one more to go.

Next: Chosen of Cyric

Modifié par Wierdo, 22 septembre 2011 - 05:20 .


#2255
corey_russell

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Wierdo - how were you able to get so many celestial summons? I can only get one in my install at a time.

#2256
Wierdo

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Wierdo's Bhaalspawn Bretheren

Chosen of Cyric

In the Graveyard after defeating Bodhi, the party feels a bit exposed without Jaheira. So Wierdo goes and talks to Angelo, who seems to be hanging around waiting for someone. Despite his history, she invites Angelo to join the party.

He is a fighter (7) dualled to Mage (12). He is a bit weak by comparison to Wierdo's party, but he will only be with them for a short while. His character sheet is here.

After spending a bit of time with him, learning spell scrolls and such, the party sleeps in one of the empty tombs and proceeds to the pub for some well earned ales. However, that is not going to happen just yet.

The party gets ambushed by the Chosen of Cyric, and band of assassins (an encounter added by Rogues Rebalancing). This proves to be a pretty big fight, especially because they somehow manage to dispel ALL of the party buffs before the fight begins.

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During much discussion and exploration of the issues with Venturis, Wierdo notices that he has a particularly pretty looking magic ring on. Deciding that it must become hers, Wierdo launches an attack on Venturis!

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Having had great success with this strategy previously, Bruce decides to do on ahead and perform another Solar Stance, knocking opponents away like nine-pins and allowing Wierdo to regain the initiative somewhat. Meanwhile, Mazzy uses Vailor's Helm to produce a simulacrum of herself, which itself then summons a deva, and Wierdo and Annakin use Spell Sequencers to re-buff a little (e.g. Haste, Improved Invisibility, Stoneskin) and attack their opponents (e.g. G. Malaison and Slow). Starria uses the fairly new Staff of Elemental Command to summon some help.

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Selina (the evil party's mage) tries to protect herself with PfMW but then the party jsut uses mundane weapons on her instead. When she runs away, Mazzy and Wierdo use their bows and non-magical arrows to keep peppering her until she is dead.

Grok (the bersek fighter) starts running away once he gets to "badly wounded". Recognising that chasing him down will take up precious time, Wierdo uses Power Word Stun on him to slow him down. After that, Starria just takes him out at her leisure.

Zane (F/M/T) also falls fairly quickly, having taken a lot of damage already and subject tot unrelenting attention from Annakin, Angelo and several summonses.

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With Grok and Selina (and Zane) killed, the tide starts to turn into Wierdo's favour. Having stunned Grok, Wierdo uses her SotM to become invisible, runs around and backstabs Bodak (mage/thief I think). That's another assassin dead. Their cleric (fighting the deva to the left) doesn't last much longer.

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After that, it is pretty much a clean-up effort. Venturis (assassin, high level) hides very well but he cannot run.

The party got a lot of good loot from this encounter, much of it quite unique liike Venturis's Ring of Mass Invisibility.

After defeating Bodhia and Cyric's "Chosen", the party is at:

Wierdo   Gnome Illusionist(18)/Thief(23)
Annakin  Human Berserker/Mage (12/23)
Bruce    Human Monk(34)
Starria  Half-Elf Ranger/Cleric (17/20)
Mazzy    Halfling Paladin(27)

Jaheira is currently dead (Bodhi, vampirism) although the party will go to the temple of Amaunator soon to get her revived. The party says thanks to Angelo and dumps him at the Copper Coronet.

Next: Suldanessalar and Irenicus

Modifié par Wierdo, 22 septembre 2011 - 05:52 .


#2257
Wierdo

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corey_russell wrote...

Wierdo - how were you able to get so many celestial summons? I can only get one in my install at a time.


I honestly don't know. One of the mods installed must allow it. It hadn't occured to me until recently that there was a limit, as it is a long time since I played vanilla BG2.

Hmmm - I looked up my Wiedu log and found the D0Tweak mod remove summoning limits, but it say that the celestial summoning limit for ToB is still in place!

Ahh, here it is! BG2Tweaks removes the celestial summoning limit.

Wish there was an easy and non-messy way to post Weidu log files here!

#2258
corey_russell

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Wierdo wrote...

corey_russell wrote...

Wierdo - how were you able to get so many celestial summons? I can only get one in my install at a time.


I honestly don't know. One of the mods installed must allow it. It hadn't occured to me until recently that there was a limit, as it is a long time since I played vanilla BG2.

Hmmm - I looked up my Wiedu log and found the D0Tweak mod remove summoning limits, but it say that the celestial summoning limit for ToB is still in place!

Ahh, here it is! BG2Tweaks removes the celestial summoning limit.

Wish there was an easy and non-messy way to post Weidu log files here!



Ah thanks for the info. That's a huge tweak in your favor. I know you have difficulty enhancing mods as well, so wonder if the difficulty for yours and mine installs end up being the same...

#2259
Wierdo

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Well, here is Wierdo's Weidu.log


// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1001 // BG2 Fixpack - Game Text Update -> GTU classic (from Baldurdash, by Kevin Dorner): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-classing Restriction from Archers   and Stalkers: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in  Wrath Hell Trial: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01
~1PP.TP2~ #0 #0 // One Pixel Productions: v2 Everything but Potions (1): v2.7
~1PP.TP2~ #0 #1 // One Pixel Productions: v2 New Potion Graphics (2): v2.7
~1PP.TP2~ #0 #2 // One Pixel Productions: v3 Flaming Swords (3): v2.7
~1PP.TP2~ #0 #3 // One Pixel Productions: v3 Flame Short Swords (4): v2.7
~1PP.TP2~ #0 #4 // One Pixel Productions: v3 Flame Short Swords item patches (5): v2.7
~1PP.TP2~ #0 #5 // One Pixel Productions: v3 Flame Short Swords mod item patches (6): v2.7
~1PP.TP2~ #0 #6 // One Pixel Productions: v3 Paperdolls (human, half-orc, elven, halfling, dwarves) (7): v2.7
~1PP.TP2~ #0 #7 // One Pixel Productions: v3 Legacy Shields - Bucklers (D1) (8): v2.7
~1PP.TP2~ #0 #8 // One Pixel Productions: v3 Legacy Shields - Small Shields (D2) (9): v2.7
~1PP.TP2~ #0 #9 // One Pixel Productions: v3 Legacy Shields - Medium Shields (D3) (10): v2.7
~1PP.TP2~ #0 #10 // One Pixel Productions: v3 Colourable Quarterstaves core (11): v2.7
~1PP.TP2~ #0 #11 // 1PP: Colourable Quarterstaves core item patches (12): v2.7
~1PP.TP2~ #0 #12 // One Pixel Productions: v3 Colourable Quarterstaves mod patches (13): v2.7
~1PP_FEMALE_DWARVES/SETUP-1PP_FEMALE_DWARVES.TP2~ #0 #0 // Separate Avatars for Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II
~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #1 // 1ppv3: Unique Thief Avatars (patch) -> BGII - Unique Thief Avatars (patch)
~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #2 // 1ppv3: Unique Thief Avatars (content)
~SETUP-SOS.TP2~ #0 #0 // Shadows Over Soubar: 1.13
~ANGELO/SETUP-ANGELO.TP2~ #0 #0 // Angelo NPC MOD for Baldur's Gate II, v3
~ANGELO/SETUP-ANGELO.TP2~ #0 #2 // Angelo's alternative portraits -> Angelo's alternative portrait by Amaurea
~GAVIN_BG2/SETUP-GAVIN_BG2.TP2~ #0 #0 // Gavin for BG2: v19
~GAVIN_BG2/SETUP-GAVIN_BG2.TP2~ #0 #3 // Multi-romance cheat -> No romance kills: v19
~GAVIN_BG2/SETUP-GAVIN_BG2.TP2~ #0 #9 // Alternate Portrait Selection  (Default portrait is already installed) -> Blue cloak, by kiwidoc: v19
~IYLOS/IYLOS.TP2~ #0 #0 // Iylos NPC for BGII:ToB: 2.3
~IYLOS/IYLOS.TP2~ #0 #1 // Install extended content (PID, more interjections, friendship, scenery & plot dialogues)?: 2.3
~IYLOS/IYLOS.TP2~ #0 #3 // How much time would you like in between Iylos' PC dialogues? -> 20 Minutes: 2.3
~XAN/SETUP-XAN.TP2~ #0 #0 // Xan NPC MOD for Baldur's Gate II, v9
~XAN/SETUP-XAN.TP2~ #0 #3 // Install alternate class for Xan? -> Change Xan's class to Sorcerer
~XAN/SETUP-XAN.TP2~ #0 #5 // BG1-style flaming swords
~KELSEY.TP2~ #0 #0 // Kelsey v2.1: for BG2 - SoA
~KELSEY.TP2~ #0 #2 // Install Alternate Kelsey portrait set #1 by Karse Soze (regular Kelsey)?
~KELSEY.TP2~ #0 #3 // Install Banter Accelerator script? (Increases the frequency of interparty banter both from Kelsey and other NPCs)
~TYRISFLARE/SETUP-TYRISFLARE.TP2~ #0 #0 // Tyris Flare NPC: v2
~TYRISFLARE/SETUP-TYRISFLARE.TP2~ #0 #103 // Alternate Tyris Portraits -> Alternate Portrait 3: v2
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v19
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v19
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v19
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v19
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v19
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v19
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v19
~SETUP-UB.TP2~ #0 #7 // Restored Encounters: v19
~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v19
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v19
~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v19
~SETUP-UB.TP2~ #0 #12 // Item Restorations: v19
~SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v19
~SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v19
~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v19
~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v19
~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v19
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v19
~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v19
~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v19
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v19
~SETUP-UB.TP2~ #0 #22 // Justifier Kit: v19
~SETUP-UB.TP2~ #0 #23 // Feralan Kit: v19
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v19
~G3ANNIVERSARY/SETUP-G3ANNIVERSARY.TP2~ #0 #0 // The Gibberlings Three Anniversary Mod: v7
~SHARDSOFICE/SETUP-SHARDSOFICE.TP2~ #0 #0 // The Price Of Friendship: v5
~SHARDSOFICE/SETUP-SHARDSOFICE.TP2~ #0 #1 // Some of My Best Friends Are Slimes: v5
~SHARDSOFICE/SETUP-SHARDSOFICE.TP2~ #0 #2 // You Could Restore the Summon Cow Spell, But Why?: v5
~SETUP-D0TWEAK.TP2~ #0 #0 // Enhanced Goodberries
~SETUP-D0TWEAK.TP2~ #0 #1 // Corrected Summoned Demon Behaviour
~SETUP-D0TWEAK.TP2~ #0 #2 // Corrected Demon Animations
~SETUP-D0TWEAK.TP2~ #0 #3 // Reintroduce Dimension Door
~SETUP-D0TWEAK.TP2~ #0 #4 // Tweaked Weapon Enchantments
~SETUP-D0TWEAK.TP2~ #0 #5 // Additional Racial Enemies
~SETUP-D0TWEAK.TP2~ #0 #6 // Summonning Cap Removal
~SETUP-D0TWEAK.TP2~ #0 #13 // Kensai Ryu's Restored Drow Innate Abilities
~SETUP-D0TWEAK.TP2~ #0 #17 // Sensible Lore Table
~SETUP-D0TWEAK.TP2~ #0 #21 // NPCs/Summons Set Off Traps -> Only green-circles and enemy summons can set off traps
~SETUP-D0TWEAK.TP2~ #0 #23 // BG1-Style Summoning Spells
~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements
~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements
~SETUP-D0QUESTPACK.TP2~ #0 #2 // Creature & Area Improvements -> All Creature Improvements
~SETUP-D0QUESTPACK.TP2~ #0 #3 // Creature & Area Improvements -> Boss Improvements Only
~SETUP-D0QUESTPACK.TP2~ #0 #4 // Alternative Harper/Xzar Plot
~SETUP-D0QUESTPACK.TP2~ #0 #5 // Extended Reynald Sequence
~SETUP-D0QUESTPACK.TP2~ #0 #6 // Intrigue In The Copper Coronet
~SETUP-D0QUESTPACK.TP2~ #0 #7 // Rahul Kanakia's Potion Quest
~SETUP-D0QUESTPACK.TP2~ #0 #8 // Revised Hell Trials
~SETUP-D0QUESTPACK.TP2~ #0 #9 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement
~SETUP-D0QUESTPACK.TP2~ #0 #11 // Saving Sanik In Brynnlaw
~SETUP-D0QUESTPACK.TP2~ #0 #12 // Burglary Of The Bookkeeper
~SETUP-D0QUESTPACK.TP2~ #0 #13 // New Fate For The Dryads' Acorns
~SETUP-D0QUESTPACK.TP2~ #0 #14 // The Tragedy Of Besamen
~SETUP-D0QUESTPACK.TP2~ #0 #15 // Further Slaver Involvement
~SETUP-D0QUESTPACK.TP2~ #0 #16 // Sending The Solamnic Knights Home
~SETUP-D0QUESTPACK.TP2~ #0 #17 // Nazariel The Lich
~SETUP-D0QUESTPACK.TP2~ #0 #18 // Reward Negotiation
~SETUP-D0QUESTPACK.TP2~ #0 #19 // Infernal Thievery
~SETUP-OVERSIGHT.TP2~ #0 #0 // Tougher Sendai (ToB Required): 13
~SETUP-OVERSIGHT.TP2~ #0 #1 // Alignment Correction: 13
~SETUP-OVERSIGHT.TP2~ #0 #2 // class Tweaks/Fixes: 13
~SETUP-OVERSIGHT.TP2~ #0 #3 // Altered Spells: 13
~SETUP-OVERSIGHT.TP2~ #0 #4 // Improved Continuity: 13
~SETUP-OVERSIGHT.TP2~ #0 #5 // Cleric Kits: 13
~SETUP-OVERSIGHT.TP2~ #0 #6 // Monk High Level Abilities: 13
~SETUP-OVERSIGHT.TP2~ #0 #7 // Holy Liberator: 13
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.42
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.42
~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.42
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.42
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.42
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.42
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.42
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.42
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.42
~RR/SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.42
~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.42
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.42
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #156 // Fiendish gating: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #303 // Give Shambling Mounds their proper soundset: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #304 // Give Mariliths their Icewind Dale soundset: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v3.52
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v3.52
~DC/SETUP-DC.TP2~ #0 #0 // Dungeon Crawl, v5
~SETUP-ITEMUPGRADE.TP2~ #0 #10 // Shadows Of Amn Item Upgrades -> Revised consistency plus version: v38
~SETUP-ITEMUPGRADE.TP2~ #0 #11 // Throne Of Bhaal Item Upgrades -> Revised consistency plus version: v38
~CONTAIN/SETUP-CONTAIN.TP2~ #0 #10 // Unique Containers -> Unique icons and names: v3
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #0 // Thrown Hammers: v3
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #15 // Thrown Spiritual Hammers: v3
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #25 // Normal throwing hammers: v3
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #35 // +1 throwing weapons: v3
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #50 // Additional magic items: v3
~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #3 // 1ppv3: Improved Improved Galactygon's Avatar Switching
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1160 // Multiple Strongholds (Baldurdash) -> No Restrictions (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-class Options: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-class Grandmastery (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2294 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With PnP Druid/Cleric Spell Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2300 // Triple-class HLA Tables: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs can be angry about reputation but never leave (Salk): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3123 // NPCs don't fight: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at  Mid-Range Reputation: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3183 // Romance Cheats: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
~SETUP-D0TWEAK.TP2~ #0 #11 // Visual Ioun Stones
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1 // Tweak weapon proficiencies for some classes (a la Ashes of Embers and aVENGER's Rogue Rebalancing): v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #4 // Joinable NPCs more closely match the player character's experience -> On initial joining and rejoining: v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #100 // Update game references to NPC classes/kits: v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1201 // Aerie: v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1211 // Mazzy Fenton: v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1217 // Sarevok Anchev: v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1215 // Viconia De'Vir: v1.7
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v19
~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v19
~SCSII/SETUP-SCSII.TP2~ #0 #2019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v19
~SCSII/SETUP-SCSII.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v19
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v19
~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4040 // Improved shapeshifting: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4050 // Make party members less likely to die irreversibly: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4055 // Randomise the maze in Watcher's Keep: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4100 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v19
~SCSII/SETUP-SCSII.TP2~ #0 #5000 // Ease-of-use party AI: v19
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v19
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v19
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v19
~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6040 // Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed): v19
~SCSII/SETUP-SCSII.TP2~ #0 #6051 // Improved fiends -> Fiends cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6061 // Smarter genies -> Genies cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6081 // Smarter celestials -> Celestials cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v19
~SCSII/SETUP-SCSII.TP2~ #0 #6113 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v19
~SCSII/SETUP-SCSII.TP2~ #0 #6120 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v19
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6151 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6181 // Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6220 // Smarter Yaga-Shura: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6260 // Give Ascension demons SCSII scripts and abilities: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7031 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7051 // Improved d'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v19
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7065 // Improved Unseeing Eye: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v19
~SCSII/SETUP-SCSII.TP2~ #0 #7111 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v19
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v8.01
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #1 // Worldmap for Throne of Bhaal -> Use new Worldmap for Throne of Bhaal as well: v8.01
~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v2
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02
~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #540 // Randomise the heads of the Flail of Ages: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #560 // More Spell Shield scrolls: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #5005 // Beholders have no items equipped: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #5015 // Demi-liches have no items equipped: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #5025 // Dragons have no items equipped: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #5035 // Elementals have no items equipped: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #5045 // Fiends have no items equipped: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #5055 // Golems have no items equipped: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #5065 // Master Brains have no items equipped: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #5085 // Trolls have no items equipped: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #9000 // Cespenar can forge SoA items: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #10210 // Duergar merchants: v6.6

#2260
corey_russell

corey_russell
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You have ton of stuff that makes your run easier, my  globe of blades/blade barriers injure my own party members for example (and set my summons hostile as well). Looks like my install is harder. :) No biggie though, not like I get any medals for completing a no-reload.

#2261
AnonymousHero

AnonymousHero
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corey_russell wrote...

You have ton of stuff that makes your run easier, my  globe of blades/blade barriers injure my own party members for example (and set my summons hostile as well). Looks like my install is harder. :) No biggie though, not like I get any medals for completing a no-reload.


Heh. Have you ever tried SCS I/II smarter mages? ;)

#2262
corey_russell

corey_russell
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  • 5 306 messages

AnonymousHero wrote...

corey_russell wrote...

You have ton of stuff that makes your run easier, my  globe of blades/blade barriers injure my own party members for example (and set my summons hostile as well). Looks like my install is harder. :) No biggie though, not like I get any medals for completing a no-reload.


Heh. Have you ever tried SCS I/II smarter mages? ;)


No I haven't which is why I asked Weirdo originally if he thought his was harder than mine. But he responded by giving me his Weidu log. So I just had to make a guess. But like I said earlier, unlimited celestials is a huge difference. Even SCS mages will die if you send an army of celestial summons after them since they death spell doesn't work on them.

Perhaps it's impossible to make a determination, was just wondering his opininon, if he can remember when he played vanilla BG 2/ToB.

#2263
Stworka

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corey_russell wrote...

No I haven't which is why I asked Weirdo originally if he thought his was harder than mine. But he responded by giving me his Weidu log. So I just had to make a guess. But like I said earlier, unlimited celestials is a huge difference. Even SCS mages will die if you send an army of celestial summons after them since they death spell doesn't work on them.

Perhaps it's impossible to make a determination, was just wondering his opininon, if he can remember when he played vanilla BG 2/ToB.


When it comes to AI intelligence (vanilla vs SCSII), the gap is so large, that you could fit a metropolis inside, and still have some room left. Some scripts are  ~800kb large (or at least were last time i checked the sizes) it's almost another game.

Although the fact that mr W's party outlevels everything there is to fight in SoA by an insane margin (lvl 30+ party), and the lack of cap on Celestial makes up even for such a large gap. 

Then again, waving around who's mod setup is tougher to beat isn't the point, now is it? ^_^

Also : Pie.

Modifié par Stworka, 22 septembre 2011 - 08:55 .


#2264
corey_russell

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Stworka wrote...

Then again, waving around who's mod setup is tougher to beat isn't the point, now is it? ^_^

Also : Pie.



No it isn't. Our BG 2 setups are so different, you might as well try to compare FIDE chess to chinese chess - we are in essence playing 2 different games. I'm officially dropping the subject on my end, since it's clear there's no way to get a certain answer my earlier offhand remark...

#2265
Grond0

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Talking about difficulty enhancers Keeps was just on the wrong end of the improved spirit trolls in De'Arnise Keep. In recent runs it has been their flame strikes and unholy blights that have been the problem and I was prepared for those. This time I successfully got a spirit troll on its own and got my backstab in, but had forgotten about the danger posed by greater command - like many things not much of a problem to a group, but pretty much a death sentence to a solo artist. Keeps duly failed his saving throw of 4 and lay down to die.

Up to then I had been trying to be cautious. Possibly as a result I didn't much enjoy that character, so don't have any desire to continue with him outside this thread. Think perhaps I'll have another try at a wizard slayer in BG1. If he gets through there solo then will probably gang up with friends in BG2 and see how that goes.

#2266
Wierdo

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Sorry Corey it was late and I needed to go to bed, so my Weidu log seemed to be the most objective, accurate and practical response at the time.

My install is definitely a lot harder than vanilla, but it is a long time since I've played that. I'm not sure about comparing to your own install.

SCSII and smarter mages etc makes things a LOT harder. I used to play BG2 very differently on vanilla. Ascension and Improved EVERYTHING is going to make TOB much much harder again as most of that comes into play in ToB.

IMHO, I don't think that being able to summon more than one celestial is such a big advantage. Devas are fairly ho-hum compared to Planetars (which are pretty darn cool, admittedly). They still can't hit mages protected from magical weapons. You still have to cast the spell, which means that you could have used another powerful spell or HLA instead of summoning another celestial. Melissan doesn't obey the one celestial summoning limit, so why should we?

IMHO, the best part about devas and planetars is that they can see and attack invisible opponents. And they can walk around and heal people.

For my install, I have mostly taken the attitude that I want the game to be challenging but fair and not frustrating. Summoning limits fall into the frustration category - there is no good reason for it, given that we have more powerful computers these days.

Likewise, I have done things like selected max HP for characters but also max HP for monsters. Fair is fair, after all!

#2267
corey_russell

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Sorry to hear the end of your run Grond0.

@Wierdo: Celestials (Devas, Planetars) have Vorpal hits. Max HP on a monster doesn't help much if he got "vorpaled" (is that a word?). PfMW only lasts 4 rounds if I remember right, after that mage is feeling some hurt.

I don't doubt SCS mages are much harder than vanilla. And as you say, you don't want it frustrating, so you also make it easier for yourself (in effect) - you get items from your mods for example I will never get which make it easier for ya. I could go on and on about these things (using your Weidu log), but there's no point - you and I are playing different games and I can accept that.

#2268
Wierdo

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corey_russell wrote...
@Wierdo: Celestials (Devas, Planetars) have Vorpal hits. Max HP on a monster doesn't help much if he got "vorpaled" (is that a word?). PfMW only lasts 4 rounds if I remember right, after that mage is feeling some hurt.


I don't think that I've ever seen a celestial score vorpal hit before, even with three on at once ...  at least not in my current game.

I think that PLanetars are meant to have a vorpal attack, and devas are meant to have an attack with Mace of Disruption effects on undead.

In my game celestials, especially devas, have a nasty habit of turning on you for apparently no reason. Seems to be more likely if you summon an "evil" monster like skeltons or spiders.

That fight with Bodhi is the first time I have had three on at once (2 devas + 1 planetar). However, they did little other than distract baddies, much like most other summonses.

I don't doubt SCS mages are much harder than vanilla. And as you say, you don't want it frustrating, so you also make it easier for yourself (in effect) - you get items from your mods for example I will never get which make it easier for ya. I could go on and on about these things (using your Weidu log), but there's no point - you and I are playing different games and I can accept that.


Yes, Wierdo's band have done extra adventures and gotten some nice items out of that (e.g. getting Cromwell to make the Staff of Elemental Mastery from the three elemental staves + 20,000gp; and Venturis' Ring of Mass Invisibility is rather nice). More danger, more reward. But none of it is too overpowered and I have rejected mods that are. It is not about making things impossibly hard nor too easy. I want both a challenge and a good time with this. There is only so much time in my day for playing BG. 

Given that I have SCSII + ascension + improved everything we can look forward to some great battles in ToB, I think.

Modifié par Wierdo, 22 septembre 2011 - 11:52 .


#2269
corey_russell

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I assume you already know this but if not, Celestials will turn on you if you make them fight demons. And if SCS mages are gating a bunch of fiends/balors and the like that could explain their turning.

#2270
polytope

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Wierdo wrote...
 Melissan doesn't obey the one celestial summoning limit, so why should we?

Melissan is the final boss, it's expected that she be more powerful than the party - even SCS AI isn't quite as good as an experienced player, so if the party are facing equally matched enemies, the fight is still in their favour.

I personally think SoA is better without HLA's (used by enemy or ally) they're not balanced for that stage of the game.

That was a well played CoC fight btw, none of your party took more than a scratch.

I assume you already know this but if not, Celestials will turn on you if you make them fight demons. And if SCS mages are gating a bunch of fiends/balors and the like that could explain their turning.

That only applies to vanilla game summoned demons, because they're flagged as GOODBUTRED - i.e. they have a red selection circle, but any AI contolled creature attacked by one reacts as if attacked by the party. Fiends summoned by SCS mages, however, are correctly flagged as enemies.

#2271
Wierdo

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polytope wrote...
I personally think SoA is better without HLA's (used by enemy or ally) they're not balanced for that stage of the game.


Perhaps. But it is different when your enemies are using them on YOU, which I am playing with. It is disconcerting when they start doing GWW , Critical Strike and Deathblow.

That was a well played CoC fight btw, none of your party took more than a scratch.


Thanks. I did plan well for it. Speed is essential so Wierdo & Annakin stocked up on Spell Sequencers that could buff a little (e.g. Improved Invisibility, Haste) while hurting the assassins (e.g. G. Malaison, Slow) and using items, abilities and quick-casting spells like Power-Word X. Bruce's Solar Stance at the start really upset the bad guys a lot.

Mazzy (paladin in my game) used Vailor's Helm to duplicate herself (2 Mazzy's wielding Carosymr and shortbows are quite useful!), and her duplicate summoned a deva in short order. The deva kept their cleric occupied after Bruce's SS threw him into a corner.

However, I think that perhaps my party is now too high a level to be properly challenged by CoC. Time for ToB, which is what I am really looking forward to :unsure:

#2272
corey_russell

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Corey the level 18 Inquisitor and fellow 3 paladins - Final SoA Chapter

Other than Watcher's Keep, not much left to do. We decided now would be a good time to deal with the Twisted Rune HIdeout. We couldn't open the door so Corey had to go into Slayer form to do so. We entered unbuffed because Corey is just going to dispel them anyways when we fight the mages. We did some pathetic summons don't think they were relevant. The AI of my party kept getting in my way here, so ended up turning it off. Ironically, even though 3 party members are immune to level drain, the vampire attacked Lily Gene, the only one not immune and she died. However, the rest of the party picked up the slack. We did auto-attack basically except Corey did a few dispel magics and success.

It was time to deal with Bodhi and her guild. Corey and Joshua were in front (Corey using the IMoD so that he couldn't be level drained). The AI did most fights here, except we got a large concentration of vampires in the main room with the table, so Joshua used sunray from the daystar. Then we went down to the lower level. Drizzt, a paladin and a thief were helping us, sort of, though they were behind us most of the time. We did maximum paladin buffs, entered the room Bodhi was hiding in, and just auto-attacked. As it turned out, Corey and Bodhi were slugging it out with each other. Corey had to use potions of extra healing twice. By that time the rest of the party had mopped up the small fry and Hanna got a whack with her Carsomyr, then Corey did a final hit with the IMoD and it was over for Bodhi. Strangely, the cutthroat that we found here was actually an upgrade for Lily Gene.

Now that the vampires have been defeated, time for some party/equipment shuffling. Corey will now use Carsomyr and range item will be Gesen's short bow. Hanna will use her Dragon's Breath Halberd and be #2 in the line-up. Corey will equip an elemental staff so we can summon some fodder when needed. Joshua will use the Flail of Ages, and Lily Gene will continue throwing her firetooth dagger.

Time to report our success to the elves. After finding the path to city, 3 party members got their first HLA. All of them chose Deva. We rested so deva's would be available. We headed into the city. Lot of easy battles, though we did have to use some heal potions with golems. Party just auto-attacked.  We used devas vs. the rakshakshas (or however those creatures are spelled). For that high level mage who likes to gate things, we sent a Deva to soften him up. Then the Deva unsummoned the party attacked. By this time both the pit fiend and the mage have been damaged by fighting each other, so they ended up being easy pickings.

Time to mess with that black dragon, we need the goblet. We put up a deva and some minor summons. The entire party ranged with dragonbane's sling, firetooth crossbow, gesen's bow and firetooth dagger. We must have interrupted Nizidramanii'yt's spells or something because he died quickly.

Next major battle was the temple. I was sure my party could win - maximum paladin buffs and auto-attacked. Easy victory. The enemy mage was chunked the moment his PfMW expired. We summoned Rillifane who broke the palace seals for us.

Time to go after Irenicus. We found some parasites and kill them. We did no buffs at all, and summoned a single deva and commenced battle. Our elemental damage from all our weapons were disrupting his spells so bad, Irencicus did not get a SINGLE spell off! Two contigencies fired and were duly dispelled by Corey and then Irenicus died.

For hell, did the good routes of course. I made a rather foolish decision for the 3rd challenge. The demon decided to take Hanna, but I didn't realize until too late she resisted the hold (probably due to her free action ring). She could have walked right back and lost zero stats on Corey -- oops.

As for the 4th challenge with the beholders, Corey used our protection from magic scroll and Corey and Joshua took down the beholders on their own. We couldn't open the chest here, so left it alone.

Time for Irenicus himself. No buffs except true seeing - did some summons and triggered the fight. I did auto-attack here, and had to use heal potions quite a bit. But the party did take the demons down -- the party charged Irenicus to his dimension door location to the right, and the elemental damage of both our melee and ranged weapons, Carsomyr dispel, disrupted Irenicus so bad, he couldn't get a spell off (not even to dimension door to his 2nd location). Paja and Uriah have been fully avenged with Irenicus' defeat.

Ellesime eventually sent us to talk to some statue in an old forest -- we got ambushed. However, our only prep was a deva and true seeing -- all enemies were destroyed by the party AI -- didn't have to do anyting to interfere. We got transported to our pocket plane and met up with Sarevok - he's not a paladin, so he will have to just chill.

Our next task to to deal with the 1st pocket plane challenge...

Modifié par corey_russell, 23 septembre 2011 - 04:40 .


#2273
Wierdo

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With all this talk about devas lately, I had to post this screenshot from Wierdo's assault on Bodhi's lair:

Anyone wonder what happens when you put four rats in a blender?

Posted Image


Yes, that's right - after seeing what happened to poor Eric, Wierdo's party members were all too squeemish to go close to the giant rats (summoned by improved vampires), so they sent in a deva with GoB active to julienne them!

Modifié par Wierdo, 23 septembre 2011 - 04:50 .


#2274
Wierdo

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Corey - congrats on finishing SoA!

#2275
corey_russell

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Thanks! ToB is next! All of Corey's saves are 0 or lower - he will always make a save or else type spell (well except maybe the few that put penalties to saving). Of course he can still be hurt by things that don't allow saves like magic missiles. He has 60% MR too so that will help.

I think the biggest danger of my run not making it to the end is a party member getting chunked (like against dragons). But we will see how far these paladins can get...(yes I know I can turn off the gore but having it on adds a lot of challenge to it. I notice many people who play with tougher mods turn off chunking.)