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Baldur's Gate 1 No-Reload Challenge


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#3001
corey_russell

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The Fred wrote...

Alesia_BH wrote...

corey_russell wrote...
Guess you have something that changes this, Alesia, as in vanilla, 1000 daggers would weigh exactly - 0 lb. When in High Hedge, I regularly have my weakest characters stock up on the massive number of throwing daggers the skeletons there drop. Throwing axes on the other hand, do weigh a lot.

Yeah. A stack of 10 weighs 1 pound in my install. That doesn't sound like much, but when you're solo and have a Strength of 8 it makes a difference.

I don't know how it is in my install, but in vanilla I'm pretty sure they weigh 1 lb, and mods remove that.


I don't have any mods, just BG 1 + TotSC + official TotSC patch. I just confirmed ( I went to High Hedge to get some), in vanilla, stack of 10 daggers weighs 0 lbs. Probably it weighs 1 lb using BG 2 engine.

#3002
Alesia_BH

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Grimwald the Wise wrote...
Hi I'm back.


Glad to see you back in action Wise!


Good hunting!

A.

#3003
Alesia_BH

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corey_russell wrote...
Quite true. But one could argue that about throwing axes too though, since you can't get one until very late in the game. 


Yup. Late access is better then no access at all though naturally. But that's one of the reasons I'm not especially fond of Throwing Axes in BG1 either: they're slow, heavy, don't stack to 40, and don't offer tactical use ammo options.

Of course -like the throwing daggers- they can work out nicely for some classes/party compositions. And again, you get the proficiency for free if you intend to use the melee variants. They can definitely make sense in some circumstances.


Best,

A.

Modifié par Alesia_BH, 30 septembre 2011 - 09:33 .


#3004
Grond0

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Welcome back Wise - I see that a thread you started a year ago was resurrected today in your honour!

Entering a new character:
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Modifié par Grond0, 30 septembre 2011 - 11:11 .


#3005
Alesia_BH

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Mini-Update on Alora's Game:

Alora defeated Mulahey and his Minions without sustaining injuries. She is currently relaxing at the Nashkel Inn and admiring her new boots. She has reached Level 8.

Alora's current character record and inventory.

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A few action shots.

Alora held the Yipping Demons in check with the Wand of Sleep.
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Wearing the Ring of Free Action -and buffed with Shield, Greenstone, and a Potion of Strength- Alora found Mulahey less than threatening. A Backstab, a few pulses from the Wand of Magic Missles, and a couple Dagger swipes did him in.
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Running low on Wand of Sleep charges and with Skeletons in play, Alora went nuclear on Mulahey's Minions.
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It was just a bad day at the office for Nimbul...
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Best,

A.

@Grond0- Good luck with Luminoso. She seems like an interesting character.

Modifié par Alesia_BH, 01 octobre 2011 - 12:00 .


#3006
Grond0

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Alesia_BH wrote...
@Grond0- Good luck with Luminoso. She seems like an interesting character.

Luminoso is underway.  Despite her name (taken from Shining Path guerillas) she hasn't actually done anything overtly evil yet - but then she has only just acquired a quasit familiar to egg her on! 

Thus far she's been cautiously picking up XP.  She went initially to High Hedge and Beregost to avoid possible bandit ambushes and got to level 3 without being attacked at all.  Two maximum rolls got her to 18 HPs and I risked (successfully) taking her to the Friendly Arm to do jobs there.  Working her way down to Nashkel provided level 4 - just one attack from a bandit (that missed).  Unfortunately just the minimum 3 extra HPs for that level, but she now has invisibility available for her level 2 spell so shouldn't have to be concerned about ambushes any more.  Her level 1 spells so far are magic missile, shield and protection from evil.

#3007
Gorthaur X

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Any particular reason for those spell choices? More curious than critical, really: I would personally prioritize sleep and blindness, and only take MM at level 5 when it begins to do some damage.

#3008
Grond0

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Sleep is easily the best spell for a starting character and can certainly be justified as a choice.  However, it's virtually useless in BG2 (the only thing that comes to mind it might be helpful for is against the mephits in the dungeon that we both love so muchPosted Image).  I suppose I partly felt that this sorceror should do something different to my last one (who took sleep as an initial choice).  If I wanted the sleep effect I would choose colour spray next time.  The atweaks version of this (that I see you have) is not quite as deadly as sleep against large groups of puny opposition, but still pretty good and remains potentially useful against higher level opposition (it's not party friendly, but that's not a problem for solo play).  It also has quite a nice casting graphic.

As for blindness I personally don't like it, although I can see on the forums it's a popular spell.  As  a general rule I don't like spells that offer a saving throw because:
- the tougher the enemy the more they tend to save against them
- they increase the amount of chance in your game (which is not helpful in a no-reload game)
I do use area of effect save spells, such as confusion, as this dilutes both of the above effects.  I also specifically don't like blindness because I've found too often it's a pain under SCS to have to chase all over the map after a randomly running blinded character.

Modifié par Grond0, 01 octobre 2011 - 07:20 .


#3009
corey_russell

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Heather the level 6 Human Mage continues her adventures...

Heather and gang continue to deal with the many areas in the Sword Coast area. They've cleared all areas east and west of Beregost except for Durlag's Tower. Heather has stayed out of trouble...a few times, due to pathing she got right next to a melee. However, when that happened she  cast either burning hands or blindness and in every case that plus the party's help made her quite safe.

The party encountered another adventuring party led by Kirian, who chose to insult us. That was a mistake. Skeletons plus stinking cloud plus ranged attacks was more than enough to defeat her little band.

I'm finding a mage VERY boring in BG 1. It's no wonder I've never beat BG 1 with a mage yet - if the enemies don't kill me, the boredom will! However, I am looking forward to BG 2 when a mage gets much more interesting. She has some good spells, but due to her levels, she gets so few spell slots that most battles she still just slings away with her mage Thac0, and just uses spells for tough enemies or if she accidentally gets too close to a melee or ambushes. Ambushes being super dangerous for the party is a thing of the past thanks to Jaheira's two call lightnings that she can cast.

Interestingly enough, Ajantis leads the team for kills with 30% of the kills. Usually my ranged people lead, not melees. Even though the party's done lots of battles, there's very little to report, mainly due the party members never getting into trouble anymore, and because we have so many ways to deal wtih strong enemies (call lightning, hold persons, command, blindness, MM, etc.)

Party Status:
Ajantis - Level 6 Paladin, 50 HP
Branwen - Level 6 Cleric, 34 HP
Kivan - Level 5 Ranger, 29 HP
Jaheira - Level 5 Fighter/Level 6 Druid, 51 HP
Imoen - Level 7 Thief, 40 HP
Heather - Level 6 Mage, 31 HP

#3010
ussnorway

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OdareUD1
@Wise it’s nice to see you made it back to civilisation without getting yourself (and I hope/ assume the misses) eaten! :wub:

My band of fierce heroines (Minscs' membership is more honouree) have defeated Mulahey and are currently enjoying a girls night at the town inn. Having mastered the removal of traps my sister has now decided to try her hand at spells so the next step is to recruit a replacement thief. Someone suggested we try our luck at the Halflings village of Gullykin… sounds reasonable.

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Modifié par ussnorway, 01 octobre 2011 - 08:29 .


#3011
Alesia_BH

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                                    Alora v. Lamalha et al. (Or Patience, My Young Padawan)

Alora just endured her lengthiest and most threatening battle to date: 10 hours of game time elapsed from start to finish. Patience proved to be a virtue however, and Alora ultimately prevailed without ever truly being at risk.


As you've likely surmised from the title, the Lamalha ambush is the battle at issue. I wasn't expecting this fight: I was expecting Drakar. But someone saw fit to send the Lamalha this time. So be it.

In SCS, the Thief, Maneira starts invisibile, and the Clerics opt for Animate Dead after their pre-Buffs fire. If everything goes perfect for them, the Skeleton will box the PC in without preventing Maneira from landing her Backstab. As an example...
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Well done girls, well done...

Alora wasn't enthused with her tactical options here. She only had 15 hitpoints left after Maneira's Backstab. She could Heal, but that would leave her vulnerable to Rigid Thinking or death via double Critical. She could use the Necklace of Missles to blast an opening, but that would entail a risk of firey suicide. What to do...Nothing. Yes, nothing: that sounds right...
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Alora drank a Potion of Invisibility, healed herself, and then waited. And waited....And waited....With the duration of invisibility exceeding that of Animate Dead, the scales would tip in her favor again if she would but wait. And so she did: wait that is...

Morning came. And the Skeletons went.
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Alora went Greenstone, and then started her attack- opening with a Necklace of Missles blast and placing Maneira at the top of the hit list.
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Maneira paniced and was then finished with Darts. The Clerics fell to Alora's Darts soon after- though by this time they had enlisted some fury aid. I'm not sure why the Critters of the Wilds decided to side with the Assassins. Perhaps Halflings are tastier? Whose to say? The Bears were tightlipped on the whole thing...
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Eventually, the Bears were dispatched, but not before they were joined by some undead allies. As per usual, the Skeletons were really quite a hassle for Alora. She finished them eventually though.
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The end. :)

Now broke and exhausted, the path forward for Alora is clear: sleep followed by Bandit hunting.
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I'll post again when she reaches the Camp.


Best,

A. 




 

Modifié par Alesia_BH, 01 octobre 2011 - 11:26 .


#3012
Grond0

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Luminoso has made good progress and is about to take on the party outside the Cloakwood mines. 

Her previous update ended with her having access to invisibility.  Immediately after that she failed to use it during travel and nearly paid the price:
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Fortunately the 2 criticals not yet causing damage were both from darts and Luminoso would have survived (with a single HP) even without the potion she swigged.

Luminoso then spent a while going round doing reputation quests - eventually got up to 20 and was able to afford the greenstone amulet before going to the Nashkel mines.  Most of the work there was done with throwing daggers, but buffed up and used invisibility to send Mulahey running with a scorcher, while a follow-up fireball discouraged the help.

Next dangerous moment came when ambushed by Molkar.  Should probably have gone invisible, but chose to use spell protection and try a scorcher.  That accounted for one of the attackers, but Luminoso was hit hard twice by hasted attackers before being able to leave the map.  On returning she had no trouble finishing them off.

No mercy was offered to Nimbul before Luminoso went to the coast and got some XP from the sirenes.  She could have got the helmet of defense (by sacrificing her familiar), but just chose to kill the Nereid instead.  Bassilus proved helpless to defend against a Melf assault as was Tranzig.

On the way to the bandit camp Lamalha turned up.  This time Luminoso went invisible and stayed that way while the Friendly Arm guards dealt with the 2 visible characters.  She then made her first use of polymorph self and showed herself to draw out the thieves for punishment.

At the bandit camp went straight into the main tent.  An initial fireball killed Ender Sai - slight drop in reputation there - while Venkt fell almost immediately to MMM.  The remaining opposition didn't last long against further fireballs and MMMs.  I chose to have Luminoso clear the rest of the camp in order to raise some funds - mainly using hit and run attacks from spider form buffed with shield and chill touch.

Back in Beregost Silke lasted longer than I expected, but the poison proved too much for her in the end.  Also took a quick trip back to Ulgoth's Beard to get ring of free action before going through the Cloakwood.  I often use Algernon's cloak to get Dushai to move away from others (to prevent them going hostile), but am not using that in this run.  However, Dushai died so quicklyI don't think anyone noticed anyway!  Avoided all combat in the Cloakwood as there's nothing worth having for Luminoso there.

She's now level 8 and might hit her cap of 9 before finishing the mines.  Spells selected are:
Level 1 - magic missile, shield, protection from petrification, protection from evil, chill touch.
Level 2 - invisibility, mirror image, blur.
Level 3 - minor spell deflection, melf's magic missiles.
Level 4 - polymorph self.

Modifié par Grond0, 01 octobre 2011 - 04:07 .


#3013
Alesia_BH

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Nice work Grond0. Seems like Luminoso will be in Amn before long!

Cheers,

A.

#3014
The Fred

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corey_russell wrote...
I don't have any mods, just BG 1 + TotSC + official TotSC patch. I just confirmed ( I went to High Hedge to get some), in vanilla, stack of 10 daggers weighs 0 lbs. Probably it weighs 1 lb using BG 2 engine.

Funny, because Near Infinity tells me they weigh 1 lb in my BG1+TotSC+patch install. I'd go and double-check this in-game, but I can't be bothered right now. Maybe later. ;-)

Grond0 wrote...
Sleep is easily the best spell for a starting character and can certainly be justified as a choice. However, it's virtually useless in BG2 (the only thing that comes to mind it might be helpful for is against the mephits in the dungeon that we both love so muchPosted Image).

The aTweaks' Colour Spray is probably the best option; without it, I'd definately take Sleep because even if it becomes more or less useless after Ch 4 (except for random encounters, and even then it's not necessary), it's worth spending a slot on given that at higher levels, you'll be casting mostly higher-level spells, and Magic Missile.

Grond0 wrote...
As for blindness I personally don't like it, although I can see on the forums it's a popular spell. As a general rule I don't like spells that offer a saving throw...

I've never liked "save-or-die"-type spells (including "save-or-bad-effect", where there is no effect on the save) either, but Blindness is effectively save or actually die (in a one-on-one situation, anyway) and it's L1. Really it should probably be L2, and maybe Deafness be L1. The ability for a L1 mage to take out a fighter of potentially many levels higher than them, then kill them with darts or daggers, is pretty (read: immensely) powerful. Yes, it has a save, but it's a very powerful effect even (perhaps especially) later in the game, and lasts a whole 10 turns (that's almost forever - certainly an entire encounter).

It might be worth considering the G3 BG1/2 Tweak Pack's component which makes saving throws harder for spells cast by higher-level mages. I wonder though whether this may have backfired on me a few times, given that most enemy mages are of a higher level than you.

Having used it for the first time last run, I actually quite like Glitterdust. It only lasts four rounds, and it's 2nd level, but it's AoE. It's kind of like an arcane alternative to Hold Person or similar. I notice you have Mirror Image, Blur AND Invisibility, which for a no-reload solo is probably not a bad idea (Mirror Image and Blur are awesome, and Invisibility is very powerful for a no-reload solo and also allows you to get into places), but could be considered overkill given that something like Glitterdust offers a form of passive defense (albeit of quite a short duration).

#3015
Spjuv3rn

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The Fred wrote...

corey_russell wrote...
I don't have any mods, just BG 1 + TotSC + official TotSC patch. I just confirmed ( I went to High Hedge to get some), in vanilla, stack of 10 daggers weighs 0 lbs. Probably it weighs 1 lb using BG 2 engine.


Funny, because Near Infinity tells me they weigh 1 lb in my BG1+TotSC+patch install. I'd go and double-check this in-game, but I can't be bothered right now. Maybe later. ;-)


Here is your answer.
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#3016
The Fred

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Wierd... I just tested it, and though their in-game description does indeed state they have a weight of one, they actually don't. Oh well, all the more reason to use throwing daggers in vanilla!

#3017
The Fred

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OK, well, I like to see misfortune not as misfortune, but an opportunity... for more mods! With Sidarus dead, I've moved my saved games and old WeiDU log to a backup (just in case; I seem to have lost one of my favourite no-reload attempts) ready for a new install. Of course, I spent so long writing a .bat for this that I haven't the time to play it tonight. I also need to uninstall all the old mods (am thinging of recopying the /override and tlk rather than doing it properly, to be honest) and sit and click through Windows 7's crazy security message for each mod (I'll try and turn those off, but hey).

Still, here is the install that I will be using:
EasyTuTu
EasyTuTuDegreenifier
TuTuFix (parts)
Hard Times
Lost Items (just core and monk components)
BG Mini-Quests and Encounters Pack
The Grey Clan: Episode 1
Lure of the Sirene's Call
The Secret of Bone Hill
Iron Modder TuTu Edition (all four entries)
BG1 Unfinished Business
BG1 NPCs
1-Pixel Productions (all)
gMinion
ADPack (Arcane and Divine spell tweaks; could be wonky with, e.g. SCS)
D0Tweak (a couple of components)
iiItemMod
aTweaks (most)
Full Plate and PACKING STEEL! (emphasis mine)
SCS (most; same as last time)
L1NPCs (will add individual NPCs later)
EasyTuTu Spawn Randomiser (70%/5 days, as before)
BG2 Tweaks (as before, but also the Walking Speeds component, instead of the TuTuFix one)
The Fred's (that's me) Walking Speed Fix (by reinstalling these after L1NPCs, the NPCs should be OK, but skeletons and also it turns out monks and Elminster run really fast without this).

#3018
Vaclavc

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After the demise of my elven assassin in SoA, I am back at the start with new character.

Avorunis the Cleric:
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I accepted the first stat roll and redistributed points. Avorunis is skilled in blunt and missile weapons.I have vanilla BG+TotSC with the latest patch installed and as usually, I will play on maximum difficulty.

V

#3019
Alesia_BH

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Grond0 wrote...
Sleep is easily the best spell for a starting character and can certainly be justified as a choice.  However, it's virtually useless in BG2 


I agree that Sleep is an excellent spell in BG1, but I never find myself tempted to put it in a Sorcerer's book. The Wand of Sleep allows you to cast an effective variant at a lower opportunity cost and is available very early in the game. I haven't found a reason to sacrifice a slot for Sleep.

Grond0 wrote...
As for blindness I personally don't like it, although I can see on the forums it's a popular spell. As a general rule I don't like spells that offer a saving throw...


I've never liked "save-or-die"-type spells (including "save-or-bad-effect", where there is no effect on the save) either, but Blindness is effectively save or actually die (in a one-on-one situation, anyway) and it's L1.


I'm unfond of Save-or-Else spells as well. Blindness is, however, one that I use with frequency. The duration and rarity of immunity makes it exceedingly powerful for a Level 1 spell- it's useable right up through the end of ToB. There is a reason why it's often a target for nerfing in mods...

I don't think Grond0 denies it's power as such: it just doesn't suit his playing style.

The Fred wrote...

Wierd... I just tested it, and though their in-game description does indeed state they have a weight of one, they actually don't. Oh well, all the more reason to use throwing daggers in vanilla!


Regardless, weight is going to be a non-issue there in the vast majority of cases- my situation with Alora is fairly peculiar.

Daggers offer a longer range, a potenitally free proficiency, and 1d4 at 2 APR. Darts offer larger stacks, +1 magical variants, Stun in limited quantities, Poison in limited quantities, and 1d3 at 3 APR. They both have their uses- it's just a matter of picking the right one for your situation. 


Best,

A.


Btw. Good luck with Avorunis V!

Modifié par Alesia_BH, 01 octobre 2011 - 07:28 .


#3020
AnonymousHero

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Alesia_BH wrote...

Alora drank a Potion of Invisibility, healed herself, and then waited. And waited....And waited....With the duration of invisibility exceeding that of Animate Dead, the scales would tip in her favor again if she would but wait. And so she did: wait that is...

Morning came. And the Skeletons went.

Did you actually wait them out without using Ctrl+T?

#3021
Gate70

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Mortix, LG human male Undead Hunter with the BGT party; Imoen, Viconia, Minsc, Edwina, Jaheira.

Edwina and Viconia are grumbling, picking a fight with Portalbenwindar reputation drops from 18 to 9. I'll have no more of this, they are only to pick on somebody if I sense an evil aura.

An ankheg nest is no big deal, but four more pounce as we head north. I have to gulp a blue potion as we turn tail and return to Beregost. I need two potions and minor healing against Kirian and her fighters too, but various other skirmishes are without incident.

Nashkel mine at level 5 and 62hp is sorted without so much as a rest. The amazons outside confuse me and I attack Viconia. She commands me and makes her escape, allowing the rest of the party to finish the battle without my help.

Berrun Ghastkill rewards us handsomely, and I pick up a pair of new boots from an assassin called Nimbul. Minsc gets a new helmet from another assassin, Neira.

Back to Beregost. After killing four huge spiders we eliminate Tranzig. He's marked the bandit camp out for us, and added a few names too. I cross out Deke first, then Teven and finally Raiken.

To the bandit camp where Ardenor Crush is our first named chunk. Taugosz Khosann falls to doom, command and two Melf's but dies before Jaheira can call lightning. Credus is added to the chunkometer.

Inside the main bandit tent. Minsc kills Venkt then Raemon, I get Britik and Minsc kills Hakt. Steady on fella, let the rest of us have some fun.

Cloakwood 1. Retrieve a cloak from some tasloi and beat Seniyad to the draw.
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Cloakwood 2. Retrieve Spiders Bane (weapon of choice) and Chelak.

Cloakwood 3. Nothing at all, just a step or two east.

Cloakwood 4. Sent some skeletons in to dispose of the hamadryad until I get bored and jump in for the kill. I glug a single green potion while clearing a cave of wyverns.

Cloakwood mine. Rezdan is first to the floor but I get confused as Kysus joins him. I resist a dispel magic so my companions doom Genthore and Drasus before adding Melf's, hold person and lightning strike.
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We've got a load of loot so will head back to Beregost before descending into the second mine of our campaign.

#3022
Grond0

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Alesia_BH wrote...

Grond0 wrote...
Sleep is easily the best spell for a starting character and can certainly be justified as a choice.  However, it's virtually useless in BG2 


I agree that Sleep is an excellent spell in BG1, but I never find myself tempted to put it in a Sorcerer's book. The Wand of Sleep allows you to cast an effective variant at a lower opportunity cost and is available very early in the game. I haven't found a reason to sacrifice a slot for Sleep.

I thought I'd mentioned the wand earlier - must have nodded off again and dreamed itPosted Image.  I agree I'd never use it either, but the wand of sleep is limited in charges and costly to sell / re-buy.  If your sorceror is going to use sleep as a main weapon, rather than a tactical option for specific circumstances, it could be worth a place - particularly if playing only BG1 rather than taking the character on to BG2.

#3023
Grond0

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Luminoso is safely through the mine and approaching Baldur's Gate. 

The party outside the mine fell as follows: 
- Drasus was poisoned repeatedly by the spider.
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- the mages were occupied by several sets of summons (one of them was killed by them and the other finished by the spider).

- Genthore proved surprisingly resistant to spider claws and outlasted 2 polymorph spells, so Luminoso eventually had to finish him off with magic missiles and throwing dagger.
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After walking invisibly through the mine Luminoso used jelly form to trigger the traps and weather the initial spell onslaught while the wand of frost cleared the battle horrors away.  A couple more lots of summons were used to soak up Daveorn's spells before Luminoso came in for the kill with some MMM.
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That also provided level 9 and she took knock (being a greedy so-and-so), remove magic and stoneskin as her final BG1 spells.

#3024
Alesia_BH

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Grond0 wrote...
 I agree I'd never use it either, but the wand of sleep is limited in charges and costly to sell / re-buy.  If your sorceror is going to use sleep as a main weapon, rather than a tactical option for specific circumstances, it could be worth a place - particularly if playing only BG1 rather than taking the character on to BG2. 


Sure. I can imagine situations in which I'd consider it as well (A BG1 only run with Hard Times for example). I have yet to play a game when it made sense for me however.

Just as a data point, Alora has used it heavily in this run. She has spent ~8k on the Wand and charges. She has over 90 left at the moment.

Modifié par Alesia_BH, 01 octobre 2011 - 08:12 .


#3025
Alesia_BH

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AnonymousHero wrote...
Did you actually wait them out without using Ctrl+T?


Yeah. I'm not inclined to use command keys. :)

Best,

A.