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Baldur's Gate 1 No-Reload Challenge


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#9851
Alesia_BH

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Hi everyone, while I had already grudgingly accepted that I'd screwed up with Nelsy, someone pointed out to me that there's a bug in Baldur's Gate in that melee attacks against characters with a ranged weapon equipped not only give a +4 thac0 bonus but also a +4 damage bonus. An academic question, out of curiosity: would Nelsy's death if it were demonstrably caused by the bug justify a re-load in your opinion? Why or why not? I myself am inclined to say that a reload wouldn't be justified as it would allow me to take advantage of the bug when I deal damage and allow me to a reload once I suffer (fatal) damage due to the same bug. Am just interested how strict you adhere to the no-reload principle. I consider myself very strict as reloading has come to feel like cheating...

 
The +4 damage bonus associated with attacking enemies who lack melee weapons has been well known for over a decade. It has not historically been viewed as a bug, although some players in the Enhanced Edition community have recently begun calling it one. I'm personally not inclined to view it as a bug, and wouldn't see a reload as justified here.
 
If you happen to find a mod that removes the damage bonus, you're welcome to use it- just let everyone know in your entry post.
 
As to your question about how strict the no reload rule is, the answer is very strict and not strict at all. We have a standard for determining when a reload may be justified on the grounds that a death was caused by a bug. We recently discussed it in the BG2 forum. The criteria are somewhat difficult to meet, and we have had very few reloads in these cases over the years. At the same time, the final decision is always left to the player, and in that sense we aren't very strict 
 
In general we decide things by consensus: we talk things through until everyone agrees. This works because our community is collegial and supportive. I've been a part of the challenge for the better part of a decade now, and I honestly can't recall a single heated discussion. We all have opinions -and we all express them- but we invariably treat each other with respect: every perspective is valued. We are all equals and friends. 
 

Alesia: I'm impressed with your writing! Very immersive. It's 2:40 am here, so I'll postpone reading till tomorrow. But your bounty hunter's backstory is just excellent  :) I notice that you too prefer immersion over powergaming.

 

That's kind of you to say. 

 

In general, I try to strike a balance between role-playing and power gaming. I make compromises in both directions. In the future I'd like to RP more. I have a tendency to start RPed journals, but then abandon them. 

 

Anyhoo. Good luck with your new character Blackraven!

 

Best,

 

A.



#9852
Blackraven

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Serg! Thanks for your words :)

Wow Alesia! You've been rocking the Realms for over a decade. That helps explain your BH's impressive solo no-reload success in BG2/TOB... I've completed BG1 various times in solo no-reload runs, but the only solo no-reload character I got deep into SOA with was an elven fighter/thief who was to scared to leave Athkathla for Spellhold on her own lol. Later in TOB many many reloads were necessary when facing Sendai and also in final battle with Melissan, but that was because I was playing a modded version (SCSII/Ascension on a first playthrough wasn't the kindest thing I've done to myself). I've been reading your journal, very helpful for future reference I think. You do make the most out of your special snares, that I don't have as long as I've got the trap revisions mod installed.

BTW yes, you're friendly people and you all sure made me feel welcome so I'm not surprised by the respect people have on here for each others' viewpoints.



#9853
Grond0

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Gate70/Grond0 multiplayer attempt 42 - (update 1)
Rees, half-elf cleric / ranger (Grond0) & Derrack, human bard (Gate70)
 

Yesterday saw the start of another run.  With recent poor performances our deaths in BG1 are rapidly catching up on those in BG2 (details at http://forum.bioware...e70/?p=15349379), so I think it's about time to concentrate!

 

So far so good with this attempt - I don't remember any real near-death experiences, though the first ankheg in their nest hit Rees hard and made him run round for a bit until Derrack could finish it off.  The rough order of progress so far has been:

- Shoal

- Beregost

- basilisks (using green protection scroll).  Mutamin was shot before he could get close enough to talk, while Kirian & Co were silenced, stunk and poleKoraxed

Kirian.jpg

- lighthouse area (potion of clarity for sirines, skeletons for golems)

- various reputation quests (Charleston Nib, Brage, Greywolf, Samuel, Joia)

- ankhegs

- Ulgoth's Beard (slight delay to go and purchase friends for Derrack before shopping there)

 

Rees.jpgDerrack.jpg


Stats:
Rees, cleric 5 / ranger 5, 52 HPs, 83 kills
Derrack, bard 7, 45 HPs, 33 kills, 0 deaths 



#9854
Blackraven

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Good job Grond0 & Gate70, especially on Kirian & Co. Are you playing vanilla or SCS (or something else)? With SCS I have hard time beating them solo at BG1-midlevel.



#9855
Grond0

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The setup is pretty much just BGT, i.e. we're using the BG2 engine in BG1.  

 

Stinking cloud + Korax is a potent combination for Kirian's group even with SCS installed, though it's nice to have a few fireballs available just in case they get lucky with their saving throws :) .



#9856
Blackraven

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Very good Grond0. Korax without stinking cloud is no match for the hunting party, so my Cleric/Thief will have to find another way to solve things (maybe leave them for later. I usually avoid tha party while hunting basilisks).

My first journal entry:

Today is going to be a special day. I'm to leave Candlekeep with Gorion. I dont' know why. I don't know where. Well, to wherever fate takes us, it appears, as even Gorion had no idea yet where we'd go. I just bought some gear from Puffguts. A club, plenty of darts, a very nice piece of black armor and a helmet. Am not comfortable at all with the horned helmet though. Makes me look like some aspiring mini-barbarian, pretty damn preposterous if you ask me, but I guess it'll have to do for now.
...
The day's getting ever more special. Phlydia asked me to find a lost book for her, supposedly near the stables. So I went looking in the adjoining priests' quarters, only to be greeted by a stranger who asked me who I was, said something about a price on my head, and then attacked me. I darted and hid behind the hearth, approached the fool from behind and smacked him with my club. He fell at once. [Note: this is the nicest way I've ever taken on Shank.]
I don't know what to think of this or who could want me dead. I've been pretty bloody compliant all my life. When I stepped outside Dreppin suggested I pick up Phlydia's book from the hay behind him so I could return it to her. I wonder how he knows, or rather what he and Phlydia have been up to in the hay last night. Can't blame him, Phlydia's a pretty good-looking woman I must say. I returned to Phlydia with her book, not in the least to see how she responded to my being alive. It was she who had sent me to fetch her book after all. She didn't show any emotion or nerves upon seeing me. So I just returned the book to her and left her to go to the infirmary and see if I could fetch some healing potions for my imminent journey. On my way there, Hull asked me to pick up his longsword from the barracks and an antidote that Dreppin supposedly needs for Nessie the cow. I wouldn't have bothered going there, but I won't say no to a free antidote. I decided to check out the bunkhouse as well for any useful potions or even weaponry, but guess what... Another bloody assassin! This time hiding was no option so I just ran and launched darts at him while I could. Five darts did the job. I fetched the antidote in the barracks, fruitlessly tried to pickpocket Fuller for a dagger I'd seen him polishing, and ran off to Gorion. And off we go...
...
So far my journey hasn't turned to go as expected. Yesternight, we'd barely left Candlekeep when we were ambushed by an enormous armored figure and his lackeys. Gorion told me to run, so that's what I did. Battle ensued and in what seemed to be seconds, Gorion fell. Though to his defense I must say he managed to take down two ogres. It's very strange. Gorion has taken care of me for all my life, and now he's gone. I a without emotions really. I mean did I want this to happen to him? No. But if you ask me whether I'm devastated or vengeful, the answer is the same: no. Not necessarily.
Anyway this morning Imoen bumped into me, apparently she'd followd Gorion and me. We talked, arranged for Gorion's burial, and I convinced her to remain at Candlekeep and give mer her wand of magic missiles and potions for my trip.
On the Lion's Way I ran into a necromancer and a halfling assassin. They were quite forthcoming, even gave a potion of healing. They proposed that we travel together to Nashkel, but at this moment I cant be bothered. I'm in no mood for company. Besides why would I want to go to Nashkel. In Candlekeep I heard mention once or twice of a mage that's supposed to reside south from here ad sells all kinds of goods. Thalantyr I think his name is. I'm going to take a look. Maybe he'd be willing to barter Imoen's wand for a bag of holding, since my inventory is already completely full.
...
I was fortunate to approach Thalantyr's residence under the cover of night because the area is infested with gnolls, skeletons, wild dogs, spiders and Cyric knows what other vermin. The good thing is that Thalantyr was willing to sell me a bag of holding that I was able to pay for by selling Imoen's wand.
I left Thalantyrs establishment, the High Hedge, and decided to leave the area southward, in order to steer clear of more monsters, undead and wild beasts.
About a days's travel down south I encountered Melicamp a mageling-turned-chicken who asked me to take him to his master Thalantyr. My first thought was that I really can't be arsed to travel all the way back, running and hiding from gnolls, and spiders and the such, but I nevertheless promised to escort him. Perhaps the chicken is of some worth to the mage. Who knows? He seems like a wealthy guy, he'll probably reward me for my efforts. Meanwhile I proceeded to explore the area, until I met a fellow believer. So I decided to approach and have a word with him. But that wasn't the best idea. This fellow was building a family of undead and didn't approve of my presence when I saluted him, rather he set his undead army upon me. So much for confraternality. I fled the scene, hiding in shadows at the earliest opportunity, and headed back to Thalantyr. Maybe Melicamp's proposal wasn't so bad.
Back at the High Hedge things turned out well for Melicamp, but less so for me. Thalantyr managed to retransform Melicamp, but neither of the two had the courtsey of rewarding me in any way. Well this Thalantyr must be a powerful transmuter and besides he's capable of enchanting items*, so I'll keep in with him, for now... [note: *I'm playing with the Thalantyr item upgrade mod; the experience gained helped Teyl gain level 2 both as a priest and as a thief.]

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#9857
Charlestonian Knight Templar

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[...My first journal entry...]

 

 

Well done so far, especially as a solo.  I don't know how you guys do it.  I read how C_R, Gate 70, Grond0, Grimwald, et al, make this run as solos.  maybe it's easier but I wonder how you get thru the early run w/o allies. I know my Black Guard w/Plate is a tough foe for a horde of Gibberling's but even they, when there's a dozen or so get the occasional 20 & then there's those freakin' Kobolds & Bandits w/their short bows. Ugh!

 

You put lot's of thought into your story line.  Good for you.  Take care you don't spend more time doing that than playing the game. It's a tough balance.

 

I too enjoy the journaling aspect of this forum. I often spend more time writing my journals, trying to perfect them & tie them as closely as I can back to the AD&D of Gary Gygax & TSR. That takes lots of time going thru & researching the old PHB, DMG & several MMs.  

 

Then it dawns on me that I'm not playing BG while I'm down in the weeds tryin' to perfect my journal...lol...so I get back to business playing ASAP!

 

Good luck. Keep it up.  Now back to my Black Guard which I term an Anti-Paladin...again a tie back to my many happy hours spend playing AD&D p&p version.  CKT



#9858
Epsil0

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The trick for solos, I think, is avoiding said groups of enemies and preferring not to even have anything rolled against them: immunities over resistances, I guess. So thus the reason every single one of my runs starts against Shoal to the Basilisks, because getting to level 5 with essentially no damage or danger whatsoever is really, really neat. True, one misstep around Shoal equals death, same with the Basilisks, but... It's not impossible by any means. After that, it's pretty much avoiding anything except high experience/plot relevant units, since you don't have to get to nearly as many places to hit the EXP cap solo. It's also the fact that in BG1, range is the absolute king, so remaining untouched by melee mundanes is perfectly possible. (Now, how people survive with Kensais I haven't gotten yet. Throwing axes or daggers, I'd assume?)

 

Anyways. Greeting, Blackraven; good luck with Teyl!

 

With Ansset's dubious death in Spellhold to a summoned pit fiend absolutely destroying my team, I'm back to BG1. This time, I've also installed certain things from BGTweaks: the only things that I think will come into play, though, are the infinite ammo stacking, and possibly the Bag of Holding. So my setup is now Rogue Rebalancing and BG2Tweaks for BGEE, playing on core difficulty on BGEE. Was considering adding SCS again... But I figured I need some time to figure out how to play a spell caster solo again before trying it against all these tricks/cheese.

 

And since it seems like I'm going to have a thing now for trying to emulate fictional characters on Baldur's Gate, let's attempt to make a certain ice sorceress... Or something. Elsa_zps373d4f16.png

So yeah, my character's going to be Elsa the Chaotic Good female human sorceress. I'm going to be playing with a few self-imposed restrictions: first, upon every single spell level I get, ice spells MUST be picked up first. Second, no using fire. Of any sort. (I might make an exception for Firetooth in BG2 if I ever get there.) Not too bad a restriction I think, since basically everything resists fire eventually anyways, though I'll miss Melf's Meteors. Starting spells are the obligatory Chill touch and Sleep for a chance to do SOMETHING useful, and pips are in darts.

 

Alesia_BH, you're probably the most well-versed player in terms of magic: any tips?



#9859
corey_russell

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Well done so far, especially as a solo.  I don't know how you guys do it.  I read how C_R, Gate 70, Grond0, Grimwald, et al, make this run as solos.  maybe it's easier but I wonder how you get thru the early run w/o allies. I know my Black Guard w/Plate is a tough foe for a horde of Gibberling's but even they, when there's a dozen or so get the occasional 20 & then there's those freakin' Kobolds & Bandits w/their short bows. Ugh!

 

 

Part of it is is range attacking melee enemies, or just avoiding encounter altogether (Ogre Mage ambushes at low level is a good example of this...) Also the game provides several items to deal with mobs for soloers that any class can use, necklace of missiles and the sleep wand. Note also, that normally you can sell/buy back to recharge the wands/necklace of missiles if needed - does take quite a bit of dough to use this. The point is to play to the strengths of your character...as a fighter I tank a lot, bards use lots of wands, thief I backstab, etc. Knowing the script of the enemy also helps tremendously...Neira, for example will try rigid thinking and hold person, so you better have a solution for this before you deal with her, otherwise you are just rolling dice and that's no way to get successful no reloads...



#9860
Blackraven

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Next stop: Beregost since I need some rest after my extensive travelling, and I don't expect to get any near Thalantyr's High Hedge.
I rest and speak with some of the townspeople, even help some of them with minimal effort. Apparently there's a 5000 gold bounty on Bassilus's head, the fellow Cyricist who set his undead minions upon me. I wonder if I could take that one on. I visited the town's different inns and taverns to look for adventurers who might tell me about recent events in other parts of the Sword Coast. On of them harbored another assassin, a menacing looking dawrf telling me I was at the end of my rope. Well I replied that I hoped he had the will to back up those words. He took a potion of hill giant strangth and came charging in, but I poisoned my darts and slowed him down a bit. My command spell didn't affect him, but two backstabs and a few more darts sufficed to take him down.
Ah, I also agreed to help a townswoman whose neighbour had turned into a slime. Apparently as a result of drinking a potion sold to him by a vendor of all kinds of potions. I spoke with the vendor and he sold me a cheap antidote that may or may not restore the neighbour and a strength potion that was guaranteed to have the desired effect. I chose to give the neighbour the cheap antidote and keep the strength potion, a potion of cloud giant strength usable by non-warriors, to myself. The antidote didn't have any effect but at least I'd tried to help, in my own way. I had a laugh with the lady, and more importantly, I got to keep the potion (I might even need it more than them, what with all these attempts on my life.)

3c5277f0b8b08f13c2449b925162ed.png

The woman was most displeased with me though, so that night I decided to leave town for a while so as not to become known as the halfling crook. I headed south, killed a couple of ogrillons and various hobgoblins who stood no chance against me in the dark. I'm now the proud owner of a pair of boots of stealth (found on one of the hobgoblins). I pushed on toward Nashkel. Upon arrival Lord Foreshadow gave me a ring of human influence, very kind of him. In Nashkel in the inn yet another assassin awaited me, this time a female human cleric. I get my silence spell off just before she finishes casting her hold spell, so all I do is quickly step outside to neutralize the hold spell and then step back inside. My poisoned darts finish her off.
So far so smooth, but I'm puzzled by the fact that assassins have been looking for me in the south (Beregost, and now Nashkel). Maybe I should lay low for a while, somewhere up north in the countryside or in the bustle of the city of Baldur's Gate...

Epsil0: thank you! I wish you all the best with Elsa and I'm looking forward to reading about her exploits :)

CKT: you're right, I try to create a plausible story for every character and their actions, taking into account alignment and personality. And it's fun to see others, such as you, do the same. It can indeed be time-consuming, but so far I'm enjoying this. Short-lived Nelsy was my first charname I've written about. I guess that the more runs one plays, the more concise one becomes. I already notice that in my own writing about some events that are comparable with what Nelsy went through two days ago. Nevertheless it's simply amazing that in a setting in which so many parameters are already given, the variety as to backstory, personality and the way one plays is still almost enormous.
Btw you lost me with the old school D&D abbreviations, but that's probably because I never played tabletop. I wonder whether it's as immersive as walking the realms with your charname. I hope you'll continue writing your story even if it takes up time. I like the way your anti-paladin kind of abuses his companions, and how lieutenant Kagain has nonetheless earned himself a certain degree of respect.

As to survival solo, I think the others, i.e. Corey and Epsil0 have given the most important clues already. Surviving solo early on isn't really all that difficult except perhaps with single class mage (I've managed with a thief/mage, with whom I could rely on stealth a lot, so that's different). Ranged attacks and running are key, together with carefully planning your route. Besides Shoal (I almost never take her on, I should though.. is her kiss of death her only trick?) and the basilisks I'd recommend Beregost, which is good for about 3000 XP: Marl, Firebead, 4 huge spiders, (just step outside, pause, and move your character outside the yard, the slow spiders will follow you and you can take them on with your bow), Ogrillons/Mirianne; Karlat is doable with ranged though may take some time as he has decent armor class for a low level player. Good luck!



#9861
Blackraven

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The assassins that seem to turn up everywhere I go had me travel north, to the Friendly Arm Inn, a safe place if Gorion was to be believed the last time we spoke. But either Gorion had been mistaken or things have changed in the week that has passed since his decease. Yet another assassin, a wizard this time, awaited me at the entrance to the inn. What surprised me most was that the girdle of gender I'd found earlier and donned after I got it identified by gnomish priestess Gellana Mirrorshade, did not deceive the wizard. My denying that I was the one he was looking for - after all, what halfling lass would be called Teyl? - simply didn't pacify him. A command spell followed by three poisoned darts did though:

284a9122da1ddde916b7cf6cf26fef.png

"Teyla" selfie - pretty credible I would say, maybe it was my voice that gave me away:

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After my confrontation with the wizard I returned to Gellana Mirrorshade, a kindly lady to relieve me of my cursed girdle and thus undo my gender change, although she charged me 500 bloody gold for it. I also sold her some loot I'd acquired during my travels. Various pieces of armour, a shiny magical ring I had found in the bushes near the Inn that cashed in at 9000 gold(!), and a flamedance ring a woman named Joia had asked me to retieve for her (I don't see why I should, considering her statement that she wasn't going to pay me anything and besides, as a holy man I take it upon me to show people that it's the spirit that matters, attachment to physical objects only distracts from the sacred spirit; in a way I did Joia a favour).
On the inside the Friendly Arm Inn had a relaxed atmosphere, although I did eye two elves in a corner conspicuously observing my every movement. As they refused to come up and talk to me, I decided to do the same. Upstairs I spoke with Unshey, a goldenhaired dwarven scholar whose day I made handing her a belt that she had lost and I had found. And I met Landrin, an older gnomish lady, who gave me 6 antidotes to help me kill the spiders that had taken up residence in her home. When I told her I had already killed the spiders she didn't believe me. Little did she know that I'd be carrying the biggest of them in my pack (this for the purpose of toxin extraction for my poisons). So she was pleasantly surprised. I also gave her a bottle of wine I'd taken from her home for the road. She expressed her gratefulness in gold and she let me keep the antidotes.
[Note: all this conversation resulted in Teyl reaching level 4 as a thief; level 3 for both classes had been attained before in Beregost, thanks in particular to Marl and to the huge spiders.]
I'm not sure yet what to do or where to go. On the one hand I'm still eager to find a place where I'll be left alone; on the other hand it might be better to confront the problem rather than run away from it. The thing is I've no clue why there is a price on my head, nor where to look for answers...



#9862
corey_russell

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CoreTalos the Cleric of Talos and his random party - Update 8

Traveling with: Paja (berserker), Misty (Kensai), Hanna (sorcerer)

 

Just a quick note - party is level 7, and is working on the main quest now. Hanna finally learned protection from petrification and thus we cleared out the remaining basilisks in the basilisks area. For the sake of looting space, CoreTalos has left Khosann alone for now... Tazok's Tent was soloed by Paja, she used enrage, protection from magic potion, heroism, fortitude and a STR 20 potion - I let her AI do most of the work, gulping a blue potion here and there and yes she defeated all enemies here by herself. Since she had the boots of grounding, the trap was no problem for her.

 

Our cash isn't that great and we have used a huge amount of blue potions this run - only about 1/2 the ones at Ulgoth's Beard and some at Gulllykin are left. We will explore the Cloakwood Forest next session, though just before that likely stop by the basilisks at Durlag's, now that Hanna can protect us.



#9863
Serg BlackStrider

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@Corey: there are loads of free blue potions on the Four Warder' level of DT (one stack of 12 and some more) and there are only two Battle Horrors and couple of Ghasts guarding them (alone with some traps of course and they are in locked chests - that could be a tricky part without a thief in the party...).



#9864
cuttysark

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Well, after Dostoevsky's demise, a new soul stepped forward to earn his fame in the Realms: Nimrod, the Elven Stalker.

 

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I'm wedded to arcane spell casting, so I thought I'd break my habits and give the Stalker a shot. Feels like a really well put-together kit, starting with high minimums reqs in most attributes. Nimrod feels like a real character. Racial enemy seems nerfed in the EE, if I'm remembering the old version correctly. My only choices were basically outdoor low-level monsters. Couldn't pick dopplegangers. Selected hobgoblins in hopes it would help him vs. the huge bandit camp battle.

 

I've installed almost all of the SCS components. (Left out improved spiders, for instance, because 4 phase spiders suddenly teleporting to you on arrival in Cloakwood 2 totally broke immersion for me last time.) The low-level stalker turns out to have all the combat advantages of a thief and more power than a fighter, because of the 2 extra proficiency pips. So it seems a strong build for BG1. Could get boring, though. And seems like in a solo run will be outmatched in late SoA.

 

I was reminded that this was SCS as soon as Nimrod stepped in the door next to the Candlekeep barracks and the assassin 'poison blade'd. Got out of there quickly. Came back in via stealth, was going to set up the backstab, but oddly he disappeared with no notice or text appearing in the console. So Nimrod went on.

 

Early stages have gone smoothly. He's up to L6. Have scrupulously avoided any magic battles so far, excepting a detour to backstab Tarnesh (after drinking a potion of hill giant strength.)

 

ScreenShot2014-03-04at125405AM_zps0903d8

 

Nimrod broke 2 longswords within his first 20 kills. The first sword broke on the back of one of the evil rats of Candlekeep. So getting Varscona was a priority. He swallowed a potion of speed just before speaking to Prism. Greywolf shows up, and of course, he swallows a potion of speed too. Then proceeds to get a hit in. Then we run. He chases. He gets a hit in on the run. HPs down to 30%. We decide to leave the map. On return, Nimrod rested until it was dark. Stealthing to make sure Greywolf was back at the sculpture site (he really out to be scripted to slay Prism if you're not around), Nimrod swallowed his last potion of speed and backstabbed Greywolf.

 

He got very lucky, in an odd way. He was running the mace of stupefying in his off hand (+1, 25% chance on hit to stun for 1d4 rounds, no save). For some reason he backstabbed with the mace, not the longsword in his main hand (meaning he got no backstab multiplier). But the mace connected, and stunned Greywolf. So Nimrod wailed on him for 2 rounds, until he woke up, but then the mace stunned him again. A pleasantly easy battle.



#9865
Blackraven

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Hi cuttysark! Nice Greywolf battle, though you were very lucky indeed it seems. I normally fight Greywolf with ranged attacks, since he hits pretty hard...

***

I'm travelling west, to the Cloakwoods, where Gurke had lost his cloak of non-detection to a bunch of tasloi. If tasloi are the main threat down there in the forest, I may find peace there. Plus to be honest, for someone like me who wants to keep a low profile, this cloak of non-detection sounds like a fantastic item, better than that blasted girdle of gender change.
...
Well the good news is that I did find the cloak on the second tasloi I slew. The bad news is that the Cloakwood isn't as peaceful as I'd hoped. Embarrasingly, I got hit twice in melee by more tasloi, making me quaff two healing potions and flee the scene. I travelled to the north, to Baldur's Gate, but was denied entrance to the city because of supposed bandit activity in the region. I may have encountered a bandit or two, but nothing that justifies locking an entire city... So further north I travelled until I reached a small fishing village called Ulgoth's Beard, where no one seemed to know me, and where I wasn't greeted by an assassin upon entering the local inn for a change.
Ulgoth's Beard is a friendly, quiet little place. I would have stayed longer if I hadn't laid eyes on a returning frost dart behind a display window in the inn.

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I was immediately sold. The innkeep must have noticed a twinkle in my eyes, or maybe he's just a ruthless trader, but either way he charged the wicked amount of nearly 15000 gold for it. In order to pay him I even had to sell a couple of items I would have rather kept, such as my ring of protection +1. The transaction has left me dead broke, so I'll be leaving Ulgoth's Beard in search of work. I remember word down south in Nashkell of a bounty on a guy named Prism. I think I will seek that one out. Let's hope that I'm better prepared now with my new dart for the dangers in the south...



#9866
Aasim

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He got very lucky, in an odd way. He was running the mace of stupefying in his off hand (+1, 25% chance on hit to stun for 1d4 rounds, no save). For some reason he backstabbed with the mace, not the longsword in his main hand (meaning he got no backstab multiplier). But the mace connected, and stunned Greywolf. So Nimrod wailed on him for 2 rounds, until he woke up, but then the mace stunned him again. A pleasantly easy battle.

This is an EE introduced bug. Dual-wielding characters backstab with off-hand, not main. You might as well dual wield Stupe(di)fier in main hand and put Dagger of Venom off-hand for backstab purposes.



#9867
Grond0

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I was reminded that this was SCS as soon as Nimrod stepped in the door next to the Candlekeep barracks and the assassin 'poison blade'd. Got out of there quickly. Came back in via stealth, was going to set up the backstab, but oddly he disappeared with no notice or text appearing in the console. So Nimrod went on.

Best of luck with your stalker Cuttysark.  You just need to be careful with SCS thieves - if you leave to hide in shadows that means that they can do so as well (probably a good job you didn't show yourself while in that room ...)



#9868
corey_russell

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@Corey: there are loads of free blue potions on the Four Warder' level of DT (one stack of 12 and some more) and there are only two Battle Horrors and couple of Ghasts guarding them (alone with some traps of course and they are in locked chests - that could be a tricky part without a thief in the party...).

Thanks for the suggestion, Serg. However, with the 20 potions we are carrying and the 30 potions that about left at Ulgoth's Beard and Gullykin, that should be just fine for the Cloakwood Areas. And once in Chapter 5, we have 3 new temples we can get blue potions from, so should be no problem in that respect.  Also, I think it would be suicide to try to get those potions in Durlag's since I don't know what the traps are - Hanna in particular is quite vulnerable to fireball traps of being chunked, with her 9 CON and 22 HP.



#9869
Blackraven

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Corey, just in case: the trader at the entrance point in the Durlag tower area also sells potions, or did you buy those already??

 

Thanks for the suggestion, Serg. However, with the 20 potions we are carrying and the 30 potions that about left at Ulgoth's Beard and Gullykin, that should be just fine for the Cloakwood Areas. And once in Chapter 5, we have 3 new temples we can get blue potions from, so should be no problem in that respect.  Also, I think it would be suicide to try to get those potions in Durlag's since I don't know what the traps are - Hanna in particular is quite vulnerable to fireball traps of being chunked, with her 9 CON and 22 HP.



#9870
Blackraven

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It was a long but uneventful trip all the way to Nashkell. During my rest at the Nashkell inn I had a strange yet peaceful and comforting dream about Gorion's death. And I woke up possessing a new healing power, blessed be Cyric! [Note: Teyl's Rep atm is 10, so he barely got the heal instead of the drain.]
In Nashkell no one seemed to know of Prism's whereabouts, so I decided to take a look at the carnival and see if any hints were to be found there.
There's all kinds of fun to be had at the carnival and I also met a few merchants with interesting scrolls, potions and other goods that won't be available to me as long as I remain penniless. In one of the tents I witnessed a human wizard killing an apparently innocent female, an evil witch according to the wizard, right in front of my eyes. He then picked a fight with me but I hit him first with my poisoned new frost dart. The wizard didn't manage to get any spells off except for a 'previously cast mirror image' (which was eaten up quickly by the same dart's poison and cold damage).

0991d27de028682252e3bf0d871dbc.png

As I haven't found any clues on Prism here at the Carnival, I'll head further south, to the mines. Apparently there has been some trouble going on there. Maybe there's a thief base down there, harboring the jewel thief? I'll have to be careful though. I shall explore the area at night time, relying on stealth and my cloak of non-detection, in order to get a better view of the situation without being noticed.
....
Well that didn't turn out as I expected. The area was actually pretty quiet, so I rested undisturbedly till nighttime. At the mine entrance I spoke to overseer Emerson and a few Amnish guards. Apparently some of the miners have gone missing, but no one was able to tell what could be the cause of said disappearances. Before deciding whether or not to enter the mines to take a look, I continued my exploration of the outside area.
That's where I ran into Prism. Sure he had two emeralds, but he was no thief. He was a master artist in the process of finishing a glorious rock carving in the image of his muse. I approached him to compliment him with his talent and the splendid carving he was working on. His reaction betrayed fear however, fear that I might take the bounty on his head before he could finish his work. I reassured him that I had no such desire. [Note: in the first post in which I introduced Teyl I indicated that he's passionate about nature, female beauty and art.] We were overheard by a pretty young lady paladin, who introduced herself as Isra. She asked me to help her defend Prism from any bounty hunters. I honoured this request, though I was puzzled by the fact that it came from a paladin. Wasn't she supposed to take in the thief rather than aid him? I guess I'll never know. I had barely said yes, when an intimidating bounty hunter called Greywolf entered the stage. He wouldn't be persuaded to let Prism finish his work, so battle ensued. Greywolf first quaffed a potion of freedom so that casting Hold Person (something I had considered doing while he would be fighting Isra) wasn't an option. I poisoned my dart and and got in two hits. After that I ran to prevent Greywolf from closing the distance between us. He then turned his attention to Isra, and slaughtered her in two, maybe three hits. Meanwhile I was still launching my dart at him, so that even after using a potion of speed the poison hits kept him from closing the distance between the two of us. He soon fell.

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After this I spoke to Prism to see how he was doing. Curiously he fell to the ground and died as well. The last word he mentioned was the name of his muse, Ellesime, which sounds elven to me. With three dead bodies around me I gathered it might be wise not to linger. I picked up Prism's emeralds and left. The question is now how to make the most out of this situation. Ideally I can sell the emeralds at the Carnival AND get the gold in Nashkel from the bounty handler.

Note:
The Greywolf kill prompted Teyl to level up to level 4 as a cleric, receiving a new proficiency point that I invested in single weapon style for better AC and backstabs.

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Interestingly the Divine Remix mod (or perhaps another mod?) allows me to become proficient in certain bladed/pointy weapons (dagger, short sword, longsword, scimitar and katana), whereas others are excluded (axe, bastard sword, 2h sword, spear, halberd are exluded, as are bows by the way). I think this is a nice feature as it makes sense for my roguish character to become proficient in the lighter and more slender bladed weapons. Especially if you take into account that my 'spiritual weapon' is a magical longsword.
So far it's been a smooth ride. Teyl's life was never in danger, nor has he depended on saving throws or other more or less lucky circumstances. I haven't used many traps yet. I used two to help me kill the huge spiders in Beregost, but in other important fights (Zordral, Greywolf, Tarnesh) didn't really allow for trap setting without that being metagaming.
I'd like to take him to the basilisk area now, to boost XP and unlock level 3 spells (animate dead). Will see if I can invent any plausible reason for him to go there so as not to break the immersion.



#9871
corey_russell

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Corey, just in case: the trader at the entrance point in the Durlag tower area also sells potions, or did you buy those already??

 

I've bought all his blue potions, he has none now in my game. I've emptied FAI temple, Beregost Temple, and Naskkel Temple of their blue potions. As I stated before, only Ulgoth's Beard and Gullykin have any left (in chapter 4 anyways).



#9872
Grond0

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Greywolf first quaffed a potion of freedom so that casting Hold Person (something I had considered doing while he would be fighting Isra) wasn't an option. I poisoned my dart and and got in two hits. After that I ran to prevent Greywolf from closing the distance between us. He then turned his attention to Isra, and slaughtered her in two, maybe three hits. Meanwhile I was still launching my dart at him, so that even after using a potion of speed the potion hits kept him from closing the distance between the two of us.

He took the potion of freedom first so his potion of speed wouldn't have done anything - that's a fairly common scripting problem.



#9873
Serg BlackStrider

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The story of Impish Face & Co.

 

Our main goal on the second underground level of Durlag's Tower was to check out what those Improved Doppelgangers can offer to us. Their Horror could be easily nullified by Remove Fear, their Dire Charm ability seems like just cosmetic (Khalid, as always, easily fell to it twice but even with the *dire charmed* icon on his portrait he doesn't lost allegiance - a bug?). But their Confusion on hit is dangerous and they slashed our skellies with worrying speed - something we should be definitely aware of...

The rest of the level was pretty straightforward (though Flesh Golems hit quite reliably vs AC -10 not counting Full Plate' bonuses), but we left Warders alone ... for now. Found another Wand of Heavens and finally our first Wand of Monster Summoning. Erdane gladly recharged them full and we went back to the Cloakwood Mines making a side trip to the Carnival to say *hello* to Zordral (not a threat at all at our current levels).

Fought our way through the Mines. Hareishan & Co got the usual Stinking Cloud + Skellies combo and we sent skellies one at a time vs Natasha (Khalid missed six! times in a row vs her - what a wonderful archer he is...!) and Ogre Mage to soak their spells whilst Nymph hit with Confusion. Yeslick was sent to Joviar Juggler Inn and we confronted the main villain - the Davaeorn himself. Some monsters sucked his initial Telefield+Web+Stinking Cloud+Lightning Bolts+Fireballs and then we lured him to the previous level to deal with his Battle Horrors in safety (via Wand of Frost blasts). Meanwhile Davaeorn's shortlasting buffs faded away and his fate was sealed with Wand of Frost/Frost Arrows. He dropped another Full Plate (for Khalid) but not Robe of Evil Archmage... pretty strange choice of outfit for the wizard  :huh: At least scrolls of Remove Magic and Stoneskins are great assets for Impish Face  :rolleyes:

Another notable randomized loot from his chamber: Shield Amulet, second Tome of Understanding and some useful spells.

Full-loaded with loot we went back to the FAI under Invisibility and now, with all the wilderness clear and safe, we finally arrived to the Baldur's Gate City.

 

to be continued...



#9874
Aasim

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Entering the No-Reload, Ilydan, the Cavalier:

 

 

Baldr000_zps4b318c4d.png

 

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]
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025
~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)
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v10
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13)
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v20
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v20
~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v20
~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v20
~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v20
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v20
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v20
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v20
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v20
~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #1 // The BG1 NPC Project Music Pack -> Install Regular Audio Only: v5
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections: v13_120121
~SETUP-BGTTWEAK.TP2~ #0 #500 // Major locations explored upon visit: 11 (5 Feb 12)
~XAN/SETUP-XAN.TP2~ #0 #0 // Xan NPC MOD for Baldur's Gate II: v14
~SETUP-KIVAN.TP2~ #0 #0 // Kivan of Shilmista: v13
~SETUP-KIVAN.TP2~ #0 #4 // Select Deheriana's Class -> Specialist-Mage, Diviner: v13
~SETUP-KIVAN.TP2~ #0 #5 // Select Kivan's Portrait -> Do Not Install Alternative Portrait for Kivan.: v13
~SETUP-KIVAN.TP2~ #0 #7 // Install ToB Portion of the Mod: v13
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1020 // Potion Revisions: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1 // Masterwork Weapons: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Heavy Armor Encumbrance -> Dexterity and Speed Factor Penalties: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1050 // Revised Armor Bonuses: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #13 // Halberds Can Slash, Too: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V3 Beta 1.16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3.1 (Hotfix 03)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3.1 (Hotfix 03)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3.1 (Hotfix 03)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3.1 (Hotfix 03)
~KIT_REV/KIT_REV.TP2~ #0 #0 // Kit Revisions: Beta 20
~KIT_REV/KIT_REV.TP2~ #0 #100 // Revised Grandmastery: Beta 20
~KIT_REV/KIT_REV.TP2~ #0 #110 // Revised THAC0 tables: Beta 20
~KIT_REV/KIT_REV.TP2~ #0 #120 // Revised Saving Throws: Beta 20
~KIT_REV/KIT_REV.TP2~ #0 #130 // Revised XP Progression: Beta 20
~SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities: Refinements v 3.31
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #3 // Joinable NPCs more closely match the player character's experience -> On initial joining only: v1.9
~1PP/1PP.TP2~ #0 #102 // 1ppv4: Extended palette entries -> Compatibility install only
~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes
~1PP/1PP.TP2~ #0 #106 // 1ppv4: Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II
~1PP/1PP.TP2~ #0 #111 // 1ppv4: Thieves Galore -> BGII - Unique Thief Avatars
~1PP/1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes
~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn: V14
~SETUP-BANTERPACK.TP2~ #0 #1 // Install SOA Banter Accelerator script? (Increases the frequency of interparty banter): V14
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal: V14
~SETUP-BANTERPACK.TP2~ #0 #3 // Install TOB Banter Accelerator script? (Increases the frequency of interparty banter): V14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v14
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6024 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal and Shadows of Amn get HLAs (very challenging and not really recommended!): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCSII scripts and abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8081 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v28
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.23
~POLYTWEAK/POLYTWEAK.TP2~ #0 #50 // PnP mind flayer attacks: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #60 // Improved (less buggy) trolls: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #70 // Improved Umberhulks: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #80 // Improved Yuan-Ti: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #83 // Improved Minotaurs: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #85 // Corrected Vampire Stats: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #300 // Keldorn: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #500 // Nalia: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #600 // Valygar: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #700 // Viconia: v2.00
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1228 // Kivan: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1212 // Minsc: v1.9
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #0 // Infinity Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #25 // Humanoid Animation Fixes: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #8030 // BG1 Animations for NPCs -> Most relevant creatures: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9000 // Fix Areas -> Creature References: v5
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2
~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6
 
 
My log calls for some explaining, so, in short, most "drastic" changes from vanilla:
 
- ToBEx "Apply Concentration check on damage" - makes spellcasting hard to interrupt with elemental (and other) damage
- Kit Revisions - a beta mod from G3. It's playable as it is, and matches perfectly with Item and Spell Revisions. 
Notable changes:
- Hardiness is tweaked to provide 20% resistance to all damage, not 40% to weapons
- whirlwind/greater whirlwind do not set apr to 10. They double apr instead (2 became 4 for example) and last 2 rounds. In addition, Imp.Haste no longer doubles apr, but adds 2 extra apr.
- Revised Grandmastery - it takes 3* in weapon to get that 1/2 apr extra, not only 2* as vanilla
- Revised THAC0 - slightly boosted progression for non-warriors, warriors start at base 19, not 20
- Revised Saving Throws - bit more sensible (i.e. Rogues excell vs Breath)
- Revised XP progression - every class shares the same (slow) level-up progression as Paladins/Rangers. 

 

Other relevant info can be found on respective forums at Gibberlings3 site. 

Hand made tweaks of my own - armor provides damage reduction (full plate 20%, plate/splint 15%, hide/chain 10%, leather 5%) in exchange it lowers Dexterity (a la next IR). 

Some fixes to Kit Revisions, but nothing major (bugfixes not in latest beta basically).

Some info about Kit-revised Cavalier:

 

 

Anyhow, to game:

I started by picking up Imoen. A thief, IR allows them to use Wands if their Intelligence score is high enough. In addition, I find it hard to play BG w/o a thief, she's a sibling so...

First thing is getting some easy money - grabbed the 9k ring and sold it immediately, equiping full-plated protection.

Did some easy quests in Beregost, and picked up Kivan, an Archer

My next party members were Minsc, a Barbarian and Quayle (Illusionist-cleric). The final spot is for Xan, but he comes a bit later.

Did some easy battles around Nashkel, and rescued Dynaheir, but she got killed immidiately. I disbanded her from party. Minsc complained a bit, but decided to stick with us. 

First "harder" battle was against Greywolf. He resisted a Hold Person from Quayle, but had significant trouble hitting Ilydan, and died soon after. His sword was sold, while diamonds were returned. I donated all earned money to the local church.

Baldr017_zps232c32fb.png

 

Next, Tarnesh. I dislike fighting him early since Magic missiles he uses can kill even a character with 14 HP. A blow straight through his Mirror Images killed him instantly.

Baldr019_zps2f6a3427.png

 

At level 3 we travelled north, to the Ankheg farm. Had little trouble there, since ankheg have 1/20 chance to hit Ilydan. I wanted to help Tenya, but she went hostile even after initating dialogue and was slain. 

Baldr022_zpse7207ec4.png

 

More to the north, Ulgoth's Beard. Imoen succesfully opened up a chest with Lawgiver bastard sword (IR version of +3 vs Shapeshifters). With IR, it adds damage similar to Equalizer (vs chaotic) and gives immunity to Confusion - this weapon is priceless for BG1 with SCS. Ilydan gets it for the rest of the game.

Next I did some areas around Firewine, equiping Minsc with a +1 two-hander, rescued a cow, helped Drizzt, returned Girdle of Piercing to its righful owner, cleared up spiders in Beregost.

Money earned was spent on Robe of the Battlemage - IR version of Robe of x Archamagi. It adds +10 HP, +2 AC and +2 THAC0. Quayle got it.

Having expended most of money, I heard stories of an evil priest raising dead - Bassilus. Battle was imminent, and aura of the evil priest was disturbing - something awful was about to happen, Ilydan felt in his bones.

Our THAC0 wasn't good enough to hit the priest, yet Quayle managed to disrupt one of his spells via wand of fire. He failed to do so twice, so Bassilus hid himself in Sanctuary and healed up. Ilydan and Minsc were busy fighting skeletons, while Bassilus crept up to my backline, succesfully holding  Imoen and starting an unknown spell at Quayle. Even before it was casted, I knew, I just knew...

Baldr049_zpsf3a60660.png

 

Baldr050_zps5b2e0d74.png

 

Deprived of the little troublemaker, Kivan takes revenge

Baldr051_zpsa77c84c5.png

 

Regardless of Quayle's death, we continue as before - doing good deeds, succesfully curing Brage of his cursed condition. This got us to level 5, making Ilydan immune to Charm. Bought Greenstone Amulet for Minsc, for a hefty price. With IR, immunities granted are "while equiped", making it a very potent item (KR Barbarian doesn't get Mind Shield while Raging). Cleared up Siren maps, Minsc got his Constitution raised to 17, buffing up his poor HP pool (he rolled miserably).

Shoal the Nereid killed Minsc, twice. Apperantly she somehow kept her instakill ability even after killing unavoidably for the first time.

Baldr069_zps12ae1e9f.png

 

Meh. Raised him at the temple, and decided it's high time to do something about Nashkel mines. Thing went relatively straight-forward, Mulahey dominated Kivan but died regardless in a bang of flesh and bone. 

Baldr076_zps4752b305.png

 

Adopted Xan, an Elven Enchanter who can't cast Magic Missile. I like him.

Story continues..



#9875
Blackraven

Blackraven
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Corey, in my game there's halfling vendor of potions aong other things in the east side of  Bassilus's area (Red Canyons?). Not sure if this is a mod addition.

Grond0, hadn't thought about that. I guess haste spells and speed potions ought to have no effect while one is under the effect o free action.

Serg, first of all well done. Love the randomiser btw. Regarding the possible charm bug, same has happened in some of my games. No idea as to what causes this.