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Baldur's Gate 1 No-Reload Challenge


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#10401
Grond0

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Emmental - elven wild mage (5th and final update)
 
It was something of a struggle, but Emmental has made it through to confront Irenicus - and without a single surge in BG1.
 
Back in the City after Candlekeep Emmental sold unwanted goods and bought a selection of scrolls - ensuring he could learn everything attempted by using the red potion.
 
He went to attack Slythe, initially using some summons guided in by farsight.  However, even though Slythe had taken no potions at that stage, the hobgoblins were missing with a 19.  As a result Emmental showed himself and joined the attack.  I was expecting him to have to run immediately, but surprisingly Slythe seemed content to attack successive lots of summons, so Emmental fed him with those before finishing him off with a scorcher when he was at near death.  He then just grabbed Slythe's equipment and left, without trying to finish off Krystin.
 
At the palace Emmental buffed up before opening proceedings with spirit armour on Duke Belt.  He followed with an extremely effective chaos, which confused all the dopplegangers.  Unfortunately, his own summons had also been confused by doppleganger attacks and reputation took a dip as one of them killed a courtier just before Emmental was able to put it down.  Confusion seemed to have an odd effect on the dopplegangers as all of them rapidly left the room.  Emmental looked outside to see if any had gone there: not only were there none to be seen, but when he came back inside the Flaming Fist and courtiers were hostile.  He killed everyone by the door (in the hope that doing that out of sight of the dukes would stop them going hostile) and used the invisible familiar to check no hostiles were left.  He then explored upstairs and killed the 2 greater dopplegangers there before doing the same for the 3 downstairs.
 
Duke Belt seemed happy to deal with Emmental despite his despised condition and sent him off to the Thieves Guild.  However, I didn't really want him left with a reputation of 1 (I noticed that buying a single magic missile scroll would cost 1,500 gold) and visited a temple (dodging one lot of bounty hunter goons teleporting in on the way).  Investing all his remaining money got reputation back up to 14 before he rested and headed after Sarevok.
 
He used a protection from magic scroll to trip the traps in the maze invisibly and moved straight on to the temple.  The first assault there proved a washout as, after Emmental had killed Semaj and Tazok, I realised that Diarmid and Angelo had not spawned.  I remember this being a problem with this version of SCS when it first came out (and I uninstalled that component as a result).  This time, rather than trying to muck around spawning the missing characters with the console, I loaded the autosave and re-entered the temple.
 
This time I saw from the opening text that everyone had spawned, so led Sarevok into a corner before using a potion of invisibility.  I knew that everyone except Angelo would follow him, so left them alone while using some summons to get Angelo to show himself.  While he was distracted by them Emmental tried out the wand of paralysation on him - finally succeeding at the 5th attempt.
 
After killing Angelo (and the skeleton warrior that appeared) Emmental waited for Diarmid's scroll of magic protection to wear off and then threw in fireballs from out of sight onto the group.  Semaj was the next to go, then Tazok and finally Diarmid.  Their skeleton warriors were not put off by a protection from undead scroll, but Emmental was able to use his better weapon speed to melee them without response (he tried using a scroll of undead protection, but the aTweaks changes to undead seem to have made them immune to that).  With them dead Sarevok was essentially helpless and successive waves of summons finally saw him off - that got Emmental the XP for level 10, though he didn't level up then.
 
Going back through the maze Emmental couldn't get his familiar past the skeleton warriors with their fear aura, so had to put it back in his backpack and rest before using his ring to get past invisibly.  He sold equipment from the battle to donate at the temple to get reputation up to 18 and then helped Noralee and Nadine to get it up to the maximum.


#10402
Grond0

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Gate70/Grond0 multiplayer attempt 45 - (update 2)
Caddy, human paladin (Grond0) & Xzur, human necromancer (Gate70)
 

After our dodgy previous session things ran generally more smoothly this time.  The first target was Meilum: he appeared to be immune to stun from a chromatic orb, but Caddy just ran him round until Xzur's magic missiles proved too much for him.  The same could have been done to Greywolf, but he proved not to be immune to stun!

 

After returning Samuel to the FAI the duo went on an ankheg hunt.  The body in the nest was a bit heavy to carry so Xzur went to talk to Farmer Brun to deliver it by remote control.  At Ulgoth's Beard Xzur bought some spells, although he's not able to use the useful illusion school spells (like invisibility, mirror image and blind).

 

On the way to the coast they tried and failed to restore Melicamp and proved to Zargal that he was far from the strongest one there is.  Caddy is immune to charm and poison so well suited to battling sirines.  Once they had tried charming him he kept them at range to avoid being confused in melee.  The sirines did manage to charm Xzur once, but were quickly led away by Caddy.  With only non-proficient magic weapons the golems were not easy targets and the duo rested after killing each of the first two.  The final one managed a particularly strong defence before going down to a critical.

 

They are currently at the Nashkel mine just outside Mulahey's cave.

 

Stats:

Caddy, paladin 6, 68 HPs, 100 kills
Xzur, necromancer 6, 25 HPs, 32 kills, 1 death



#10403
Blackraven

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I was indeed playing with SCS improved spiders.  That's why it was necessary to run as soon as seeing a group of spiders.  The sword spiders and phase spiders use their movement advantage to join you at the edge of the map well before the giant spiders arrive - giving an opportunity to kill them before being webbed.  Over that long a distance there's also a chance that some of the pursuers will lose lock - providing the opportunity to kill them in sections.  Giant spiders on their own don't do much damage in melee, so a WS protected from poison is likely to be able to kill them even if he's webbed.

 

I used those sorts of tactics in a number of runs - refining exactly where to move in the process.  I certainly agree that is one of the most dangerous encounters in the game for a WS, but I probably got it up to around 60-70% chance of success.  That's a significantly better chance than ignoring Spiders Bane and just hoping to be lucky to survive the spider ambushes on the way through the Cloakwood.

Wow you have my deepest respect. I think my WS, were she vanilla (with or without ranged disrupt attacks), would have forgone Spiders' Bane and converted to Tymora... Regrettably this knowledge takes away some of the sense of accomplishment I've felt with my WS so far, since she's a rebalanced WS after all. I can see her become quite powerful actually in BG2 with her her better MR advancement.

My condolences re: Emmental, I hope Caddy and Xzur will fare better.



#10404
Charlestonian Knight Templar

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@CKT, good stuff as always. Will your mistress approve of Viconia joining your party you reckon? Or do you consider going on without a cleric? Did Nimbul actually fight the Fist? In my games he normally ignores them...

Yes.  My ultimate 'Mysterious' Demon Queen, Malcanthet (who the PC is not aware of yet) is always looking for corruptible souls to bring into those damned to her for eternity - especially one who turned her back on Lolth for Shar.  After sll, enmity between demon Lords is great.  I plan on introcucung the PC to his 'Overlord demoness' @ some point - she is a Type 5 Demoness, a Marilith.  Att his time he has yet to figure out that his dreams are from two of her 'handlers, a Succubus and a Lilitu,a ll of whom ultimately serve the Demon Queen of the Succubus, Malcanthet.

 

Interestingly, the last two times I've played thru. I've noticed that if Nimbul starts the hostilities, the Amnish Guards turn on him.  I'm usually wounded anyway, & decide to back off to come back later. Then I started reading in the combat info pane that the AGs are shooting @ him & calling for help. He killed about four of them before his protections wore off. Then you can see when he starts taking damage. Perfect time to sweep in and claim the kill if you're CE...& you get all the armor the dead AGs & Nimbul leave on the ground. PERFECTAMUNDO for a Hard Times Mod game.  

 

And yes, Viconia will get an invite. Likely to make Edwin walk but maybe Eldoth - still I'd like to play the Skie Silvershield thing thru - never done that before.  Still the Conjurer & the Necromancer together have some wicked spells so....Guess I'll figure it out when I get to Peldvale. CKT


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#10405
Blackraven

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@CKT, you're a very good at developing and telling stories. I'm looking forward to your next installments.
Viconia will fit in nicely I'm sure.

As regards Nimbul, I've also had the guards attack him. However, he always ignores them and goes straight for my party members... So no free plate mail for me.



#10406
Grond0

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Nimbul will attack the party in preference to the guards - but not if he can't see them ...


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#10407
Grond0

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Gate70/Grond0 multiplayer attempt 45 - (update 3)
Caddy, human paladin (Grond0) & Xzur, human necromancer (Gate70)
 

We had a brief, but productive, session to get this pairing access to the Cloakwood.

 

They started outside Mulahey's cave.  He fell down inside a stinking cloud and failed to get up again.  The amazons got webs as well as stinking cloud to set them up for some fatal skull traps.

 

Caddy used remove fear in preparation for Nimbul, who failed to come up with an alternative plan of attack.  Tranzig didn't manage to complete a spell at all.

 

At the Bandit Camp Caddy meleed the normal bandits, though he ran Taugosz around while Xzur filled him full of spells.  At the main tent Caddy attempted to draw enemies outside, but they were not interested in exposing themselves.  Xzur was low on spells, so Caddy used a potion of firebreath to soften up the opposition.  He didn't manage to catch Hakt in that, but Xzur had one skull trap left and thought that would help - unfortunately it landed with Hakt shielded by the central pillar!  However, the remaining opposition died easily enough anyway and Caddy healed up before triggering it safely.

 

Stats:

Caddy, paladin 6, 68 HPs, 136 kills
Xzur, necromancer 6, 25 HPs, 38 kills, 1 death



#10408
Jianson

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Glasya, half-elven Sorceress with random spell picks, more buildup and advancing the main plot a bit more

Lighthouse map
We fought sirines using Stinking Cloud and skeletons. That wasn't quite enough, so Glasya summoned monsters to keep the sirines busy while Minsc stepped in for some killing arrows. Of course he got charmed...
Glasya029Minscisnasty_zps11b42a45.jpg
At least I had taken off his weapons when the charm was in the air. It was still annoying for Imoen to have him chasing her, what with him having speed boots on. :)

We sided with Sil the sirine and went to beat up the pirates. Imoen had laid traps outside the building and there were skeletons waiting as well. But all the pirates stayed inside, so Imoen could have a good backstabbing spree, attacking from the door. The two thieves did not show up, so I sent in Branwen to Smite them (she is so hard to hit that she wasn't that worried about backstabs):
Glasya030Branwenvsthieves_zps38bca65c.jp
That wasn't enough, so she got out and Imoen sneaked in, moved to the back left corner and killed them with a fiery oil throw.

Great loot in Black Alaric's cave - most of the usual stuff and two tomes. DEX (given to Imoen) and CON that I gave to Branwen so she'd have more hitpoints.

Just as the new version of Sirine's Call promised, Sil remained (although her two companions disappeared, not sure if that was because we let Sil walk quite a bit away from them to talk to us).


Firewine
I wanted to do this while Imoen is still a thief. She, Branwen and Minsc took out most of the kobold commandos in the big room (and the multitude that ran to it). Somewhat painful for them but not so bad.
I gave Minsc a potion of mind focusing, mostly so he could use a protection from magic scroll but the extra AC and missile accuracy were nice bonuses. He had a personal battle against Lendarn:
Glasya031MinscvsLendarn_zpsadd9a108.jpg
Lendarn went invisble and passive after a while, and I had no way to dispel the invisibility. I sent in some skeletons, hoping that Lendarn would attack, which he did. The commotion brought the ogrillons and the ogre mage. Minsc killed them all, then stopped Lendarn with a stunning dart:
Glasya032Lendarnisdarted_zps60c31844.jpg

Minsc's magic protection was still running, so I ran outside to fight Kahrk. Kahrk broke his sword early:
Glasya033Kahrk_zps66e09f81.jpg
That's good because now he can't kill us when he's out of spells. Still, Minsc had a rough time against him. It's that Haste of his - it seems to be permanent. What's the deal with that?
Anyway, Edwin stepped in as an invisible blocker:
Glasya034Kahrkblocked_zps45bff062.jpg
Minsc used up a most of a 120 arrows pack to gnaw down all the stoneskins and mirror images. I had to move Imoen downwards so she could throw him another arrow pack. Kahrk went invisble but the text still said he attacked Minsc. Minsc moved up next to Edwin and took a hit so Kahrk would turn visible. While there, I suddenly realized that Minsc's halberd would be better than his bow. It would reach past Edwin even if Minsc kept the distance from Kahrk.


Crazy Ulgoth's Beard pickpocketing visit
I recruited Safana and made her a master pickpocket (with a minor in illusion detection (may come in handy - who knows?)). She went to work on Shandalar. (I hadn't returned his cloak just because I wanted to do this first). She succeeded with about half a dozen filchings, but oops:
Glasya035Safanaoops_zps8ab22467.jpg
Fortunately, his first spell is defensive (GoI) so she could get to safety. I brought out Branwen who summoned skeletons to draw his big damage spells (fireball, lightning bolt). Then he just vanished, and it was not the Dimension Door that his script usually finishes with.

I decided to let Safana have a go at Delsvirftanyon's and Dushai's pockets as well. That did not go well at all. Failed the first on the male gnome. Oops, he is a mage! I had no idea. I let him play with my remaining skeletons. I did not want to kill him; rep was only 7 and Minsc would become fallen with the killing of an innocent. Dushai and most of the villagers went hostile. Imoen drew Dushai into one of the righthand houses. She got stuck (in shadows) inside an inner room. Dushai blocked the doorway. I sent in Minsc to draw her out. He managed to round a corner in the other end of of the little house, hide in shadows and get past Dushai. Both my characters out and Dushai left in the building.

Meanwhile:
Glasya036Delsw_zpsec526631.jpg
Oh dammit, we had camped in this room just so he wouldn't find us. Stubborn little gnome. Not very dangerous, though, out of spells and armed with only a dagger.
(BTW, Imoen found Shandalar in Therella's house! He is still there...)

We eventually lured Delsvi outside and Edwin drew him into the other house on the righthand side and dropped him off there:
Glasya037Edwinsaveshimself_zps969152a4.j

The bartender had been scared by the battle, and had walked out and into the house a couple of times. Nobody inside the tavern is hostile now. The outdoor villagers are hostile but they just stay put. Might be bothersome for the UB finale later - I need to watch my summons. But so far, a not-too-bad outcome of this visit. I went to FAI and bought Gellana's whole stock of INT-boosting potions. Edwin drank one of each type and could finally scribe the powerful Emotion spell, along with Otiluke's Resilient Sphere, both from Shandalar's pockets. Shandalar's cloak (that I can't return now) seems not to be sellable.


Chapter 3 opening
Now with Emotion available, I finally felt ready to start chapter 3. Nimbul and Tranzig were easily killed (unfortunately I missed Branwen's conversation because she was not upstairs when we first spoke to him).

With Officer Vai now in place, I could sell a buttload of stuff to her. My money savings went from 17k to 32k. Wolf pelts accounted for most of that.

On our way out from Feldeposts, Lamalha's group attacked:
Glasya038Lamalhaattack_zps880cac3f.jpg
At first, I was wary of the invisible thieves that I could see (via battle text) were attacking my mages. Then I realized that Minsc and Branwen blocked them from reaching us. What luck! Edwin wasted no time and cast a Malison, followed by an Emotion. Wow, jackpot!
Glasya039quadruple_zpsf10e60e4.jpg

"Now, where are the thieves? Branwen, if you please...ah, just as I thought":
Glasya040shown_zpsbdb2261e.jpg

We killed Silke and did Garrick's quest in Ulcaster. Unfortunately, our bard got scared by the undead bard's fear attack. Brave Sir Garrick ran NOT away but instead too close to Myr'Cutio and got fried by a Skull Trap. He had only 19 HP at level 6 and failed his save.

I saved the Ulcaster dungeon and its platform for later. I want Branwen to level up once more so she can cast two PfLighting spells in order to fight the improved Icharyd.

We rested at the edge of the map, and that brought in Molkar's gang:
Glasya041Molkarsgang_zpse10156fc.jpg
I failed to stop an Unholy Blight casting (OF COURSE I did, I never seem to able to stop it!) so Minsc and Imoen took a large beating. Other than that, and a little scare when a hasted Morvin ran after Edwin, we really did not have much trouble. Halacan failed his save against a Hold Person, and Imoen stopped a priest spell with trusty old ring of energy:
Glasya042interrupt_zps6515348d.jpg
You can also see Edwin about to get saved from the chasing Morvin. A summoned hobgoblin stepped in and blocked the way.

We have cleared out Larswood and Peldvale, been taken to the bandit camp by Raiken, fought and killed Tazok (you need to keep the distance so he can't speak to you after he has taken a bit of damage). Gauntlets of Weapon Expertise for Imoen, very nice. Since I am a mage myself and Edwin is getting quite powerful, I think Imoen will remain a thief throughout BG1 (I plan to dual her at level 13). At level 11, she will get a third trap and they start dealing poison damage. Quite potent in BG1.
If I make it to BG2, it will be interesting to ShadowKeep her from the start and play the starting dungeon with Glasya as the only arcane caster. (among other things, that (probably) means no nifty +3 Enchanted Weapons...)

We have robbed the whole bandit camp except for the main tent. Not sure if I am going to take on the camp now, or sneak in, or play a bit in Durlag's tower to get another bite at a level 5 scroll chance (hoping for Cloudkill => it would ROCK in the bandit camp). The level 5 scrolls we have found are Feeblemind x2 and Animate Dead.


Oh yeah, I found a WIS tome earlier (I have forgotten where). That gave Branwen an extra level 3 spell. Very nice, I think there is a lot of good stuff to choose from there.


Glasya, level 8, 38+6 HP
Branwen, level 7, 55 HP
Minsc, level 7, 60 HP
Edwin, level 8, 32 HP (1 death, CON=15)
Imoen, level 8, 52 HP

Glasya's random spell picks
Start: Burning Hands, Friends
Level 3: Reflected Image
Level 4: Ghoul Touch
Level 5: Identify, Detect Evil
Level 6: Monster Summoning I
Level 7: Charm Person, Agannazar's Scorcher, Ghost Armor
Level 8: Emotion

#10409
Aasim

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 I did not want to kill him; rep was only 7 and Minsc would become fallen with the killing of an innocent. 

Fwiw now, only Charname  can become fallen class. Nice progress anyway - and an amazing pick for first level 4 spell. Emotion is in essence, an AoE save or die.


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#10410
Grond0

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Emmental {2} - elven wild mage (update 1)
 
I thought I would give Emmental another chance.  This time though, rather than be careful in BG1 and then immediately throw it away in BG2, I'll try and do the reverse.  That means I'll let him take his chances in BG1, e.g. casting his own spells, not travelling invisible and using his familiar more aggressively - if he survives I'll try and be more careful in BG2.
 
So far things have gone pretty well, although he had one narrow escape early on when the familiar attacked Mirianne's ogrillons and was immediately scared by a critical hit for 20 (of its 24) HPs.  It's mirrors protected against one follow-up hit before it regained control.
 
Emmental made his way down to Nashkel in order to get Bhaal CLW to heal the familiar quickly.  He got his first level (+3 HPs) there by killing Oopah - both his LMD attempts surged, but the polymorphed shape proved to have an attack speedy enough to prevent Oopah getting any attempts at retaliation.
 
Back in Beregost Emmental did a few tasks, finishing off by darting Karlat while he failed to get past the invisible familiar.  That took him to level 3 (+6 HPs).
 
Emmental beat up an ogre on the way to the FAI.  There he helped Joia and successfully interrupted Tarnesh's attempted horror on the way to return Landrin's goods.  As he's casting spells regularly the Ring of Wizardry will be a significant help to him this run.  He also bought a few new spells from High Hedge.
 
On the way to Firewine he successfully saved Arabelle this time, though it wasn't easy.  His first sleep surged and his second lasted only 5 rounds thanks to the wild mage variable casting level.  The 4 xvarts left at that stage were all scared by horror, but that doesn't prevent them attacking periodically and Arabelle was badly wounded before the enemies were all dead.
 
At Firewine Meilum took one blast from the wand of frost before Emmental tried to finish him off with his magic missiles.  He must have been inches from death when what should have been the last lot of missiles rather backfired!  Two more wand blasts took him back to near death and a LMD plus a fair bit of running and shooting finished him off.
 
Handing back Perdue's sword got him to level 4 (+5 HPs) and he moved on to the basilisk area.  Darts were mainly used there (with the familiar blocking invisibly), but a frost blast did soften up one group of 3 basilisks.  He got to level 5 (+5 HPs) after clearing up the southern group.  After darting the separated basilisks to the north, Korax did a good job of shutting down Mutamin.
 
Using Mutamin's stinking cloud scroll Korax was able to paralyse Kirian and Peter before dying.  Emmental managed to use 2 horror spells to scare off Baerin and Lindin, allowing him to kill the casters.  A frosty blast and then a magic missile killed Baerin.  That left Lindin helpless against darts and his death got Emmental to level 6 (+5 HPs).


#10411
Jianson

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@Grond0: Nicely done so far. Wild mages are so crazy...

BTW, what is your setup that lets you to summon a 24 HP familiar?

#10412
Grond0

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BTW, what is your setup that allows you to summon a 24 HP familiar?

That's the standard BG2 engine familiar (therefore used by BGT).  Tutu nerfs familiars in the belief they should be weaker in BG1 than BG2.  Personally I think that's a mistake.  With 24 HPs, using your familiar in melee becomes an option, but it's always a pretty risky one in a no-reload.  With even extremely weak enemies doing 16+ damage with a critical it's easy for a familiar to die from a couple of almost simultaneous hits (and of course if you're taking on something stronger like an ogre, then a single hit is plenty).  With a 12 HP familiar melee would seem suicidal enough to put even a wild mage off the idea!  The lower HP value thus seems to me to unnecessarily detract from available game play options.

 

 

Emmental {2} - elven wild mage (update 2)
 
I made a bit more progress with Emmental before going to work, although he nearly died again in the process.
 
A combination of MSD, remove fear and shield protected Emmental while his offensive spells took care of Zordral.
 
Going after reputation, Emmental took on Greywolf.  He had a potion of speed, which allowed him to hit Emmental twice before the familiar could intervene by acting as an invisible blocker at a narrow point between rocks.  Various spells later and Greywolf tried running, but couldn't outrun a dart.  Caldo & Krumm and a drowned cat allowed further reputation increases on the way to pick up the charisma tome.
 
Emmental used a skull trap to get past the kobold roadblock and down to Mulahey.  Another skulltrap killed the kobold elites there, but Mulahey then got fixated on him even after he went invisible and rested.  That seemed to leave Emmental little choice but to buff with shield and MSD and attack.  A skull trap killed most of Mulahey's support troops and things seemed under control after Emmental survived his blight.  However, that proved incorrect as I'd forgotten that hold person bypasses MSD (theoretically it shouldn't, but the area effect allows it to do so despite being targeted on a protected individual).  Mulahey managed to cast the spell through a shower of magic missiles and it duly took effect.  That was the signal for the familiar to bravely come out of invisibility and it managed to kill the skeleton and occupy Mulahey until Emmental recovered.  He then successfully used magic missiles to interrupt another hold person attempt before a couple of LMDs ended the danger


#10413
Aasim

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New entry, a Neutral Evil Dwarven Berserker Grim Deathrock. 

1_zps8ce56c38.gif

 

Weidu log as follows:

// 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 #116 // Enable Animation Attack Sounds: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v10
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13) BWP Fix
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v20 BWP Fix
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v20 BWP Fix
~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v20 BWP Fix
~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v20 BWP Fix
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v20 BWP Fix
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v20 BWP Fix
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v20 BWP Fix
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v20 BWP Fix
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v20 BWP Fix
~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v20 BWP Fix
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v20 BWP Fix
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v20 BWP Fix
~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v20 BWP Fix
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v20 BWP Fix
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v20 BWP Fix
~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: 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
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Baldur's Gate Mini-Quests and Encounters Mod: 8.1
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #0 // Infinity Animations: v5 BWP Fix
~SETUP-BGSPAWN.TP2~ #0 #0 // BGSpawn system based on levels & party members (NOTE: Baldur's Gate Trilogy - BGT required): 1.12 BWP Fix
~SETUP-BGSPAWN.TP2~ #0 #1 // Choose the time between re-spawns: 1.12 BWP Fix
~SETUP-BGSPAWN.TP2~ #0 #3 // BGSpawn random encounters between areas (NOTE: Baldur's Gate Trilogy - BGT required): 1.12 BWP Fix
~JA#BGT_ADVPACK/SETUP-JA#BGT_ADVPACK.TP2~ #1 #0 // Sinvolle Fixes & Restores: 0.6
~JA#BGT_ADVPACK/SETUP-JA#BGT_ADVPACK.TP2~ #1 #1 // Jarl's BGT Adventure Pack: 0.6
~JA#BGT_ADVPACK/SETUP-JA#BGT_ADVPACK.TP2~ #1 #2 // NPC-Portraits for the main component: 0.6
~JA#BGT_ADVPACK/SETUP-JA#BGT_ADVPACK.TP2~ #1 #3 // The Cave of the Black Alaric: 0.6
~SETUP-AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: Content for BG 1: 1.01
~ALTERNATIVES/SETUP-ALTERNATIVES.TP2~ #0 #0 // Alternatives: v10
~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v2.3 (Feb 14, 2010) BWP Fix
~SETUP-D0QUESTPACK.TP2~ #0 #11 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement: v2.3 (Feb 14, 2010) BWP Fix
~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6
~TIAX/SETUP-TIAX.TP2~ #0 #0 // Tiax NPC MOD for Baldur's Gate II: v3
~XAN/SETUP-XAN.TP2~ #0 #0 // Xan NPC MOD for Baldur's Gate II: v14
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: 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 #50 // Remove Disabled Spells from Spell Selection Screens: v3.1 (Hotfix 03)
~SETUP-BGTNEJ.TP2~ #0 #0 // Continuous and Custom Kit Imoen: v1.1 BWP Fix
~SETUP-BGTNEJ.TP2~ #0 #2 // Priest of Sylvanus (Druid) Kit and Improved Character Jaheira.: v1.1 BWP Fix
~SETUP-BGTNEJ.TP2~ #0 #5 // Various Enhancements for BG1 (BGT required!): v1.1 BWP Fix
~SETUP-BGTNEJ.TP2~ #0 #6 // Merchant League Bank (BGT required!): v1.1 BWP Fix
~SETUP-BGTNEJ.TP2~ #0 #7 // More Items from BG1 (BGT required!): v1.1 BWP Fix
~SETUP-BGTNEJ.TP2~ #0 #8 // Tougher Black Talone Elites (BGT required!): v1.1 BWP Fix
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3.1 (Hotfix 03)
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn: v14
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #1 // Crossmod Banter Pack for Throne of Bhaal: v14
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #2 // Crossmod Romance Conflicts: v14
~KTWEAKS/SETUP-KTWEAKS.TP2~ #0 #1 // Add BG1 missing normal & magical weapons: v1.06
~KTWEAKS/SETUP-KTWEAKS.TP2~ #0 #2 // Add BG1 missing unique weapons: v1.06
~KTWEAKS/SETUP-KTWEAKS.TP2~ #0 #3 // Randomized assignment of BG1 missing unique weapons: v1.06
~KTWEAKS/SETUP-KTWEAKS.TP2~ #0 #301 // RP fixes: v1.06
~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
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.70
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.70
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.70
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.70
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.70
~RR/SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.70
~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.70
~SETUP-REVISEDBATTLES.TP2~ #0 #0 // Improved Battles - "erebusant's Patching Version" v6: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #4 // Improved House Jae'llat: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #6 // Improved Master Brain: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #9 // Improved Firkraag: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #14 // Improved Shade Lord: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #17 // Much Improved Temple Sewers Party: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #18 // Improved Kiser Jhaeri (requires ToB): v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #19 // Improved Falahar: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #20 // Improved Drow Pit Fights: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #24 // Blademaster Kit: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #25 // Demon Knight Kit: v6.3 BWP Fix
~SETUP-REVISEDBATTLES.TP2~ #0 #27 // Modify .CRE Proficiencies, Abilities & Effects. This component MUST be installed.: v6.3 BWP Fix
~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 #1093 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics and Druids, With Halved Specialization: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #15 // PnP Equipment for Druids -> Druids Only: 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
~SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities: Refinements v 3.31 BWP Fix
~SETUP-REFINEMENTS.TP2~ #0 #30 // Shapeshifting fix -> Heal on shifting back to human (Default): Refinements v 3.31 BWP Fix
~SETUP-REFINEMENTS.TP2~ #0 #40 // Universal lesser mage robes: Refinements v 3.31 BWP Fix
~KTWEAKS/SETUP-KTWEAKS.TP2~ #0 #101 // Revised throwing daggers: v1.06
~KTWEAKS/SETUP-KTWEAKS.TP2~ #0 #102 // Revised warhammers: v1.06
~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #9 // Match NPC Stats -> Use BG2 Stats: 1.73 BWP Fix
~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #10 // Faldorn: Avenger-Kit: 1.73 BWP Fix
~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #11 // Safana: Swashbuckler-Kit: 1.73 BWP Fix
~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #12 // Kivan: Archer-Kit: 1.73 BWP Fix
~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #13 // Ajantis: Cavalier-Kit: 1.73 BWP Fix
~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #14 // Cernd: Totemic Druid-Kit: 1.73 BWP Fix
~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #20 // General fixes: 1.73 BWP Fix
~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #22 // Soundpatch part I - Gamesounds: 1.73 BWP Fix
~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #24 // Item Addon (IWD-Types): 1.73 BWP Fix
~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #25 // Special NPC Items: 1.73 BWP Fix
~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #26 // Improved exotic weapons allocation: 1.73 BWP Fix
~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #27 // Change Montaron's Proficiencies: 1.73 BWP Fix
~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #28 // Xan's improved spellbook: 1.73 BWP Fix
~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #29 // Change Kagain's proficiencies : 1.73 BWP Fix
~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #30 // Dynaheir Sorceress: 1.73 BWP Fix
~JA#BGT_TWEAK/SETUP-JA#BGT_TWEAK.TP2~ #1 #32 // Minsc's bald head: 1.73 BWP Fix
~SETUP-BGTTWEAK.TP2~ #0 #500 // Major locations explored upon visit: 11 (5 Feb 12) BWP Fix
~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 #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 #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 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): 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 #6310 // Slightly harder carrion crawlers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6511 // Improved fiends -> Fiends have normal hit points: 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 #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 #6570 // Smarter githyanki: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: 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 #8020 // Spellcasting Demiliches: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: 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
~BP/SETUP-BP.TP2~ #0 #0 // Big Picture, core component (required for most subcomponents): v181-b4611
~BP/SETUP-BP.TP2~ #0 #10 // Patching all the existing innate spells, setting level to one.....: v181-b4611
~BP/SETUP-BP.TP2~ #0 #325 // Animals: v181-b4611
~BP/SETUP-BP.TP2~ #0 #350 // Beholders: v181-b4611
~BP/SETUP-BP.TP2~ #0 #375 // Demons and Devils: v181-b4611
~BP/SETUP-BP.TP2~ #0 #390 // Djinni, Efreet, & Dao: v181-b4611
~BP/SETUP-BP.TP2~ #0 #425 // Drow: v181-b4611
~BP/SETUP-BP.TP2~ #0 #460 // Duergars -> Duergar: Leave Irenicus Dungeon Alone: v181-b4611
~BP/SETUP-BP.TP2~ #0 #475 // Elementals: v181-b4611
~BP/SETUP-BP.TP2~ #0 #575 // Githyanki: v181-b4611
~BP/SETUP-BP.TP2~ #0 #600 // Golems: v181-b4611
~BP/SETUP-BP.TP2~ #0 #625 // Hellhounds: v181-b4611
~BP/SETUP-BP.TP2~ #0 #700 // Mind Flayers: v181-b4611
~BP/SETUP-BP.TP2~ #0 #750 // Sea Devils: Sahuagin and Kuo-Toan Enhancements: v181-b4611
~BP/SETUP-BP.TP2~ #0 #875 // Trolls: v181-b4611
~BP/SETUP-BP.TP2~ #0 #925 // Were-Animals: v181-b4611
~BP/SETUP-BP.TP2~ #0 #1020 // Beholder Cult: v181-b4611
~BP/SETUP-BP.TP2~ #0 #1050 // Vampire Encounters -> Chapter 6 (w/ bodhi): v181-b4611
~BP/SETUP-BP.TP2~ #0 #1150 // Druidic Improvements -> Druid Encounter (w/ Treant Spell): v181-b4611
~BP/SETUP-BP.TP2~ #0 #1170 // Treant Encounter: v181-b4611
~BP/SETUP-BP.TP2~ #0 #1190 // Hell Trial Additions: v181-b4611
~BP/SETUP-BP.TP2~ #0 #1200 // Horreds Lair: v181-b4611
~BP/SETUP-BP.TP2~ #0 #1315 // Nalia Quests: v181-b4611
~BP/SETUP-BP.TP2~ #0 #1350 // Planar Prison: v181-b4611
~BP/SETUP-BP.TP2~ #0 #1375 // Planar Sphere Enhancements (including Tolgerias): v181-b4611
~BP/SETUP-BP.TP2~ #0 #1560 // Improved Spellhold -> Chapter Four Enhancements - Only: v181-b4611
~BP/SETUP-BP.TP2~ #0 #1650 // Trademeet Enhancements: v181-b4611
~BP/SETUP-BP.TP2~ #0 #1675 // Wand of Orcus Add-In: v181-b4611
~BP/SETUP-BP.TP2~ #0 #1700 // Windspear Hills Enhancements: v181-b4611
~BP/SETUP-BP.TP2~ #0 #1725 // Improved Xvart Village, for BGT-weidu: v181-b4611
~BP/SETUP-BP.TP2~ #0 #1175 // Kensai Ryu's Gnome Fighter/Illusionist in the Docks: v181-b4611
~BP/SETUP-BP.TP2~ #0 #1225 // Improved Kangaxx Encounter, by Kensai Ryu: v181-b4611
~BP/SETUP-BP.TP2~ #0 #1750 // Watchers Keep Improvements: v181-b4611
~BP/SETUP-BP.TP2~ #0 #1800 // ToB Improvements: v181-b4611
~BP/SETUP-BP.TP2~ #0 #2000 // Ascension for BP: v181-b4611
~BP/SETUP-BP.TP2~ #0 #2100 // Improved Abazigal: v181-b4611
~BP/SETUP-BP.TP2~ #0 #2200 // Improved Demogorgon: v181-b4611
~BP/SETUP-BP.TP2~ #0 #2300 // Improved Gromnir: v181-b4611
~BP/SETUP-BP.TP2~ #0 #2400 // Improved Illasera: v181-b4611
~BP/SETUP-BP.TP2~ #0 #2500 // Improved Sendai: v181-b4611
~BP/SETUP-BP.TP2~ #0 #2600 // Improved Yaga-Shura: v181-b4611
~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 #1090 // Exotic Item Pack: 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 #3001 // Higher HP on Level Up -> NWN Style: 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
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #156 // Fiendish gating: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #160 // PnP Undead: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #191 // Increase the Hit Dice of Elemental Princes: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.30
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #12 // Inactive creatures fix: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #13 // Gerde's quest and other related fixes: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #15 // Creature fixes: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #1060 // Other compatibility fixes: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2000 // Give all skeleton warriors the same immunities -> BG2 immunities (suggested!): v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2002 // Fenten buys more ankheg shells (Baldur's Gate) -> Fix only: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2047 // Allow blades to use Defensive Spin under Free Action: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2048 // Turambar's revised thieving skills and spell learning XP reward table: v1.8.1
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #4000 // 3rd edition style Strength: TB#Tweaks, V 2.61
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #4500 // 3rd edition style Dexterity: TB#Tweaks, V 2.61
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #5000 // 3rd edition style Constitution: TB#Tweaks, V 2.61
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #6000 // 3rd edition style Wisdom: TB#Tweaks, V 2.61
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #6500 // 3rd edition style Charisma: TB#Tweaks, V 2.61
~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 #100 // Anomen: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #150 // Cernd: 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
~1PP/1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls: v4.1.0 BWP Fix
~1PP/1PP.TP2~ #0 #103 // 1ppv4: Extended palette entries -> Full install (recommended): v4.1.0 BWP Fix
~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes: v4.1.0 BWP Fix
~1PP/1PP.TP2~ #0 #106 // 1ppv4: Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II: v4.1.0 BWP Fix
~1PP/1PP.TP2~ #0 #300 // 1ppv4: Fixed animations for solars and elementals: v4.1.0 BWP Fix
~1PP/1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes: v4.1.0 BWP Fix
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3.1 (Hotfix 03)
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #50 // Distinctive Genies: v5 BWP Fix
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #100 // Distinctive Fiends: v5 BWP Fix
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #150 // Pit Fiends -> All get the NWN animation: v5 BWP Fix
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #210 // Cambion/Isair Animation -> All cambions: v5 BWP Fix
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #260 // Alu-Fiend/Madae Animation -> All alu-fiends: v5 BWP Fix
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #400 // Distinctive Undead: v5 BWP Fix
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #420 // Skeleton Warriors -> SkeletonA animation: v5 BWP Fix
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9000 // Fix Areas -> Creature References: v5 BWP Fix
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2
~KIT_REV/KIT_REV.TP2~ #0 #130 // Revised XP Progression: Beta 20

 

 

I decided to use SCS "general AI" including mages/priests and some other comonents, and add BP and Revised Battles components into the mix. Other additions include TBTweaks 3rd edition stats, making WIS grant a save vs spells bonus/penalty, CON save vs Death, DEX save vs Breath, depending on score.  Enemies also benefit from this. In general, it benefits them slightly more (i.e. 17 STR is +3 THAC0, +4 damage, while 25 STR is +7 THAC0, +10 damage). PnP creatures from aTweaks are added into the mix for good measure. It should be interesting since I haven't played Improved Battles for a decade probably, and never played through BP encounters completely. 

Also, BGT Spawn mod is included. This is a major change in BG1 gameplay - it imports monsters straight out of BG2 - including Minotaurs, Wandering Horrors etc. Regular spawned mobs can include level 12 Orc Mages. All these benefit from SCS AI, making them usually impossible to defeat. 

In addition, all random spawns' difficulty is altered according to your level/group size. This is an example.

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Of course, BGT Spawn has a stupendous XP gain. I won't abuse it tough...

 

 

Anyways, to game.

As usual, Tarnesh is one of the first enemies to fall. Berserker is one of the few kits that can kill him w/o any real threat at level 1.

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Picked up Jaheira at FAI. She's a custom kitted single-class druid (kit-Priest of Sylvanus, from NEJ mod). I don't know what to think of that kit. She gains Shapechange (9th level wizard spell) at level 12, and some neat innates that speed up her cast times. I'll probably disregard Shapechange completely since it's disbalancing even at level 18, let alone 12. Joined Tiax and Edwin as well. First things go first, so we go south to kill Dynaheir. We make a pit stop for some Amnish mercenaries, where Tiax' ghast shows his prowess in combat. aTweaks makes this ghast move the same speed as other aTweaks ghasts - he's quite fast now.

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Vax and Zal didn't know what hit 'em.

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After killing Dynaheir, one of the main things for Grim to get was Varscona Long sword (he dual wields long swords), so we took a slight detour and killed the original owner.

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Next, Ring of Free Action, courtesy of Dushai.

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Cleared out Ankheg infestation without much harm.

Apperantly, one mod adds some extra items to the store in Ulgoth's Beard....one thing worth buying for now was Full Plate +1, which is colored black and looks much better on Grim than a regular plate so I bought it. Also bought Greenstone, and went to hunt some Nereids and Sirens; arguably the most annoying and unforgiving enemies in BG1 on my install. Just getting near one is hard, let alone hitting them through Imp.invisibility. Varscona is otoh exellent vs their summoned Wierds, since Cold damage slows those creatures (they have the ability to instakill, so care must be taken here). 

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Cave in the area with CON tome is modded. It now no longer has golems, but some pirate skeletons, and their leader, Ghost of Red Beric....be that as it may, they all tasted cold steel. 

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Dealt with Shoal. Unfortunately, she refused to trigger dialugue, so Ogre never spawned....meh. 

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Mutamin in the dark, Korax does the work after Grim getting horrored on sight. Wisely, all apart two basilisks next to Muta were slain beforehand.

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Kirian's group was slain with a common tactic of Edwin's Web + Grim slaying.

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Did a (rather short) visit to Durlag's Tower. On top floor, a nice surprise - no +2 scimitar, but a magical long sword.

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Upon identification, this is what I got now:

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Cool. An Answerer +2. I don't think it's OP, since very few enemies survive more than 2 hits anyway. It will be of use vs mages, since they're annoying to hit.

 

Cleared top Duralag floors, had an encounter with a lot of Skeleton Warriors bottom. A Mist Horror spawned, went straight for Tiax. The thing sees through invisibility apperantly, but was slain anyway. Lot of XP, lot of loot.

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Left the tower for good. Pride&Avarice are probably the hardest SCS modded battle in BG1, and a literal suicide in a No-reload, so way down is off limits.

 

Killed Bassilus. We're sitting at level 7 already, even with the nerfed XP progress.

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I kid you not, there are Minotaurs in BG1! :D Polytweak does not alter these....so 3 of them are 9k exp, no danger here.

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BP Xvart village. They come by the dozens......

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...and are fairly ignitable.

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#10414
Aasim

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Did some areas around Nashkel, before deciding to finish Mulahey ruleship over mining operations. Jaheira's Fire traps dealt with his summons, while Grim killed Mulahey in 3 consecutive hits.

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Amazons were soloed.

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I was rather careful in this area, BGT Spawns include level 12 Orc Priest which summon Aerial Servants (aTweaks makes them perma-invisible, with 8d4 damage per hit. It has 128 HP. :wacko: There's no surviving one at level 7). Other spawns can include level 12 Orc Wizard (yey for Orcs I guess) which casts Sunfire and PFMW. Grabbed Wand of Monster Summoning, killed Revenant and high-tailed it out of the area.

 

 

Had some help for guards with Nimbul, but he's rather defensively oriented.

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Bandit camp

In this setup, I included NEJ "Tougher Iron Throne Elites". I didn't exactly know just how tougher they get - but I soon found out that they're hitting a full-plated character with Boots of Avoidance very, very often. 2 potions of regen, and a lot of big healing potions were used up.

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Luckily, Edwin is with me. Web+Fireballs never grows old.

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Upon NearInfinity edit, I found out that Black Talon Elites are now level 9 fighters with a THAC0 score of 2....ffs.

They're now well worth the 420 EXP for kill.

 

 

Killed of the Cloakwood Spiders, and traveled through the rest of the areas invisible.

 

 

 

Cloakwood mine

 

This was hilarious. I made everybody invisible, and had Jaheira summon Dryads. They charmed every single oponnent. :P

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So we turn them on each other.

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Again, we venture invisible through the mines - I have no interest in fighting anything aside the big boss himself. Grim buffs with Scroll of Magic protection, Potion of Heroism and Oil of Speed. Horrors are slain swiftly.

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And Davaeorn's creeps are too late to save him.

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Now we venture to the big city.



#10415
Jianson

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A very different setup you have there, Aasim, with lots of potential dangers.

 

Pride&Avarice are probably the hardest SCS modded battle in BG1, and a literal suicide in a No-reload, so way down is off limits.


I think the chess battle is far worse, at least if you fight it on the board (I usually protect all characters from lightning, go invisible, run past them and go back later when I have secured fighting space below).

Four warders battle can be fought on our chosen battle ground and their calling for help is not great, so it's often possible to split up the warders from each other. On my last run, Shar-Teel (dualled to thief, and protected from fear and charm) had a field day with backstabbing. She got both Pride and Love with repeated backstabs, and Fear with backstab followed by melee. Avarice was taken last - we moved away from his cloudkill, surrounded him with skeletons and we were high enough in level for Viconia to cast a True Seeing and thus foil his hiding.



@Grond0: I agree with you regarding the HP of familiars. I thought my Sorceress would use hers more in battle. Turns out I just did that around level 2-4 (if it had died while I was level 1, I would have died as well) despite having 18 CON. Even a stupid xvart can kill it on a critical followed by a lucky damage roll.
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#10416
Aasim

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A very different setup you have there, Aasim, with lots of potential dangers.

I think the main problem is that even I don't know what else awaits me. I use some mods (i.e Jarl's BGT Adventure Pack) which I never used before. Potions of Magic Shielding will be my best bud.

 

I think the chess battle is far worse, at least if you fight it on the board (I usually protect all characters from lightning, go invisible, run past them and go back later when I have secured fighting space below).

Four warders battle can be fought on our chosen battle ground and their calling for help is not great, so it's often possible to split up the warders from each other. On my last run, Shar-Teel (dualled to thief, and protected from fear and charm) had a field day with backstabbing. She got both Pride and Love with repeated backstabs, and Fear with backstab followed by melee. Avarice was taken last - we moved away from his cloudkill, surrounded him with skeletons and we were high enough in level for Viconia to cast a True Seeing and thus foil his hiding.

The main problem with Chess Battle is what happens if you let pawns get to the end of the board. Fighting 5 or so Queens isn't funny. I find that battle fairly easy with Wand of Fire, Detonation Arrows etc., anything to kill the pawns fast.

Unfortunately, on my install, Viconia doesn't get level 9 prior to 300 000 EXP, so the only possible way to cast True Sight is Inquisitor's innate ability.

I think Pride is the worst - he hits like a horse on steroids, an isn't prone to missing. I did manage to blind him once, only to have him "randomly" get in close enough range to kill someone....regardless, imo, it's simply not worth the risk to go further down Durlag's.



#10417
Aasim

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Grim Deathrock, 2nd update

 

Baldur's Gate

 

I have a pretty set direction here - visit SS, then go south to Low Lantern, finish quests there, kill High Priestess for Geas scroll/child body, finish dopplegangers etc. an go around the town in a clockwise direction. All was fine up until Talos Temple, where I had a nasty surprise. Some creatures spawned, I don't know which mod added them - enough to say that they never miss, and do around 30 damage per hit. They're named Waterlike Elementals, fwiw.

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Fortunately, they cannot move away from their residing pools. Thus some hefty healing was ensured.

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And they die just as any.

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We ramped up most of minor stuff to do, selected the wrong dialogue option with the priest who wants to revive the missing boy, killed most of evil mages in the city, had encounters with Diseased Rats in the sewers (worth no EXP), and set of to destroy Iron Throne leaders. Oddly, the front door was locked (this Adventure Pack I suppose. I won't post spoilers on how to enter the building, since it's a rather nice mod to try - a breath of fresh air to such a familiar game is always welcome). 

Finally, we figured out the entrance, and buffed ourselves with invisibility, heading to the top floor. Jaheira summmoned Dryads which started to charm people. Edwin threw a Web spell. The carnage was splendid.

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Unfortunately, neither Charms nor Web last long. Retaliation was swift, Edwin fired up a scroll of Chaos, as Grim bravely stood by the door to prevent assassins from closing in and chunking Edwin. I say "bravely" since his AC is made of suck (Kit Revisions Berserker has a worse AC than a Kensai, actually).

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Grim failed his save vs Confusion. Tiax has no Break Enchantement memorized, he focuses on skeletons on 3rd level. 

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Edwin launches another Chaos (he can only cast it from scrolls, but SCS adds an infinite ammount to SS. I bought 3).

Grim is now sleeping, but if anybody hits him he will wake up; albeit confused.

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Tiax's undead army is summoned to hold the door while Grim regains his senses...

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..and they do pack a mean punch!

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Fin

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I didn't find Ring of Free action anywhere unfortunately...I have one from Dushai, but that ring is so good that anybody can benefit from it.

 

 

Be that as it may, we report back, visit Candlekeep again, kill of Prat, spiders and two basilisks

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pay a short visit to High Hedge to identify tomes, buy some loot, go back to BG, travel invisible to avoid patrols, kill Slythe and Krystin (Pro Magic scroll used)

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Then we have a conversation with thieves (Jarl's Adventure pack makes you have allies in Duchal Palace battle, similar to thieves against Bodhi I guess. They aren't of much help.) and finished dopes while still under invisibility (everybody apart Grim, who was under Pro Magic scroll). Lilla did die, and left behind a Ring of Invisibility. 

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Belt sends us on a goose chase, we run invisible past any obstacles (apart Tamoko, but she's worthelss alone) and prepare for the Endgame. This is Grim before Sarevok.

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#10418
Aasim

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Sarevok finals

 

Battle plan - use tons of summons, Tiax to dispel illusions, and try to seperate Angelo or Semaj from the rest of the group. Keep everyone invisible.

 

Things start of as usual. Edwin summoned some dogs, invisible Tiax leads them to the slaughterhouse.

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This time around, Angelo is quick with his Detect Invisibility.

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Tiax has a small buffer window before the "next tick" of DI kicks in (similar to True Seeing). He uses that time to go invisible, and run back to the group. Angelo pokes his ugly face too far out, Edwin uses Paralysis Wand on him. The first attempt was succesful, and Angelo becomes a skeleton soon after. Grim used a Fire resistance potion to bash his fireshield, others attacked with range.

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As the enemies aproach, all they can hear is "gulp".

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The summons carnage continues. Semaj gets confused (Edwin's Chaos scroll), wonders too far away from his group, and the wizard is no more.

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Summons! We need more summons! They distract the big kahuna while Grim focuses on Diramid.

We have a few skeletons on our tail as well, but they're not as dangerous.

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Finally, Tazok falls. This leaves Sarevok alone.

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Summons! More summons!

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Few rounds later, Sarevok quits after a hefty spell barrage. Ogres did a number on him as well.

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Grim will be entering the BG2 - No Reload challenge soon.



#10419
Grond0

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Well done Aasim.  Looks like you've been having fun with Grim :D.
 
 
Emmental {2} - elven wild mage (update 3)
 
This has been a fun run for me so far - always more interesting when you're living on the edge!
 
On emergence from the Nashkel mine Emmental looted the Valley of the Tombs.  That included killing the ghasts - the aTweaks versions are faster and have a nauseating aura, but are still not dangerous outside melee combat.
 
Moving on to the Lighthouse a good word from Ardrouine got reputation to 20.  He then tried skull-trapping the sirines.  However, as soon as he started casting (from invisible and out of sight) they knew where he was and all 3 of them moved straight towards him.  As a result he was shot with arrows of biting and poisoned twice.  I thought that was probably going to be the end of the run, but Emmental managed to successfully cast a Bhaal CLW in a gap between poison and that saved him - the poison eventually stopping with him back down to 3 HPs.
 
Even after leaving the area and returning invisibly the sirines still had a lock on him, but a spot of running and casting got one to near death and I thought a magic missile would finish it off, but the spell surged and entangled Emmental.  This time he saved against one arrow of biting, but took damage from a couple of arrows of piercing before managing to cast invisibility.  After eventually being released he did manage to finish the sirine off with a magic missile before leaving the area again.  Back once more, he waited for the sirines to move to him (and for improved invisibility to wear off) then killed one with skull traps and magic missiles.  The familiar bravely tanked the final one - the AI kept trying to move away to shoot arrows, which meant it didn't attack at all - while Emmental used spells and darts on it to get to level 7 (+4 HPs).  With required tactics now clearer Emmental had no real problems in killing Sil and her sirines.  He didn't have any magic darts, so just left the golems alone while looting the cave.
 
For Nimbul, the familiar hit with a critical, ensuring that a magic missile would be fatal.  It seemed a shame to waste the buffs so Emmental went straight after Neira.  He successfully interrupted a blight attempt (while the familiar stayed out of the kill zone).  The familiar then tanked to intercept any hold person attempts and, despite hasting Neira with an attempted magic missile, he managed to kill her before she did any damage.
 
Tranzig was attacked from invisible - twice - and started attempting to run before doing any more than healing and casting ghost armour.
 
Emmental rested in the ankheg area to prepare to raid the nest there, when Molkar sprang his ambush.  Emmental immediately stuffed the familiar in his backpack and cast invisibility.  Like the sirines that party still follow despite invisibility and move faster so it's difficult to do a run and cast strategy.  Emmental left the area and returned to try and get a bit of space to buff before engaging.  He made a first use of summoned monsters to help him out, but killed them all when an attempted horror surged - luckily though the familiar's magic resistance saved it and a fresh lot of summons soon enabled Emmental to finish things off. 
 
After robbing the ankhegs Emmental continued on to Ulgoth's Beard to do a bit of shopping there.  Then back to investigate the Bandit Camp invisibly (using MSD to foil the lightning trap).
 
After using the red potion to learn the spells from Ulgoth's Beard, Emmental travelled invisibly through the Cloakwood, although he did get ambushed by 3 teleporting phase spiders after one rest and the familiar had to rely on his mirrors to protect against one attack.  Killing them got Emmental to level 8 (+4 HPs).
 
At the mine I was surprised to see Drasus come out early in support of the guards on the bridge.  Not knowing if the others were about to show up as well Emmental ran away - straight into a spider ambush.  He quickly took a potion of freedom and stuffed the familiar in his backpack to get out of that one before coming back to the mine invisible.  There he found the others had indeed come out in support of Drasus and Rezdan immediately cast detect invisibility, forcing Emmental to recast invisibility.  Some summons used up much of the mages' spell arsenal and Emmental was able to lead Drasus and Genthore away before disappearing again and going back to finish off the mages.  One final lot of summons then distracted the fighters while a scorcher and various spells went in - Genthore killed the gnolls, but fell victim to a malisoned stinking cloud.

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#10420
Aasim

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Outstanding job on Sirens Grond0...



#10421
Serg BlackStrider

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Nice job there, Aasim! Safe travels in Amn!

 

And keep a good work all of you, friends!



#10422
Grond0

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Emmental {2} - elven wild mage (4th and final update)
 
Familiar invisibility took Emmental down to see Daveorn.  Popping up and down the stairs he was able to isolate the battle horrors and use frost blasts on them.  He didn't have a scroll of magic protection so still needed to be careful and had to run upstairs to avoid one fireball as well as sacrificing a couple more lots of summons.  However, eventually a scorcher caught up with Daveorn.  With his shield protection still up Emmental was able to melee the mustard jelly before leaving to flood the mine.
 
In the City Emmental recharged his monster summoning wand and learned some new spells.  Then he went after the tomes.
- under assault from a scorcher and MMM, Jalantha failed to cast a spell - level 9 (+3 HPs, to finish with a slightly sub-par 53).
- Marek was scared and failed to recover.
 
After sneaking into the Iron Throne Emmental was sent back to Candlekeep - travelling via Durlag's Tower to pick up the tome there.  At Candlekeep I made a stupid error, leaving the familiar too far away to dodge back into the library when some phase spiders teleported in.  As a result Emmental was poisoned once and also saved against a second attack (the text from the screenshot has been rolled back, after Emmental eventually managed the transition - he immediately went back out again, this time gaining a bit of space to dodge the spiders.  The poison ticks quite quickly and he tried and failed once to use Bhaal slow poison.  Down to 3 HPs he had one final attempt - and this time was successful!  The spiders and doppleganger died in frost blasts and Emmental rested to heal before using MGoI and knock to loot the tombs.  He decided he'd pushed his luck quite far enough for the moment and just left invisibly rather than risking a conflict with Prat.
 
Back in the City he continued to adopt a safety first policy by throwing summons at Slythe from out of sight.  On to the palace where he buffed up and then opened by putting improved invisibility on Belt.  The dopplegangers tore Liia apart by the time he followed up with a malison, but chaos then affected them all.  Three of them survived long enough to run downstairs, but they were easy enough to hunt down.
 
Invisibility + MGoI saw him through the maze and into the final temple.  Once more there were no risks taken there.  A potion of magic blocking was used while activating Sarevok and he was dumped in the corner with a potion of invisibility.  Angelo ventured out briefly, but then went back to the others, so Emmental just waited until Diarmid's scroll of magic protection had worn off before sending in another fireball.  When Angelo came out this time he used the wand of paralysation on him before meleeing the resulting skeleton warrior.  
 
Back to the corner for more fireballs.  Semaj died first, then Tazok - the latter demonstrating just how far the skeleton warrior fear aura reaches.  While the familiar was flapping around Emmental had to be a bit more careful to make sure he didn't fireball it, but it wasn't long until Diarmid was the last of Sarevok's supporters to go.  At that point Emmental stuffed the familiar in his pack and tried casting stoneskin in preparation for finishing the job.  Instead he generated a gate, so quickly moved out of sight before the demon appeared and just waited for the nabassu to unsummon.  A few more summons and his weapon speed advantage allowed him to kill the skeleton warriors before inviting Sarevok out to play.  To give him a fighting chance, Emmental used all his own offensive spells in between generating summons and throwing darts, but there were no more surges and Sarevok had to take a walk.  The XP for that was sufficient for level 10, though Emmental didn't level up before returning to Belt (+4 HPs).  He's now arrived safe and almost sound in Athkatla. 


#10423
Grond0

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Gate70/Grond0 multiplayer attempt 45 - (4th and final update)
Caddy, human paladin (Grond0) & Xzur, human necromancer (Gate70)
 

A pretty good session this afternoon provided just enough time to see the end of Sarevok.

 

Things started by selling loot from the bandit camp before travelling to the Cloakwood.  There was a potential problem there after Caddy pulled the first 4 ettercaps back for disposal and commented about the difficulty of doing this for the final one - the web trap normally triggers only when the ettercap appears.  He demonstrated well how that occurs and took significant damage before breaking free.  The hamadryad that ended one of our recent runs was not able to trouble a cavalier (immune to charm).

 

At the mine Xzur used a couple of webs and a stinking cloud to disable the party there - skull traps and a couple of fiery potions made short work of them.  I thought it might be necessary to fight Hareishan given this duo had no invisibility available.  However, they managed to run down to the next level without alerting her and were soon down facing Daveorn.  Xzur laid a web in place before Caddy tripped the battle horror traps.  That stopped one of them, while the other found it hard to hit Caddy through his golden girdle and PFE.  A skull trap on the webbed one and Daveorn was the signal for Caddy to take a potion of magic blocking and attack - Daveorn failed to find an appropriate counter.  As happened last time Caddy was left in the drowned mine after the cutscene and had to use the console to move areas.

 

In the City Caddy took the dexterity tome, while Xzur made use of wisdom and intelligence.  There was a potentially dangerous moment when Jalantha started casting flame strike on Xzur, but she didn't survive to finish the cast.  Marek's opening confusion bounced off the Green Amulet and he actually did surprisingly well to survive just long enough to strike Caddy with a lightning bolt.  I don't think Ramazith even had time to go hostile and a potion of freedom opened the way to the top of his tower.

 

Unusually for our runs we also did the Maulers (to get a magic axe for Caddy).  Web + malison rendered most of the enemies helpless and only a bouncing lighting bolt right at the end of the fight did any real damage.  Another fight we normally ignore was the Iron Throne, but rather than use potions of invisibility we did that one as well.  Caddy was protected from magic by a green scroll and the plan was for him to act as a target while Xzur threw spells in from behind.  That didn't quite work to plan as the pillars in the room broke up line of sight and Xzur only just survived being hit by a flame strike.  However, once he used the stairs to get a bit of room to manouvre he made good use of emotion to pretty well end resistance.

 

At Candlekeep Caddy used another protection from magic scroll along with a storm giant strength potion to loot the tombs.  The dopplegangers all fell quickly and Prat's gang was also helpless when he put the ring of free action on to complement the green scroll.  A further green scroll provided protection from the basilisks.  On the way back to the City there was a stop at Durlag's Tower to get the final tome.

 

Slythe was pulled back and quickly beaten up before Xzur sent in a couple of hobgoblins to persuade Krystin to cloudkill Quenash for us.  Surprisingly Krystin survived sitting in her own cloudkill - but not long thereafter.  At the palace Xzur generated some summons and then tried slowing the dopplegangers, but only 1 succumbed to the spell.  However, Caddy went through them pretty quickly using his potion buffs and both dukes were safe here when the last doppleganger attacking them died.

 

Caddy meleed his way through the maze, adding in fire and lightning protection to trip the traps.  He suggested that Xzur might want to take a potion of absorption as well in case one of the lightning bolts came through the wall - that was a good call as Xzur was indeed cheesily hit in that way.  Xzur sent in a few summons to the Undercity party to persuade them to fight amongst themselves - and Rahvin was indeed killed after injuring others with his exploding arrows.  The others didn't last long, with Gorf surprisingly being taken down by the stun effect from a chromatic orb.

 

In the temple, Caddy pulled Sarevok out on his own with a wand magic missile.  Xzur failed to dispel him - or slow him - which made dealing with him a bit more ticklish.  However, Xzur hit him with various spells while Caddy ran him round and buffed with potions.  Caddy then engaged him in melee fairly successfully - taking him to near death before having to run and heal slightly while Xzur acted as target.  A couple more hits then saw Sarevok on his way.

 

Stats:

Caddy, paladin 8, 91 HPs (incl. 5 from helm), 257 kills
Xzur, necromancer 9, 37 HPs, 70 kills, 1 death


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#10424
Charlestonian Knight Templar

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My visitors by night seem so real & yet like a dream. So beautiful and enticing they urge me to follow the path of the bandits as the source that can bring me the power I will need to serve my benefactor when they choose to reveal more to me. Reading thru the letter to Tranzig led me to move toward Peldvale & Larswood. I chose to go north thru Coast Way intending to head east to Larswood afterward. In the coast way I encountered six or seven Bandits that attacked us just as we were knocking off a group of Xvarts. I left the Xvarts w/Kagain & the others &, protected by my Boots of Avoidance, attacked the Bandits & their short bows. After I killed one of them & then started beating down a second, he begged for mercy & promised to show me on my map where the Bandit Camp was located. I intended to kill him after but he & his cowardly band escaped running like little girls into the woods.

 

Key Event: After making sure there was nothing of value remaining in Coast Way I led us back to Beregost to sell loot & rest. Right in front of the Red Sheaf, this woman had been standing there day & night since I’d been passing thru & was starting to irritate me. I decided to have Montaron back-stab her as we passed by like nothing out of the ordinary. His ‘back-stab’ was effective but not deadly. After he came into the Red Sheaf I expected her to enter but she didn’t. After a nights rest, we emerged into the daylight to find her waiting to fight. I cast Larloch’s Minor Drain to disrupt any spell she might cast. Kagain attacked enraged; Eldoth fired Poison Arrows; Xzar cast Chill Touch & shocked her. Montaron slipped into shadows to back-stab and finished her w/o any of us taking a scratch. Edwin did nothing but attack w/his staff but his Grease Spells have been very helpful in tying up our other enemies so, for now, he remains useful. 

 

 

sej7.jpg

ASSASSINATION: A BEAUTIFUL WORK OF ART!!

 

Treasure of Note: Girdle of Bluntness (Me); Potion of Invulnerability (Me); Heavy Crossbow of Accuracy (TBD)

 

Current Disposition: Resting @ the Red Sheaf

Next Steps: Larswood

Level Up: Motaron’s Assassin Guild sends word that he is now a Waghalter (Assassin/3)

 

Current Party: (Reputation: 10 - Average)
Ironside: Fighter/Anti-Paladin//2, S/Mail (L/Shield) wBoots of Avoidance, Girdle of Bluntness, Bastard Sword** (THWS**); Powers: Cause Critical Wounds, Withering Touch, Dolores Decay, Cure Lt Wds

Kagain: Fighter/Berserker//2 w/Chain Mail, Battle/Throwing Axe**(TWS**)

Eldoth: Bard//3, Chain Mail w/Short Bow* & Dagger*

Montaron: Assassin//3, Studded Leather w/+1 Short Sword

Xzar: Mage/Necromancer//2 w/Dagger; Spells: Chill Touch x3

Edwin: Mage/Conjurer//2 w/Qtr Staff; Spells: Armor, Grease x3)

Mods Used: HardTimes-v2; BG1UB_v12; bg1npc-v20; X0black101 (Blackguard); level1npcs-v1.9; bg2_tweaks-v14; Randomizer-v68; scs-v21 (- Tactical Challenges)

 

Blue Font: New information; Red Font: Monster encounters (first use)
 

 

 

 



#10425
Charlestonian Knight Templar

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Question: I was reading about the powers of my PCs Demoness Lord, the Queen of the Succubi, Malcanthet. it says she can grant her followers the ability to cast 'Enchantment' spells @ +1 level above what they actually are.  

 

Is there a mod that would allow me to do that for this PC (an Anti-Paladin)?  If so, would it goof up this game?  

 

Thanks, CKT