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Baldur's Gate 1 No-Reload Challenge


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#1901
Alesia_BH

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@ Grond0- Nice work. That Slythe fight can be nerve wracking with some characters...Best of luck in the final battle!

@ ussNorway- Sorry to hear about Danny.

@ Everyone Else- Good hunting!

Modifié par Alesia_BH, 19 juin 2011 - 08:56 .


#1902
The Fred

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Grond0 wrote...
Annoyingly the forums logged me out and I just lost my post - not sure why this happens.

Log back in in a different window, then refresh the old one. It should resend your information, creating the post as normal. It works for me, anyway. I lost quite a few posts before learning this, and though it's annoying, it's a lot better than writing a load of stuff twice.

#1903
Grond0

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The Fred wrote...

Grond0 wrote...
Annoyingly the forums logged me out and I just lost my post - not sure why this happens.

Log back in in a different window, then refresh the old one. It should resend your information, creating the post as normal. It works for me, anyway. I lost quite a few posts before learning this, and though it's annoying, it's a lot better than writing a load of stuff twice.

Thanks for the tip - I'll give that a try next time.  I normally try and remember to use ctrl-C to copy whatever I've written so that I can just paste it again if I have to relog in, but forgot on this occasion.

#1904
Grond0

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Knucklear has finished the final battle and is probably almost as tired as me! Before I hit my bed I'll quickly note her strategy:
1) isolate Sarevok in a corner (using potion of invisibility)
2) then take down acolytes one by one under potion buffs.
Where the acoytes came out to play she was too well protected and could beat them in a fair fight (though needed her own healing potions as well). Diarmid chose to cuddle next to Sarevok and so got shot up from long range using stealth repeatedly.

Sarevok himself was not enough faster than Knucklear to prevent her from hiding as she went round pillars (used several potions of perception / power to give a very good chance of being successful at stealth) and only got one chop in before being finished himself.

Knucklear will have a go at BG2 next.

#1905
Serg BlackStrider

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Quick update of BlackStrider & Co.
They are full and well. Cleared most western areas (except sirines' ones), killed Bassilus and Graywolf, helped Brade, joined Minsc and freed Dynaheir. Led them to the Nashkel Inn and bid farewell to them for a while. As Imoen is quite close to lvl 6 (when I plan dual her) party intend to clear Nashkel Mines now.

to be continued...

Modifié par Serg BlackStrider, 20 juin 2011 - 12:04 .


#1906
ussnorway

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Sorsha Bavmorda (Joanne Whalley)

Posted Image

What I consider to be the true Auramaster kit* is a druid that trades shape shifting + stats (4 STR & CON) for solid arcane casting abilities (speed & spells) and can be downloaded from here.
*Author: Sikret

I like the idea of the kit for a ward raised in a literary environment however I deem the true kit overpowered for BG1 with out the other challenges to off set it so my Auramaster has;
Advantages:
1- +1 bonus to casting speed
2- Can memorize/cast one additional arcane spell per level as follows.
Level 1= Additional first level spell: Find Familiar
Level 3= Additional second level spell: Mirror Image
Level 5= Additional third level spells: Invisibility 10' radius
Level 7= Additional fourth level spells: Emotion
3- Receives normal druid Spell Casting & abilities except as noted below

Disadvantages:
1- Cannot wear any armour except those available to a single class mage… basically robes but can use helmet and Bucklers.
2- Cannot shape shift
3- Receives a -4 penalty to Strength at character creation
4- Receives a -4 penalty to constitution at character creation
5- Requires 12 Intelligence
6- Cannot dual class
7- Must be Neutral alignment
8- Can only wield Scimitars, Clubs, Darts, Spears, Daggers, Slings, and Staves
9- Can only get one proficiency (+) per weapon

Sorsha has abandonment issues… her first memories are vague images of running through a wilderness in the dark then being told by a woman “Mum?” to hide behind a rock and stay silent!

Two days later she was found tired, hungry and mute by an old guy with kind eyes. Gorion decided to raise the girl as his own. Most the childhood years was spent learning her basic arcane spells which she always struggled with… if not for the occasional visits with auntie Jaheira for imitable woodcraft instruction Sorsha would be as dippy as her foster sister Imoen. Gorion tried to heed her love of nature whilst at the same time insisting that the girl needed solid pedestrian skills to survive, the end result making her something of an assorted caster but still leaning heavily towards the druid arts.

@ Alesia_BH Thanks!
Plot item; Sorshas’ Shazzellim
On her 12th  birthday at Candle-keep, aunt Jaheira brought a sword to Gorion to see if he could devise any thing about its origins. Sorsha noticed it and immediately laid claim. The sword which had been used by a failed assassin was made by the red wizards and heavily enchanted to kill bards so the harpers didn’t really want it back but Jaheira insisted it be remodelled to better fit Sorsha and remove any evil taint… for reasons of their own all parties agreed to this and the sword became her beloved possession.
Needless to say, possession of this sword would not be looked upon very highly by Harpers.

STATISTICS

Equipped Abilities:
 Vocalize
Grants profeciency in Scimitar style while equipped.

Combat Abilities:
 Any bard hit must make saving throw vs. spells with a -4 penalty or die
Damage:  1D8 + 1
THAC0: +1 bonus
Damage type:  slashing
Weight:  2
Speed Factor: 4
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Type:  1-handed
Requires: 7 Strength
Not Usable By:
 Cleric
 Mage
 Beast Master

Ps.
Does any one know how to make this sword usable only by the PC?… not that she would ever sell it.:wub:

Modifié par ussnorway, 20 juin 2011 - 01:43 .


#1907
Serg BlackStrider

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@ussnorway
Best of luck with Sorsha!!! :) And at the same time I must admit that I can't correlate her very pretty face with russian word *morda*... ;)

Modifié par Serg BlackStrider, 20 juin 2011 - 12:45 .


#1908
ussnorway

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@Serg BlackStrider, thanks... she did that movie (Willow) a while back with her future ex.:wub:

Sorsha day 5
Well my big adventure is off to a roaring start… Gorion died last night and I have to admit that I will miss the old giser! Still we got 100g for the body and joined up with a decent fighter named Montaron as well as a drow cleric named Viconia. Having a drow with us isn’t helping our rep so we agreed to fetch a ring for not much more than good will and the extra armour then some wanna-be assassin tried his luck with us at the FAI but the guards dealt with him efficiently… xzar proved to be less useful so we kicked his corpse to the curve.

Posted Image

I forgot to post the mods; just my normal bags, SCS, and randomizer however I’ll have to walk around to get my party this time.
// 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]
~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v18
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v18
~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v18
~BG1NPC.TP2~ #0 #26 // The BG1 NPC Project: Make Shar-Teel Unkillable Until In Party: v18
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v18
~BG1NPC.TP2~ #0 #32 // The BG1 NPC Project: Check for TutuFix Walking Speeds: v18
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v18
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v18
~SETUP-SCS.TP2~ #0 #1001 // Make Protection from Normal Missiles block magical missiles -> Only +1 and better missiles penetrate Protection from Normal Missiles, and +1 missiles are replaced by nonmagical Masterwork versions: v18
~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v18
~SETUP-SCS.TP2~ #0 #1019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v18
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v18
~SETUP-SCS.TP2~ #0 #1070 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v18
~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v18
~SETUP-SCS.TP2~ #0 #2010 // Replace many magic weapons with fine ones -> Fine weapons are affected by the iron crisis: v18
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v18
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v18
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v18
~SETUP-SCS.TP2~ #0 #3030 // Allow NPC pairs to separate: v18
~SETUP-SCS.TP2~ #0 #3060 // Allow Yeslick to use axes: v18
~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v18
~SETUP-SCS.TP2~ #0 #3110 // More realistic wolves and wild dogsS: v18
~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v18
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v18
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v18
~SETUP-SCS.TP2~ #0 #4040 // Ensure Shar-Teel doesn't die in the original challenge: v18
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v18
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v18
~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v18
~SETUP-SCS.TP2~ #0 #5022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v18
~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v18
~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v18
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v18
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v18
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v18
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v18
~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v18
~SETUP-SCS.TP2~ #0 #6005 // Harder giant and phase spiders: v18
~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v18
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v18
~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v18
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v18
~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v18
~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v18
~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v18
~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v18
~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v18
~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v18
~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v18
~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v18
~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v18
~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v18
~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v18
~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v18
~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v18
~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v18
~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v18
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v18
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1 // Tweak weapon proficiencies for some classes (a la Ashes of Embers and aVENGER's Rogue Rebalancing): v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #3 // Joinable NPCs more closely match the player character's experience -> On initial joining only: v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #55 // Dudleyfix for BG1 NPCs: v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #60 // Fix BG1 NPC spells and innate abilities: v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #100 // Update game references to NPC classes/kits: v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1219 // Alora: v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1220 // Branwen: v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1206 // Imoen: v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1207 // Jaheira: v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1237 // Yeslick Orothiar: v1.7
~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #5075 // Slimes have no items equipped: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #10200 // Remove Protection from Undead scrolls from stores -> All scrolls from 9 out of 10 stores: v6.6
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu, SoA/ToB, or BGT
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #1 // Support for The Biggs widescreen mod
~PICKYFAMS/PICKYFAMS.TP2~ #0 #0 // Choose any familiar v1.1

#1909
Gate70

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BG/TotSC/patch/EasyTUTU/BG2 Tweaks/SCS/Generalised Biffing on Linux/Wine.

Dirrel, CG male elf fighter/thief. Going for a basic run so rolled a new character.

Str 18/66
Dex 19
Con 17
Int 16
Wis 10
Cha 10

** longbow, ** quarterstaff

So far have helped around Candlekeep, Mirianne, Firebead, Marl, Brage, Joia, Melicamp (dead), Perdue, Noober and Oublek. The skeletons at High Hedge were very determined so I resorted to stealth after killing one.

(After installing SCS the game is very choppy for first 10-20 seconds on each wilderness map, assume there are some additional scripts/checks being done)

#1910
ussnorway

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Good luck Gate70!

Gate70 wrote...
(After installing SCS the game is very choppy for first 10-20 seconds on each wilderness map, assume there are some additional scripts/checks being done)

Yes that gnome has to crank up all the bears...:wub:

Modifié par ussnorway, 21 juin 2011 - 12:30 .


#1911
Alesia_BH

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ussnorway wrote...
Does any one know how to make this sword usable only by the PC?… not that she would ever sell it.:wub:


I've never used Shadow Keeper so I don't know how or if you can do it with that. In Near Infinity, you can set usability restrictions fairly easily. All you have to do is tailor them to you PCs race, class, stats, alignment, etc in such a way that all other playable characters are excluded.

That's more-or-less how Bioware implemented character specific usability for BGII NPCs.

Of course, you could simply not let anyone else equip the item. That's a lot easier and has the same result. :)


Best,

A.

#1912
Gate70

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No idea, probably start by looking at Xan's moonblade to see how that was done?

Dirrel, CG male elf fighter/thief.

More jobs done. Drienne and the drowned cat, Gnarl/Hairtooth, Jared's mountain bear (50gp and a thumping from ogres/ogrillions), Arghain and his half-ogres, returning a ceremonial bowl to Tenya, killing twenty zombies for Wenric and keeping Zhurlongs boots (couldn't find the pair in Ulcaster). Become the target for kobolds instead of Galtok, obtain a strange ring (fire resistance) and return Samuel to the Temple of Wisdom.

I sneak past Tarnesh to sort out Landrin before setting off to kill some ogres for Sarhedra. I manage two before I am poisoned by hobgoblin elites. I outpace them, finally killing a chasing ogrillion only to run into kobolds. After killing a dozen or so I am flanked by a kobold commando and hobgoblin elites. I move on and rest before returning to finish the job. Instead I am poisoned again but persist to kill both the hobgoblins and a final ogrillion.

I heal my wounds and switch armour (duh) before moving on to the kobolds. After eliminating them I need a break.

(fighter 4 thief 5, feels like slow progress but trying not to take any risks)

#1913
Gate70

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Dirrel, CG male elf fighter/thief.

Two groups of kobolds, including a guard, injure me before I reach Meilum. He quaffs a potion of stone giant strength so I shoot and run. It is challenging to out-pace him but I manage several shots and he soon drops.

Shar Teel believes I only want to get into her full plate armour. Too right, it looks just my size.
Posted Image

She scowls while I try it on, this is not quite what she meant and I'm getting nervous particularly as we're both partially dressed. I prefer my ankheg plate so I hand hers back and depart quickly. She calls that she's enjoyed what little time we've had together and I run a bit faster.

I try to get her out of my mind by shopping, only to realise when I reach the coast that I've sold my studded leather armour. Instead of going back I press on, sneaking past hobgoblins, sirines, carrion crawlers and flesh golems. On my return a hobgoblin spots me and gives chase, with two wolves joining in. I try and charm Safana out of her studded armour to save me buying some more, but she refuses while the wolves are about. She will relent if I help her loot the cave of Black Alaric but I have to inform her that I believe it may recently have been emptied. I leave her to it and ask Thalantyr to read a second magical tome (bodily health) to me.

I grab some plain leather armour from my storage unit and head back towards a lighthouse. Ardrouine tells me to stop getting changed in front of her and get on with rescuing her son. Three worgs chase me a merry way, and when I return to Ardrouine she tells me she's retrieved the lad herself. I'm a bit upset about this so she agrees to tell all and sundry how heroic I was (reputation 17).

I leave, only for three more worgs to chase me past her the other way. When they are dead I pass her once more, and explain how this shall not happen again. Never ever ever again.

Deja-vu. Bye.
Posted Image

Hello again.
Posted Image

I head slightly north, hoping the worgs haven't spread. Instead I have to kill some dire wolves. As I reach the surgeon I have to start an enjoyable game with various ogres. It gets harder when they introduce two more dire wolves but I use some stony outcrops to funnel them and keep shooting away until they are all dead.

Then I head back to Beregost and help Garrick. Silke turns out to be a scheming lunatic so I release a trap and shoot her down. Or that's my plan until she casts stoneskin and mirror images which negate my trap and leave me powerless to attack her. Plan b is to run, even so I get a back full of magic missiles. I switch to my leather armour and hide.

I can't find her. Anywhere. I go to the Jovial Juggler and tell Bjornin his ogres are dead, have a rest and step outside. As I reach where I last saw Silke there she is. I run again and get two sets of magic missiles. Each time I try to hide I fail and a third set proves to be the end of me.

(so much for a no risk approach, picked on the wrong enemy there)

#1914
Vaclavc

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Umm... another of my characters died... this time because I FORGOT to cast Protection from Petrification BEFORE engaging basilisk :crying:

But I am not giving it up, yet :devil:

V

#1915
ussnorway

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Sorsha day 22;
@Vaclavc, Sorry to hear that but yes BEFORE usually works best. :wub:

I won’t bore you with two many details, basically followed my standard kill Drizzt opening with Viconia collecting the loot under ‘Sanctuary’ but no wands so we used the traps instead.  I’m not a big fan of BG1 Jaheira but I’m thinking of letting her carry the Ankheg armour until Branwen gets her spells back as a test, she is starting as a swashbuckler this trip until level 6 when she will go cleric.

Ps. Killing Drizzt pushed me into level 3 territory… o goodie!
Posted Image

Posted Image

The loot;
Robe of fire resist, 2*Bracers of defence 8, Lord Foreshadow's Ring of Human Influence, scimitar +3 (Frostbrand), Defender +5, quarterstaff+1, Ring of energy, Algernon's cloak, Sling +1, small shield +1, Mithril Chain mail +4, Ankheg Plate Mail +2 & I purchased a wand of sleep from high hedge.

Modifié par ussnorway, 23 juin 2011 - 02:02 .


#1916
Serg BlackStrider

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 Update of BlackStrider & Co
Band Of Four cleared Nashkel mines (Khalid practically soloed Mulahey in 1.5 rounds)
Posted Image Posted Image  
(Xan joined Minsc, Dynaheir and Branven party in Nashkel Inn)

Eliminated Nimbul:
Posted Image Posted Image
and Tranzig. Imoen hit level 6 so I dualed her and made some basilisk hunting using Scroll Prot from Petrification from Carnival and wolfs hunting in Temple area. 
Then group cleaned remained SW areas (Vax & Zal, Sendai group,  misc encounters).

Current party state: BlackStrider (Cleric-5/Illusionist-4), Jaheira (Fighter-5/Druid-5), Khalid (Fighter-6), Imoen (Thief-6 inactive/Mage-4).

to be continued...

Modifié par Serg BlackStrider, 24 juin 2011 - 09:44 .


#1917
Gate70

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BG/TotSC/patch/EasyTUTU/BG2 Tweaks/SCS*/Generalised Biffing on Linux/Wine, core rules.
Removed SCS, then added NPC locations, shell stacking, prevent Shar Teel dying early, remove blur effects.

Following several undocumented charname deaths back with George, TN human male kensai. Using Cernd's portrait. Original and current stats are;

STR 18/84
DEX 18
CON 16
INT 3
WIS 18
CHA 16 (17)

**(*) 2HS, ** 2 weapon style

I wasn't expecting to journey without Gorion. I try to remember his advice.

First, make sure you travel with trusted friends. Yep, Imoen, Khalid and Jaheira.

Second, make sure you're well equipped. No armour, no helmet, no bracers. At least I have a magical sword I took from Arghain and a few potions from the inn.

Third, get yourself a reputation. Getting there, we're regarded as heroic already.

Fourth, know your limits. Khalid is well aware when he needs to stand in front of me (usually when arrows are involved).

Fifth, don't try and interfere with experienced enemies to start with. Jaheira seems to be able to work out when we should fight and when we should flee.

His last piece of advice was to listen to your friends. Khalid and Jaheira say we are ready (level 3) to investigate Nashkel mine, so off we go.

We kill one kobold, then a second. I've been pierced with an arrow so Jaheira casts barkskin. The next group of four kobolds are quickly killed but not before one has hit me hard (critical hit). I explain that I'm going to have to rest and everybody groans.

Four more kobolds and another (critical) hit means I have to cure my wounds. The next group of four only have one bow so are easy prey. My barkskin wears off so Khalid grabs his shield and fronts me as we tear through a group of nine kobolds.

Khalid fronts Imoen as she de-traps a natural bridge, then fronts me as we cut down the next group of kobolds. A ghast stuns Khalid but I'm able to chunk it immediately and he takes minor damage (35/36hp).

The next group of kobolds has a commando, and despite Khalid's magical ring (fire resistance) he takes several hits. Jaheira heals him while Imoen removes three more traps and he declares he is fit to continue.

We clear kobolds, another commando, a ghoul and two oozes without injury. Jaheira and Khalid flank Imoen and myself, and we rest before discovering a small alcove leads to a larger cavern. A half-orc cleric called Mulahey is inside and must be dealt with.

Jaheira has protected us from fear and cast bless, but also manages to doom Mulahey as he runs away. We focus on his skeletons and kobolds, then follow him. Khalid resists a rigid thinking spell, I refuse to negotiate and Jaheira kills him with a (critical) dart.

An assassin called Nimbul is waiting for us in Nashkel. As he attacks Imoen sniggers. Her snare badly wounds him, and he panics. I give chase but Khalid switches to his longbow and claims the kill.

Back to Beregost to deal with Tranzig. We rest first and when we confront him I'm upset to find Imoen hasn't snared his room overnight (four failed attempts and I got bored of resting each time). Instead we disrupt his spells and Khalid adds another name to his tally. I'm killing the minions and he's going for the glory, this has got to stop.

We stumble across Teven and his gang. I'm in the lead and they are helped by three Black Talon Elite soldiers. I gulp SEVEN blue potions to stay alive. Khalid is badly mauled too and we're lucky to leave Larswood intact.

(should have stuck with the second row kensai approach and let Khalid hold them off)

#1918
ussnorway

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Sorsha day 40
Just a quick note to say Sorsha is still in there swinging despite getting ambushed by the amazons… used Algernon's cloak to turn Lamalha and Zella long enough to summon their pets then just sat back and watched the carnage!

Posted Image Posted Image Posted Image

On a tactics note I’ve allowed Sorsha to settle into the role of party healer because with her +1 to casting speed and her general lack of grunt it just makes sense… perhaps it’s just me but I find the weakness of some characters a perverse advantage because it removes the temptation to commit them into battle.

The loot;
Helm of Infravision, Bracers of defence 7, Ring of Infravision, Leather armour +2, Wand of Fear (20), Wand of Missiles (100), Boots of grounding, Wand of Fire (20) & Imoens’ Artefact.

Modifié par ussnorway, 26 juin 2011 - 04:00 .


#1919
touch_of_the_void

touch_of_the_void
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Unfortunately my all-druid game is going to be on-hold for a while... There's some problem with the power supply to my gaming laptop and so I'm not able to recharge the battery / run on mains power... The machine itself seems to be fine, I just can't use it until I get the power supply replaced.

It's funny that I should suffer electrical issues given that since hitting level 5 Arande and co have been trooping around cheerfully annihilating everything with Call Lightning...

#1920
The Fred

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Maybe they annihilated your power supply too?

#1921
Alesia_BH

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touch_of_the_void wrote...

Unfortunately my all-druid game is going to be on-hold for a while...


I'm sorry to hear that ToV. Hopefully you'll get back in action soon.


Best,

A.

#1922
Grond0

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After a few solo attempts I thought I would try a different tack with a party this time.  However, rather than use the standard NPCs I've rolled up a party through multiplayer (though transferred to singleplayer).  Perhaps showing desperation this is very much a power-gaming party.  Constituents are:
Reductio - drow bard
Human berserker (will eventually dual to mage)
Half-orc wizard slayer
Human kensai (will eventually dual to thief)
Human ranger (will eventually dual to cleric)
+1 NPC - will be Imoen in BG1

They have all got maximum scores in strength (with 90+ exceptional strength where applicable), dexterity and constitution + other attributes of use to them.  Originally I was aiming to have a berserker dual to cleric and fighter to druid, but the latter is virtually impossible to get maximum scores by normal rolling so I changed to berserker mage and ranger cleric.  That gives access to druidic spells, though leaves the party a bit light on priests.  The party is set up with a view to taking on BG2, rather than BG1, but shouldn't have any problems with the latter since I know that so much better.

I've reinstalled mods as well - set-up is slightly more difficult than previously to partly compensate for the cheesy characters.  My intention this time is to complete at least SoA with this party, i.e. continue outside no-reload if Reductio dies.  As the furthest I've got previously is just past the Underdark I suspect that I'm never likely to be able to successfully no-reload it without knowing what the remaining opposition consists of.
// 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]
~SETUP-A6CHARMPATCH.TP2~ #0 #0 // Enable conversations with charmed/dominated creatures (EXE patch): 4
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-classing Restriction from Archers   and Stalkers: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.11 (January 2011)
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v19
~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v19
~SETUP-SCS.TP2~ #0 #1019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v19
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v19
~SETUP-SCS.TP2~ #0 #1070 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v19
~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v19
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v19
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v19
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v19
~SETUP-SCS.TP2~ #0 #3050 // Better NPC management: v19
~SETUP-SCS.TP2~ #0 #3060 // Allow Yeslick to use axes: v19
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v19
~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v19
~SETUP-SCS.TP2~ #0 #3090 // Prevent party members from dying irreversibly: v19
~SETUP-SCS.TP2~ #0 #4010 // Remove blur effect from displacer cloak: v19
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v19
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v19
~SETUP-SCS.TP2~ #0 #4050 // Ease-of-use player AI: v19
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v19
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v19
~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v19
~SETUP-SCS.TP2~ #0 #5022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v19
~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v19
~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v19
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v19
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v19
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v19
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v19
~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v19
~SETUP-SCS.TP2~ #0 #6005 // Harder giant and phase spiders: v19
~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v19
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v19
~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v19
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v19
~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v19
~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v19
~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v19
~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v19
~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v19
~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v19
~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v19
~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v19
~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v19
~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v19
~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v19
~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v19
~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v19
~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v19
~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v19
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v19
~SETUP-BGTTWEAK.TP2~ #0 #100 // Eldoth reminds of Skie's ransom: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #400 // Add Semaj's Cloak and Upgraded Koveras' Ring of Protection: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #600 // Druid/Ranger-responsive bears in BG1: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #701 // Happy patch -> NPCs cannot choose to leave the party: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #901 // Random activated traps in the pirate cave -> Install-time randomisation: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1000 // Bags of the Sword Coast: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1101 // Altered spawns -> TuTu-style levelled spawns: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1300 // Coran responds to the death of a wyvern: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1800 // Import more NPCs into Shadow of Amn: Alora: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1801 // Import more NPCs into Shadow of Amn: Branwen: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1802 // Import more NPCs into Shadow of Amn: Eldoth: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1803 // Import more NPCs into Shadow of Amn: Kagain: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1804 // Import more NPCs into Shadow of Amn: Kivan: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1805 // Import more NPCs into Shadow of Amn: Sharteel: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1806 // Import more NPCs into Shadow of Amn: Skie: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1807 // Import more NPCs into Shadow of Amn: Xan: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1808 // Import more NPCs into Shadow of Amn: Yeslick: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #2300 // Disable hostile reaction after charm: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #2700 // Put Sword of Chaos +2 in Sarevok's inventory: 9 (31 Dec 09)
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #12 // Inactive creatures fix: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #13 // Gerde's quest and other related fixes: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #15 // Fix some wrong creature races: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2005 // Helmet of alignment change: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2010 // Enhanced Nalia's ring: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2020 // Daystar protects from level drain: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2023 // Cespenar can improve the Daystar with the Tyr's Eye: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2045 // Enable bard class for elves: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2047 // Allow blades to use Defensive Spin under Free Action: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2048 // Turambar's revised thieving skills and spell learning XP reward table: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #4000 // Amazon kit (needed for Shar Teel): v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #4010 // Priest of Shar (needed for Viconia): v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #4020 // Priest of Tempus (needed for Branwen): v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #4030 // Bladesinger(needed for Keiria): v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5001 // Kit for Shar Teel -> Amazon: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5005 // Priest of Shar kit for Viconia: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5006 // Priest of Tempus kit for Branwen: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5007 // Avenger kit for Faldorn: v1.7.5
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5013 // Jester kit for Eldoth Kron: v1.7.5
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v19
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4055 // Randomise the maze in Watcher's Keep: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4060 // Make the bard stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4061 // Make the cleric stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4062 // Make the druid stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4063 // Make the fighter stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4064 // Make the paladin stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4065 // Make the ranger stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4066 // Make the thief stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4067 // Make the wizard stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4100 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v19
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v19
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v19
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v19
~SCSII/SETUP-SCSII.TP2~ #0 #6110 // 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): v19
~SCSII/SETUP-SCSII.TP2~ #0 #6121 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6151 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6181 // Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7030 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7051 // Improved d'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v19
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7065 // Improved Unseeing Eye: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v19
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7111 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v19
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-class Options: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-class Grandmastery (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3183 // Romance Cheats: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v9
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #303 // Give Shambling Mounds their proper soundset: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #304 // Give Mariliths their Icewind Dale soundset: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v3.60
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v3.60
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v8.01
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #1 // Worldmap for Throne of Bhaal -> Use new Worldmap for Throne of Bhaal as well: v8.01
~BLCR/SETUP-BLCR.TP2~ #0 #0 // BG1 Level Cap Reinstator for BGT
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.01
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.1

#1923
ussnorway

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Grond0 wrote...
Human ranger (will eventually dual to cleric)
...  Originally I was aiming to have a berserker dual to cleric and fighter to druid, but the latter is virtually impossible to get maximum scores by normal rolling so I changed to berserker mage and ranger cleric.  That gives access to druidic spells, though leaves the party a bit light on priests.

Hi Grond0 and welcome aboard. I assume you want a cleric that can hold his own in melee but as you didn't take a kit... I'm just curious why dual and not a multi?

#1924
Grond0

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ussnorway wrote...

Grond0 wrote...
Human ranger (will eventually dual to cleric)
...  Originally I was aiming to have a berserker dual to cleric and fighter to druid, but the latter is virtually impossible to get maximum scores by normal rolling so I changed to berserker mage and ranger cleric.  That gives access to druidic spells, though leaves the party a bit light on priests.

Hi Grond0 and welcome aboard. I assume you want a cleric that can hold his own in melee but as you didn't take a kit... I'm just curious why dual and not a multi?

I did look at the kits, but decided none of them would add much - as you say the focus of the party will be on melee (at least in BG2), rather than missile or I might have gone for an archer.  Similarly, as the characters are all looking forward to BG2, I didn't feel I needed the benefits a multi-class would have in BG1 and the dual-classed character (at level 9) will get access to the best clerical magic a bit earlier.

#1925
ussnorway

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Sorsha day 73
On day 47 the second group of assassins proved even easier than the first… again the cloak had them fighting amongst each other so I let Imoen ‘bring the rain’!

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After using subterfuge to locate the bandits’ home base (first time) I decided to do some side quests before turning on them… truth is I just was not confident of winning yet.

I returned to the bandit camp (second time) on day 62 & entered the main tent… Branwen put her new cleric abilities to the test by neutralizing Venkt with ‘Command’ & Imoen cast 3 fireballs before being overwhelmed by arrows. I wanted Imoen back up before continuing so Sorsha cast invisibility on the group & we made good our escape.

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On day 67 we finish the rest of the bandits off with fireballs… no SCS doesn’t cheat (much). :whistle:

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On day 72 we saved Aldeth from the druids without bloodshed thanks to having Jaheira in the party but on day 73 I encountered the dreaded “no valid response” bug whilst chatting with Tiber, so that’s probably it for Sorsha unless I can transfer the save… stay tuned.

Modifié par ussnorway, 28 juin 2011 - 06:38 .