Replay BG1 after 8 years I have some Q's
#1
Posté 27 novembre 2011 - 11:58
I have just started a new play through after around 8 years away ( I never completed it) and have forgotten a lot of things and some things I do remember concern me I have some questions.
First of all I'm (Paladin) having a beer at the friendly arm Inn while Imoen has a sneak upstairs, and she fails on all lockpicks attempts I believe there are around 8-10 in all, so I send up montaron and he has the same result. has this been shown as a bug or have they just been so unlucky? Doesn't stack up in my book not one opened.
Next off I remember meeting a Siren? later in game which I could not avoid after some forced dialog and she consequenty killed me with a kiss, I found this annoying as I didn't want to attack her before dialog as this would go against my gameplay.. Is there a way to avoid this instant death?
How do you get the co-ordinates for the curser? I remember being able to do this somehow, I have found 5 hidden items in the past and want to note them down (if i can find them again haha)
How does turning undead work? you cannot perform any other actions while this is in progress, is there a die roll every 6 seconds or what?
Thanks for help and any ideas.
#2
Posté 28 novembre 2011 - 05:19
The deadly kiss can be avoided by having another MALE in the party to speak to her. He will die also, but only temporarily. You could try returning to the Friendly Arms Inn when your lockpicking has improved, but remember what the guards at the entrance to the Inn told you. You may decide not to try it. I think that the co-ordinates are given by Ctrl X, but you might have to enable cheats first. I'm not sure about that one.
Modifié par Grimwald the Wise, 28 novembre 2011 - 05:25 .
#3
Posté 28 novembre 2011 - 07:49
#4
Posté 28 novembre 2011 - 08:35
His question about turning undead hasn't been answered yet. Since I'm not sure how it works, I didn't try to answer.
Modifié par Grimwald the Wise, 28 novembre 2011 - 08:38 .
#5
Posté 28 novembre 2011 - 11:27
#6
Posté 28 novembre 2011 - 01:39
Firebead Elvenhair wrote...
How does turning undead work? you cannot perform any other actions while this is in progress, is there a die roll every 6 seconds or what?
Thanks for help and any ideas.
First you need a cleric in your party. Then click on the "head" in the cleric's tool bar. But keep in mind that a level one cleric can only turn lev.1 undead,..., a lev. 8 cleric can turn lev. 8, or less, undead, etc.. So it takes a while for this ability to become really powerful. You may want to turn off AI when using this, since if your cleric gets swatted, it will stop turning undead and start defending itself. Evil clerics instead of turning undead will convert them into allies, hence the popularity of Viconia.
The rest of your party can go about their normal business of killing things; only the cleric is absorbed in the undead turning.
#7
Posté 28 novembre 2011 - 02:14
#8
Posté 29 novembre 2011 - 12:13
I also have now found the configuration panel pressing L (location ) gives you the x/y co-ordinates in chat log.
Humanoid_Taifun thankyou! that table is awsomeness just what I needed.It's a shame my paladin is at a disadvantage compared to clerics, I take it that D20 is rolled each time you have a turn or would be attack, makes sense to me.
morbidest2 cool tip on AI thanks I've decided to have it turned off at all times I had forgotten all about it.
The game is coming back to me now
Firebead Elvenhair
#9
Posté 29 novembre 2011 - 02:22
Have the cleric cast ‘Sanctuary’ before turning.
You can unlock containers & doors as much as you want to because it’s the act of opening them that will possibly alert guards.
#10
Posté 29 novembre 2011 - 02:39
ussnorway wrote...
Tips;
Have the cleric cast ‘Sanctuary’ before turning.
You can unlock containers & doors as much as you want to because it’s the act of opening them that will possibly alert guards.
On this point, it is a good idea to be out of sight of anyone when opening a chest that you have unlocked. You are far less likely to alert them, and if you do, if you are out of eyesight of other characters, it is easier to hide and thus avoid the guards.
(You can open chests that were unlocked without alerting the guards).
#11
Posté 19 décembre 2011 - 03:39
Imoen is now at 92% lockpicks
I found out you can take Jaheira without Khalid if you join her first and quickly move out of the room before he joins and she will forget about him after a day or so which was cool.
One great battle that comes to mind, is the Sirenes that was a pretty awsome fight and had everything going on. The biggest dissapointment so far was the Red Wizards from Thay, they were far too easy to kill which brings me to a query about the difficulty setting, what does the difficulty level change about the game? is it just more HP for foes? or more complex than that, I think ill leave it as is this play through.
Firebead Elvenhair
#12
Posté 19 décembre 2011 - 03:52
#13
Posté 19 décembre 2011 - 04:30
That's the price you pay for playing pure BG1 without difficulty enhancing mods (which are incompatible with pure BG1 anyway).Firebead Elvenhair wrote...
The biggest dissapointment so far was the Red Wizards from Thay, they were far too easy to kill
#14
Posté 18 mars 2012 - 06:58
This makes me want a mod where having a beer and gossipping would cost Paladins reputation points, and once you go below 9(?) and lose your class, your character screen would read "Alcoholic Big Mouth Paladin"Firebead Elvenhair wrote...
First of all I'm (Paladin) having a beer at the friendly arm Inn
Did you manage this after improving Imoen's lockpicking to >90%? I'm not sure about this edition of AD&D rules, but in later editions (thinking SW:KOTOR) things like this have a difficulty class that's checked against your skill level plus a dice roll. Likely this game's rules are similar; I distinctly remember that some craps in Durlag's Tower are more difficult to detect and disarm than others (not just randomly more difficult -- consistently more difficult).Firebead Elvenhair wrote...
while Imoen has a sneak upstairs, and she fails on all lockpicks attempts I believe there are around 8-10 in all, so I send up montaron and he has the same result. has this been shown as a bug or have they just been so unlucky? Doesn't stack up in my book not one opened.
I believe it also affects how much damage it takes for your party members to be chunked or fried beyond resurrection, as well as how many hit points they gain on level up (Normal and below is a consistent amount based on constitution and class, anything higher is a dice roll based on the same, if I recall). But this might be BG2-only. The manual knows, I think.corey_russell wrote...
Difficulty increases damage done by enemies. If I remember correctly, hard makes enemies hit 1.5 times harder and insane makes them hit 2 times harder.
Firebead Elvenhair wrote...
The biggest dissapointment so far was the Red Wizards from Thay, they were far too easy to kill
What will difficulty mods do to improve this -- simply rebalance the wizards to have more hit points and/or better armor class, so they take longer to kill? Because the real problems (which make most enemy wizards complete pushovers throughout the game) is that unlike player parties:Humanoid_Taifun wrote...
That's the price you pay for playing pure BG1 without difficulty enhancing mods (which are incompatible with pure BG1 anyway).
1) They will not pre-buff themselves with defensive spells prior to entering combat. Thus, you can just concentrate ranged attacks and take them out before they have a chance to cast much of anything, since a successful hit will interrupt their magic. If this is fixed (i.e. enemy mages are pre-buffed and ready for combat when you encounter them), they should pose a lot more challenge. Just remember what happens when you let Greater Doppelgangers in Durlag's Tower successfully Haste and Mirror Image themselves, and what pushovers they become when you dispel that.
2) Enemy parties (including mages) will not choose their targets judiciously; most of the time they'll just spread their ranged fire instead of concentrating it on your clerics and mages (or the player character, since it's enough to kill just CHARNAME to get you a Game Over), and only then tackling your tanks and summons (such as players will normally do). If that is fixed too, mages will be even more of a challenge.
But as it stands, the only formidable mages in the game, to my knowledge, are Shandalar in Ulgoth's Beard thanks to his insane armor class (hence uninterruptible casts), and Semaj in Bhaal's temple (by Sarevok) thanks to his Contingency spells, which aren't even supposed to exist in BG1 (interesting name btw... hello Koveras?). I'm not including Elminster on purpose here, since I believe he can only be killed using cheats or exploits.
3) Dispel Magic, cast by player party, works unconditionally (I believe), i.e. does not really check clvl of the caster against clvl of the targets (plus/minus dice roll) like the manual says. This should be relatively easy to fix, but could make the game a lot more frustrating.
#15
Posté 18 mars 2012 - 09:51
What bugs have ever existed in Dispel Magic work against the player, not for the player. SCS gives it an even less probability of working, almost zero. So I'm not sure what you're talking about, there.
#16
Posté 19 mars 2012 - 04:48
Not quite. As I recall it the problem was that the level was factored into the equation incorrectly so you either had 95% or 5% chance of dispelling depending on whether your level was above or (respectively) below the target's level. Vice versa for enemies targeting you.BelgarathMTH wrote...
What bugs have ever existed in Dispel Magic work against the player, not for the player. SCS gives it an even less probability of working, almost zero. So I'm not sure what you're talking about, there.
In practice high-level arcane casters (esp. bards) were almost always higher level than the target as so it was much easier to dispel than it should have been -- party size would obviously have a huge influence of what level your casters would be able to reach and when (in the game progression).
Recent versions of SCS include a fix (via ToBEx) for the probability calculation, but also increase the level of many enemies -- thus making them harder to dispel.
Also do note that there are some spells which are supposed to be dispelled instantly regardless of level differences -- Mirror Image was one of those, IIRC.
#17
Posté 19 mars 2012 - 11:24
On a side note, I wonder if on BG2 engine it's still possible to punch Demon Knight to death on the first encounter, using Otiluke's Resilient Sphere (as was possible in vanilla TotSC) to get his Helmet of Opposite Alignment. Likely in BG2 engine this was deemed an exploit and fixed. Now I wonder if pickpocketing the beast would work.
#18
Posté 20 mars 2012 - 12:26
Having said that it wouldn’t surprise me if someone made a mod to allow it.





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