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#26
morbidest2

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VelvetV wrote...

One more question:

5) When should I go after Imoen (meaning pay 15.000)? I got 15.000 long ago but laid it aside, because I came under belief that assassins start attacking you if you side with the Shadow Thieves, and vice versa. I decided I'd need more levels to deal with that. But how will it change Imoen? I mean, int he first game she was a great thief, now she can't detect a trap or open a lock for the life of her, so the more I lay it aside the less XP she'll get and the more useless she'll become.

I don't really want spoilers, but it's ok if I have to know when she can be retrieved, now or at the end of the game.


It's really a matter of personal choice. As the game goes on, magic abilities become far more important than thief abilities, so some players go to rescue Imoen early, so that her level won't be one or two levels behind the rest of the party, while others feel that in the long run - playing ToB - she will catch up to either Nalia or Edwin and be just as tough an ArchMage. It turns out that being tortured by Big Bad Jon is good for her magic abilities, so she doesn't stay at the level she was when you lost her. Depending on when she rejoins the group, I believe she'll be either a mage 11 or mage 13.
Personally, I try to do ALL the sidequests - saving Kangaxx and the Twisted Rune for last - before rescueing Imoen.

#27
goblinsly1

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Like i said, i usualy did all quests exept twisted rune and kangaxx before saving Immy. It just felt good for roleplaying purpuses...like....long quest of exp gaining and money grabbing and item finding before being strong to go after cute little sis. This time i will play with SCS2 though soo incase there is another quest i cannot do, i will leave that one behind aswell.

Btw anyone knows if underdark mobs have scalling levels depending on your level ? Because even though i do all quests before going to underdark, that area seems quite hard, at least compared to quests in Amn. If i left to underdark right away i am pretty sure it would be extremely hard but when i came back to do other quests it would be far too easy...soo...is there any level scaling of enemies ?

#28
Easye142

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I guess this is a good place for this question.

Vampires are considered undead?

If I use the turn undead ability of a cleric can they still fight? How do I know it is working?

#29
morbidest2

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Easye142 wrote...

I guess this is a good place for this question.

Vampires are considered undead?

If I use the turn undead ability of a cleric can they still fight? How do I know it is working?

If a good cleric/ paladin  turns them, they will die (for a 2nd time!: Dead-dead?) or run away. If an evil cleric turns them, their circles will turn green, and you can give them orders. The kicker is that that your cleric needs to be level 10/11  to have even a 50% chance of Turning working, and level 16 to be sure of it. And your level 10 cleric will probably be drained while he stands around going "Unclean, unclean", so turning Vamps - or any other 9 hit dice undead - is more a tactic for ToB than SoA. Image IPB 

#30
milesnmiles

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New question: I am currently playing a highly Modded BG2 and all of a sudden my main character cannot see past his nose! So any time he tries to use his bow he runs up to point blank range. In a dark room you can tell his range of site only extends a foot or so in front of him, almost like he is blind. I took off all equipment to no avail, nothing on his status and all other party members are fine. Anyone have ideas?

#31
Gate70

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 Try these options

www.gamefaqs.com/boards/258273-/58819170

#32
milesnmiles

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CTRL + E fixed it! thanks so much

#33
Gate70

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Glad to hear it

#34
ussnorway

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morbidest2 wrote...

Easye142 wrote...

I guess this is a good place for this question.

Vampires are considered undead?

If I use the turn undead ability of a cleric can they still fight? How do I know it is working?

If a good cleric/ paladin  turns them, they will die (for a 2nd time!: Dead-dead?) or run away. If an evil cleric turns them, their circles will turn green, and you can give them orders. The kicker is that that your cleric needs to be level 10/11  to have even a 50% chance of Turning working, and level 16 to be sure of it. And your level 10 cleric will probably be drained while he stands around going "Unclean, unclean", so turning Vamps - or any other 9 hit dice undead - is more a tactic for ToB than SoA. Image IPB 


She could 'Sanctuary' first so that they don't attack her whilst she puts the 'Turn' on them. :wub: At lower levels a Cleric can use 'Turn' to keep the un-dead away from the Mages... because they (the un-dead) cann't move past the Cleric.

#35
R.U.N

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I have a SCS2/Ascension related question.
Currently my first complete SCS2/Ascension BG2:SoA and ToB run finally advanced to the ToB portion of the game and something has been bugging me quite a bit.
When my party was first teleported into Saradush and the fight with the random soldiers and other goons broke out, they used greater whirlwind and critical strike!

Infact, they killed Sarevok outright who doesn't even have HLA yet.
And its not only them, the soldiers in the prison use them too.
I can't remember their being any component which would give random nameless fighters HLA.
For the love of god, Sarevok is an ex-bhaalspawn who came back from the Abyss itself and even he doesn't have one HLA to his name.
He can't beat ''Fighter'' in a straight up duel.

I highly doubt this would be part of vanilla........ is this tied to a SCS2 or an Ascension component?

Modifié par R.U.N, 25 mars 2013 - 11:36 .


#36
Gate70

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Not sure Ascension would do that, but SCS II has this comment "Enemies with class abilities (e.g. Kai) or high-level abilities (e.g. Whirlwind Attack) will use them. This script also grants HLAs to any fighter-type character of level 20 or above (there are essentially none of these in Shadows of Amn)."

#37
Alesia_BH

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I see HLAs from those guys in my install as well.

I'm pretty sure that comes from SCS (Ascension only alters the major battles).

#38
R.U.N

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Gate70 wrote...

Not sure Ascension would do that, but SCS II has this comment "Enemies with class abilities (e.g. Kai) or high-level abilities (e.g. Whirlwind Attack) will use them. This script also grants HLAs to any fighter-type character of level 20 or above (there are essentially none of these in Shadows of Amn)."


Thanks, that's exactly it!
I must have missed the second part, it's under ''Smarter General AI''.
Ha, so this is what the ''almost'' pure AI part meant.

Alesia_BH wrote...

I see HLAs from those guys in my install as well.

I'm pretty sure that comes from SCS (Ascension only alters the major battles).


Very reassuring indeed.
What do you make of it though, as far as game balance and immersion is concerned?

Storywise it does seem odd to see random soldiers having HLA, which exceptional individuals like Sarevok don't even have.
He starts off at level 17 I think.

On the other hand, all of those guys are worth around 8000 XP a piece.

I am not quite sure what to make of this change, expecially as HLA for mages and priests are seperately installed, and more importantly, an optional addon to the general AI improvements instead of a core part.

#39
The Potty 1

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I think it's fine, it turns a complete non-fight into a bit of a challenge.

As far as mage & priest hla's being optional goes, a level 18 mage can be quite tough even without hla's, so that allows fair challenge tweaking. Which is the point of the mod.

High level priests without hlas are not very scary at all, and even with hlas the worst they can do is summon a deva. OK which can be bad, but take the level 21 priest added by improved ilyich in the start of SoA. Sure people winge about it, but it's perfectly doable with a level 7 group, with some luck, a lot of pre-knowledge of the fight, and power word: reloading. Hm probably not a great example, but my point is that by the start of Tob any class should be able to solo kill a cleric, even one with hlas.

EDIT D'oh, actually my point is any class other than a mage or cleric need hlas just to stay in the game, so that component is not optional. Even then, enemy thieves cannot set hla traps. Cleric hlas are optional because that could make them moderately scary, and mage hlas are optional because that can make them very scary. So you can roll your own scariness level.

Modifié par The Potty 1, 26 mars 2013 - 06:09 .


#40
Alesia_BH

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R.U.N wrote...
What do you make of it though, as far as game balance and immersion is concerned?


I like it. I appreciate the added challenge.

I also use the HLAs for selected mages and priests option. I like that as well.

Storywise it does seem odd to see random soldiers having HLA, which exceptional individuals like Sarevok don't even have.


That's a good point. It's an anomoly that I'm personally willing to overlook, but I can understand how it might irk others.

I am not quite sure what to make of this change, expecially as HLA for mages and priests are seperately installed, and more importantly, an optional addon to the general AI improvements instead of a core part. 

That's a good point as well. It would be nice if there were a HLAs for Selected Warriors and Rogues option: that would remedy your Sarevok v. Fighter concerns while also allowing others to face beefed up foot soldiers if they desire.

Modifié par Alesia_BH, 26 mars 2013 - 02:45 .


#41
R.U.N

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The Potty 1 wrote...
I think it's fine, it turns a complete non-fight into a bit of a challenge.


I agree, but that wasn't really my point.
It's not like we lost that fight, we only lost Sarevok.
Everybody else had stoneskin/ironskin on.
My critique is more along the lines of what Alesia already pointed out, not asking the player if you want HLA for fighters and who should get them.
While also ''hiding'' them in general AI imrpovements.

EDIT D'oh, actually my point is any class other than a mage or cleric need hlas just to stay in the game, so that component is not optional. Even then, enemy thieves cannot set hla traps. Cleric hlas are optional because that could make them moderately scary, and mage hlas are optional because that can make them very scary. So you can roll your own scariness level.


I agree, without them they would be a joke of an encounter, but some encounters should be like that.
Not every random fighter/mage/cleric/thief should pose a threat to your party.
This reminds me of DA:O and level scaling, where a pack of wolves are as much of a threat as fighting supernatural creatures.

It would be nice if there were a HLAs for Selected Warriors and Rogues option: that would remedy your Sarevok v. Fighter concerns while also allowing others to face beefed up foot soldiers if they desire.


My thoughts exactly.

I use HLA for selected mages (ToB) and selected priests (ToB) too and it doesn't bother me, because only specific characters get them and not every ''Mage'' has access to them.
There's a balance between challenge and immersion which I try to find and this particular instance did add the challenge part, but at the cost of immersion.
It's not a big deal, but I thought I must've slept on the ''install HLA for every 20+ fighter in the game?'' option, as there's a similar component for mages and clerics.
Good to know that I didn't and it's part of the ''General AI Improvements''.

Modifié par R.U.N, 26 mars 2013 - 08:16 .


#42
Gate70

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Some good points there, although I suspect it isn't easy to add a "guard captain" or similar to various groups and without HLA's these run the risk of just being humdrum encounters.

Sarevok runs the risk of being killed repeatedly, I often found that when picking him up. After a couple of levels he becomes much more robust and you can help him reach that point by specifically buffing him (general buffs but also spirit armour, barkskin) and making sure he has suitable equipment (helmets and armour offering resistances to suit each battle.

btw, did you bring the sword of chaos along for Sarevok.
& keep an eye out for his deathbringer assault

#43
R.U.N

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Gate70 wrote...
btw, did you bring the sword of chaos along for Sarevok.


I did.
It got upgraded to a +4 weapon and it does increase his survivability quite a bit due to its health draining ability.

& keep an eye out for his deathbringer assault


200+ damage, right?

Once he gets hardiness and greater whirlwind, both his defence and health shouldn't be too much of an issue I think.
Plus, he wears the cloak of mirroring and, once I get them, the gargoyle boots are going to be his too.

He's currently a bit of a downgrade compared to +3mil XP Haer'Dalis who I dropped for him.
Regardless, if I wanted to go maximum powergaming I could've kept Haer'Dalis or dualled Sarevok to a mage, but this isn't my intention.

Modifié par R.U.N, 26 mars 2013 - 10:23 .


#44
The Potty 1

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Alesia_BH wrote...

It would be nice if there were a HLAs for Selected Warriors and Rogues option: that would remedy your Sarevok v. Fighter concerns while also allowing others to face beefed up foot soldiers if they desire.


I'm afraid I disagree. Installing BG2 along with the all the mods I want already takes a painfully long time. It's not as if I even install that many mods. So the fewer options I get, the faster it's over, and the fewer chances I get to make stupid choices. Because making me spend 5 seconds deciding on fighter HLA's might steal 5 seconds from a choice that actually matters.

Secondly, there's a pretty fixed number of people playing BG, so the more mod options we get, the fewer people are playing (and therefore testing) each possible mod loadout. I would expect this to result in more bugs. Hm, have I mentioned I 'm a software developer? (They'll find it in beta) :innocent:

I recently read the following link: http://limi.net/checkboxes-that-kill

whenever there’s a new feature, it often gets a checkbox to turn it off. The other common case is when a feature isn’t obviously useful to everyone, and it’s hard to make an obvious choice about whether to have it enabled by default or not — so we build in a switch. Or sometimes the person implementing it thinks it should have a switch, and nobody stops to ask if it’s a good idea.


[... ] it is
usually a failure of design, and a failure to agree on sensible default behaviors. Options are “the cheap way out,” and they usually speak to an inability to agree on what to do in a given situation.

Design by committee often looks like a row of checkboxes.


Modifié par The Potty 1, 28 mars 2013 - 07:18 .


#45
R.U.N

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@The Potty 1
You can do something quick or you can do it right.
I do understand were you're coming from, as my first SCS2 installation took me about an hour.
However, if you spend some time going through some of the ''X/Y/Z SCS2 component is impossible'' threads you'll quickly find out that in most cases players installed things without thinking them through.

Like installing HLA for SoA mages and then complaining that mages use HLA.
Or my install, brun through for Beholders.

If SCS2 was streamlined to be as balanced as possible while sacrificing customizability, then I would completely agree with you and ''checkboxes'' would indeed indicate some issues in game design.

I've seen mods that use this approach, and do it well, but SCS2 doesn't belong in this particular category.
It's more of a ''tweak the difficulty to YOUR liking'' mod.

Modifié par R.U.N, 28 mars 2013 - 04:48 .


#46
Gate70

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While on Linux for a couple of years I found installing mods a real pain, SCS in particular taking an hour or so (and would have liked the option to choose everything and then go away while it installs - a bit like the BWP mod) instead of having to hang around for 10 minutes for the core part to install and then select more options. I thought it took about the same time on Windows, from memory.

Back on Vista (due to hamachi not working and gameranger not working in Wine) I was surprised to see how much quicker SCS installs but still think the questions could be asked in advance, then a confirm you're happy with choices and off it goes.

(BWP also offered a batch installer where you could pre-configure choices, not sure if SCS has the same).

#47
R.U.N

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Gate70 wrote...

While on Linux for a couple of years I found installing mods a real pain, SCS in particular taking an hour or so (and would have liked the option to choose everything and then go away while it installs - a bit like the BWP mod) instead of having to hang around for 10 minutes for the core part to install and then select more options. I thought it took about the same time on Windows, from memory.

Back on Vista (due to hamachi not working and gameranger not working in Wine) I was surprised to see how much quicker SCS installs but still think the questions could be asked in advance, then a confirm you're happy with choices and off it goes.

(BWP also offered a batch installer where you could pre-configure choices, not sure if SCS has the same).


It does I think, you should be able to configure the ''quick-install'' file in the SCS2 directory and then simply let it install everything you preselected.
Don't quote me on that though.

#48
Easye142

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Hi all,

How to you get a thief to backstab? I dont think I do correctly. I just hide in shadows and go behind the target then attack. Is that correct. How do I know if I did it right.

Also I have a quest to find Mekrath mirror but I did not find the imp anywhere.  There is a door in the sewer that I could not open is he behind there?


Thank you

Modifié par Easye142, 31 mars 2013 - 03:20 .


#49
Grond0

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Easye142 wrote...
How to you get a thief to backstab? I dont think I do correctly. I just hide in shadows and go behind the target then attack. Is that correct. How do I know if I did it right.

That's correct - you need to be behind the enemy when you attack.  The text description will tell you if you got a backstab and the number of times damage you did.


Also I have a quest to find Mekrath mirror but I did not find the imp anywhere.  There is a door in the sewer that I could not open is he behind there?

The imp is in the corridor on the eastern side of the sewer.  The key to the locked door can be found in the dungeon at Windspear Hills.

#50
ussnorway

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You need a thief type weapon to get a backstab; staff, swords <long or short> (but not twohanded) & the ever popular club!