@ Supernovice,
You have a great voice.
Seconded.
@ Supernovice,
You have a great voice.
Seconded.
I've playtested that mod when it got EE compatible for Echon. It's a great mod if you're into PnP - but it's virtually incompatible with everything else. I'd definetely reccomend it, at least for one run.
It's (afaik) the only mod which makes basilisks, winter wolves and spiders really, really dangerous as their PnP incarnations.
And yes, if you haven't played it before, it's probably not really doable as a No-Reload. When you get to know the creatures (like Death Dogs abilities and similar stuff) it's probably a tad easier than SCS.
Oh I didn't know it had been updated for EE. That's cool.
Yeah, I like it, and it's a bit of a step up from vanilla, but there are things like poison doing all its damage at once (so Ettercaps are basically one-hit kills) which I'm not so keen on. I appreciate the PnP-like-ness of it, but PnP 2nd Ed was pretty brutal and not great for no-reloading, from what little I know of it.
It's worth trying, and I'm slightly tempted to go find it again and try a no-reload on it, though I think I'd die atrociously. It's more of a stand-alone thing, though, being that very little else will work with it.
Basilisks are weird. I think their gaze is just a wand-like attack; I would have expect some kind of instant-use spell-like ability thing. Thus, being invisible should block them (whereas really, them being invisible is what should block it...) I'm not sure in fact if things like Mirror Image don't, too.
Basilisks are weird. I think their gaze is just a wand-like attack; I would have expect some kind of instant-use spell-like ability thing. Thus, being invisible should block them (whereas really, them being invisible is what should block it...) I'm not sure in fact if things like Mirror Image don't, too.
Actually, their Gaze is easy to avoid with spells/potions. They kill you just by being near you with their breath in FotD, like in PnP.
Lasstha, final BG1 update
I'll skip right to the good part (rest was done with Skull Traps, backstabs and Ice Storms)- Sarevok battle. As noted previously, I have the "non-SCS-improved" version of this. I haven't really fought it in ages. And - I completely forgot that in vanilla version there are traps there. This was costly.
Some poor melee skills my protagonist had proved to be no match for Angelo in melee - he whacked three times, hit all and it was done.
Sarya, elven Jester, NoReload take 20 (final update - part 1)
It had been a while since the last update and reason is that (besides the usual 'not enough time because of RL...) I wasn't really happy anymore both with char and with playthrough... the main purpose of this playthrough had been the Coran romance and since I screwed that up completely I was about to abandon Sarya. But then I decided to continue at least till Sarya reaches level 9 to see if the Jester song becomes at least slightly useful then. There isn't much roleplaying anymore... just the important battles...
In the previous update Sarya and her party had escaped through the catacombs of Candlekeep and had made it to Beregost planning to finish Durlag's Tower next.
Some weeks ago the party had explored the upper levels of Durlag's Tower and also the first level of the labyrinth below the tower. To gain access to the lower levels they just had to battle some dwarven warders. The party waited in the corridor between sitting room and servant's quarters when Coran (wearing the boots of speed) delivered the bottle of wine to Love and fled then with only Fear following but losing Coran somewhere between the wine press and engine room. While the companions still discussed how to proceed Avarice stabbed Sarja in the back but didn't live to tell about it...
Sarya, elven Jester, NoReload take 20 (final update - part 2)
Instead of returning to Baldur's Gate however, the party decided to go to Durlag's Tower first. The remaining Greater Wyverns were killed (the party didn't bother fighting the skeletons or the ghasts/ashirukurus in the maze garden), also the challenges of Ice, Fire, Earth were done easily. After resting the party did the final challenge of air. Again (as in my first SCS playthrough) the party wasn't teleported to the chess board so some bug fixing was in order.
Apparently the opponent had the white pieces as he attacked first (without waiting for the speaker to explain the rules - no surprise he didn't obey them)...
Somewhat funny to see the XP in EEkeeper. In BGEE the XP are really capped (but not at 161,000) while in the original game there was no cap (you just couldn't level past 161,000 XP).
To be continued in Amn (maybe) ...
@Aasim: Sorry to hear about Lasstha' demise .
Shame to see Lasstha fall at the final hurdle, but well done with Sarya, Dyara.
Condolences Aasim.
Excellent work Dyara! You have BG1 down.
It would be wonderful to see you continue on to Amn this time. Will you?
Best,
A.
Gate70/Grond0 multiplayer attempt 81 - (update 2)
Drizzl, human blackguard (Grond0) & Mhae, human cavalier (Gate70)
The pals made some decent progress yesterday to finish their initial preparations.
They started by heading for the sirines to test out Mhae's immunity to charm. She could have been confused by the sirines' touch, but they were dying rapidly of poison and none of them managed to hit her.
The golems did rather better, with Mhae being forced to take a potion to survive 3 hits from the second golem attacked, but all ended well there as well.
On the way back to civilisation Drizzl was tempted to have a go at the Doomsayer, but ultimately left it alone. Instead, after selling loot, the duo took a trip through the Cloudpeaks on their way to pick up another tome. With that safely bagged it felt like time to get on with the main quest. The kobolds were no great trouble, although Mhae did require a little bit of healing after triggering the magic missile trap on the way to Mulahey's cave. The cleric himself was scared by a couple of poisoned arrows and failed to start a conversation.
Moving swiftly on now towards the Bandit Camp, the amazons proved to be amateurs. Nimbul was not nimble enough.
Tranzig's appearance was transient. Tarnesh's reputation (and his body) was tarnished.
At the Camp a few arrows hit Mhae, but nothing dangerous and Taugosz swiftly died of poison.
Inside the main tent Venkt also turned green - and not from envy - leaving his friends helpless.
After selling goods at High Hedge, Melicamp received a helping hand before the duo travelled back north. Saving Farmer Brun's son got reputation to 20 and allowed some cheap shopping at Ulgoth's Beard. The duo are about to start their crossing of the Cloakwood.
Stats:
Drizzl, blackguard 6, 67 HPs, 144 kills
Mhae, cavalier 6, 65 HPs, 83 kills, 1 death
@Alesia: Thank you . And yes, I will. I've bg2 installed for 4 or 5 weeks now (and haven't played yet ... besides some testing... char creation, import of a save,...).
Gratz Dyara!!! GL further. (PS: love the screen with Angelo's death )
Quad multiplayer attempt 4
Session 5.
Lothander is reluctant to hand his Boots of Speed over to a better cause. Like he had a choice.
@Aasim, too bad Lasstha bit the dust, forgetting the traps there is totally something id do .. Hope to see another run from you, especially the demon summoning themed- run I re-read like 4 times, absolutely loved it!
Cheers
@Aasim, too bad Lasstha bit the dust, forgetting the traps there is totally something id do .. Hope to see another run from you, especially the demon summoning themed- run I re-read like 4 times, absolutely loved it!
Cheers
Meh, I'm not that much into arcane casters actually.
I'm so used to playing "improved" Sarevok which removes the traps from there, so I figured it would be the same - fwiw; the only notable difference (between "improved" and "normal") is that Diramid doesn't spawn and you don't need to kill everyone before Sarevok is vulnerable.
I actually think "improved Sarevok" is easier, as crazy it may sound.
I might do something similar with Spell Revisions now, great idea. The demonic summons work differently there - it's irrelevant if you have Pro Evil or not- the moment you gate those to the battlefield they have a 15% chance to turn against you.
Makes it kind of a lottery in No-Reloads, especially if you're gating Pit Fiends....
You also don't get to choose which demon you want, you've got three things to summon:
1)Death Knight replacing Cacofiend at level 7 (this one is actually Undead, not a Demon);
2)Glabrezu at level 8 (this guy in SR has 190HP!!!)
3) the uber powerful Pit Fiend at level 9 (230HP, and a crapload of special abilities). Only mages can Gate, unlike in non-SR game; clerics can "only" summon Death Knights.
So, you cannot get vorpalizing Balors, Yugoloths, or any other kind of demon.
Anyhow, I like the idea, and I've always been relcutant to use demons with SR in No-Reloads. Sold. I just need to figure out what party I want, roll them, and in 7 days or so I'm back.
I actually think "improved Sarevok" is easier, as crazy it may sound.
With full knowledge of the improved version and limited knowledge of the vanilla version, including ignorance of the traps, the vanilla version probably is more difficult.
With full knowledge of both, I'd suggest that the improved version is more difficult in the majority of cases. Diarmid's presence adds an important tactical dimension to the fight: it grants Sarevok's crew the ability to deal ranged physical damage. His presence reintroduces risk for players employing a movement based, comprehensive energy attack defense based approach. Importantly, Diarmid is a comparatively difficult asset to remove from the battlefield on account of his Protection from Magic Scroll and multiple healing potions.
The need to kill all of Sarevok's acolytes forces the player to contend with each of them. There are also the Skeleton Warriors, some of which, wield dispelling arrows.
When I find myself threatened in the Sarevok fight, it is almost invariably on account of Diarmid or the bow wielding Skeleton Warriors.
With knowledge of the traps they can be evaded, removed, or turned to the players advantage.
At the same time, I acknowledge that the comparative difficulty of the fights may differ from player to player, install to install, and party composition to party composition.
Best,
A.
@Aasim, too bad Lasstha bit the dust, forgetting the traps there is totally something id do .. Hope to see another run from you, especially the demon summoning themed- run I re-read like 4 times, absolutely loved it!
Do feel free to bring back the demon wars, Aasim. I found it a little goofy, but goofy can be good. If you enjoyed it, and if others enjoyed it, have at it!
Best,
A.
Do feel free to bring back the demon wars, Aasim. I found it a little goofy, but goofy can be good. If you enjoyed it, and if others enjoyed it, have at it!
hahahhaa...it's just not the same w/o aTweaks gating (you only might see 3 vs 3 demons or similar, at least prior to Ascension).
I don't have aTweaks installed now.
I'm considering a party led by an evil Blackguard (I'd make the kit myself; I don't really like EE version of it). I just need to devise a solid party to back him up.
Diarmid's presence adds an important tactical dimension to the fight: it grants Sarevok's crew the ability to deal ranged physical damage.
Odd, I've rarely had much trouble with him. Decent AC+Boots of Avoidance; alternatively some melee summons from wand shut him down very quickly.
Poison arrows can also work.
Odd, I've rarely had much trouble with him. Decent AC+Boots of Avoidance; alternatively some melee summons from wand shut him down very quickly.
Poison arrows can also work.
I use the same method, basically, although I don't monster spam. I rarely have trouble with him either. But I virtually never have trouble with the others. At the very least, he introduces a critical attack vector to the fight.
Melee attacks can be stopped cold with a movement rate advantage, magical attacks can be stopped cold with buffs. Physical ranged attack risk can be mitigated via missile weapon AC bonus granting items, including the Boots of Avoidance, the Girdle of Piercing, the Cloak of Displacement, the Claw of the Kazgaroth, and the Shield Amulet, but you still have to worry about criticals. Critical arrows are often the most dangerous threat in BG1. Diarmid and the Skeleton Warriors bring them to bear. Without them in play, there is less to worry about. Often there is nothing to worry about.
Best,
A.
hahahhaa...it's just not the same w/o aTweaks gating (you only might see 3 vs 3 demons or similar, at least prior to Ascension).
I don't have aTweaks installed now.
I'm aware. I meant that you should feel free to revert to your older install, if you like.
Melee attacks can be stopped cold with a movement rate advantage, magical attacks can be stopped cold with buffs. Physical ranged attack risk can be mitigated via missile weapon AC bonus granting items, including the Boots of Avoidance, the Girdle of Piercing, the Cloak of Displacement, the Claw of the Kazgaroth, and the Shield Amulet, but you still have to worry about criticals. Critical arrows are often the most dangerous threat in BG1. Diarmid and the Skeleton Warriors bring them to bear. Without them in play, there is less to worry about. Often there is nothing to worry about.
My game (IR/SR) works bit differently.
- can't gain MS advantage (Sarevok is too fast for example, even if hasted my PCs can't move as quick - this is due to SR Haste no longer "hasting".)
- criticals no longer exist in a sense they do double damage on unprotected targets OR automatically hit you (this is my own tweak, nothing to do with IR). Weapons have other effects instead.
- hence, if I stack enough AC Diramid can't hit, ever. Even 20 can miss.
. I meant that you should feel free to revert to your older install, if you like.
1x/year is enough I think. While I believe aTweaks is probably the most technically advanced mod there is + some stuff there is really great, there are less than stellar parts of it (Earth Elementals & Aerial Servents; to name a few which are (imo, at least) completely broken when it comes to game balance). BG2 isn't a PnP game; which includes severe limitations to who, what and how can summon.
Aphril, Elven Sorcerer: The Dukes
Three cheers! Aphril and friends have rescued the Dukes and thwarted Sarevoks plans. Three more cheers: No one was dope-slapped into chunky oblivion. Since I had no intention of pulling punches in the endgame, I would have bet on the former. I wouldn't have bet on the latter. In fact, it seems like a miracle. A secular, probabilistic, game world miracle, but a miracle nonetheless. Someone was going to die: I was sure of that.
After escaping the Candlekeep Catacombs, Aphril and friends sought to pad their paltry XP totals. They made limited progress. The sirines fell (Coran, Potion of Clarity) and Bassilus fell (Imoen: backstab + Coran: backstab + Branwen: Wand of the Heavens-> Coran: arrow), but little else was accomplished.
I lost my nerve after seeing Narcillus's mustard jellies deal savage damage to Branwen and Coran. One of the jellies struck Coran for 34 damage. He was wearing a helmet. Had he not been wearing a helmet, he could have taken 68 damage. 68 damage. In one hit. From a mustard jelly. Think about that. Or don't. Whatever. I can say this: I thought about it and it scared me silly. Imoen, Adara, and Aphril all lack helmets. None of them could survive a hit like that: guaranteed chunk-age. From a mustard jelly.
Since Aphril had just south of 50K experience, I had been considering additional adventuring, including some spelunking in Durlag's Tower. But the tower, I suspect, would be a meet grinder for this party. Aphril chose to do her duty and return to the Gate.
Slythe and Krystin
I was utterly terrified of the Slythe and Krystin fight. None of my characters have the HP max to survive a backstab from Slythe on core, let alone insane. A hit would be a chunk: pure and simple. In the interest of keeping her friends safe, Aphril went with a no risk battle plan.
Coran was given the Boots of Speed, along with a Potion of Fortitude, a Potion of Defense, a Potion of Heroism, a Potion of Cloud Giant Strength and a Potion of Magic Blocking, the latter of which was to be reserved for emergency use only. His task was to open with a backstab and then retreat to a stack of traps set by Imoen. Near the traps, Adara and Aphril were to wait in mustard jelly form, with Wands of Frost at the ready. So poised, they'd enjoy immunity to Krytsin's spells and Slythe's blades, leaving them positioned to pummel Slythe with impunity.
Behind Aphril and Adara, Branwen awaited with a Wand of the Heavens. Further back still, Imoen lingered, ready to launch dispelling arrows and arrows of biting as needed.
As it turned out, the arrows weren't needed. Nor was the Wand of the Heavens, nor the sorcerers Wands of Frost: Slythe was ended by Coran's backstab and Imoen's traps. Krystin was left to mourn in peace.
The Duchal Palace
After recruiting Kivan to bring an additional bow into play, Aphril and friends visited the palace. Pre-battle preparations included two Imoen traps, three Branwen skeleton warriors, one Adara Teleport Field (scroll), and assorted buffs, which I totally don't feel like listing right now. The plan was to bombard the doppelgängers with ranged attacks, including wand blasts, while they swirled around the Teleport Field. Disablers were added to the mix to further reduce risk. Both Liia and Belt survived, although Imoen, who was backstabbing, did take a nasty hit, forcing her to quaff a Potion of Invisibility.
Aphril and her friends will face Sarevok tonight or tomorrow. I'll be very pleased if Aphril, Adara, and Imoen all survive.
Best,
A.
My game (IR/SR) works bit differently.
I'm aware. I'll remind you that I acknowledged that "the comparative difficulty of the fights may differ from player to player, install to install, and party composition to party composition."
And that my point was that: "with knowledge of both (fights), I'd suggest that the improved version is more difficult in the majority of cases."
Best,
A.
1x/year is enough I think. While I believe aTweaks is probably the most technically advanced mod there is + some stuff there is really great, there are less than stellar parts of it (Earth Elementals & Aerial Servents; to name a few which are (imo, at least) completely broken when it comes to game balance). BG2 isn't a PnP game; which includes severe limitations to who, what and how can summon.
Makes sense.
Best,
A.
Nice work, Gate! Best of luck in Amn. It's about time we got a Kaxir in the Hall!
Good hunting!
A.
Btw. The console use seems ok to me, under the circumstances.