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Beamdog Forum Migration
Greetings Friends,
Based on technical and financial considerations, Beamdog will be moving our forums to a self-hosted site in November. All forum posts and documents will transfer to the new site, but a few features will no longer be available, including:
Outage Notice!
Starting on November 8, 2021, the Beamdog forums will be unavailable for a few weeks while we migrate to a new hosting site.
Thank you for your continued support and passion for these games!
Sincerely,
—Beamdog Team
Based on technical and financial considerations, Beamdog will be moving our forums to a self-hosted site in November. All forum posts and documents will transfer to the new site, but a few features will no longer be available, including:
- User Badges
- User Post Counts
- Current Profile Avatars
- Activity Page
- Forum Leaderboard
- Forum Visual Theme
- 3rd Party Authentication (Facebook, Google, etc.)
Outage Notice!
Starting on November 8, 2021, the Beamdog forums will be unavailable for a few weeks while we migrate to a new hosting site.
- Save your faves: As a precaution, please make sure to save any posts, images, documents, or mods that are near and dear to your heart.
- Do you know your password?: Please make sure you know your login and password ahead of our outage.
- Remove 3rd Party Authentication: Once we move to the new site, you will not be able to login with 3rd party authentication (such as Facebook, Google, etc). If you typically used a 3rd party SSO to login to the forums, you may be required to perform a password reset following the outage. You can remove connected 3rd party authentication by editing your profile on the forum (click here for instructions).
Thank you for your continued support and passion for these games!
Sincerely,
—Beamdog Team
Fifty ways to kill a Kangaxx
This one owes its origins to a joke on the forum some time back; someone saying that there must be fifty ways to kill your Kangaxx. Well, I do have a Paul SImon compilation album, and that's a very good song ... so I decided to filk it. With guide-worthy illustrations, starring a collection of BG2EE NPCs.
And now, the guide portion of this post, illustrating the song's points. For the first half, we focus on how to efficiently hurt the demilich Kangaxx. He's immune to cold, electricity, poison, weapons of less than +4 enchantment, spells of levels 1-9, and various status conditions. He's 90% resistant to physical damage. And because he's wearing the Ring of Gaxx, he regenerates. That still leaves plenty of options.
[1] The sword Daystar, found in the secret room of the inn at the city gates guarded by a lich, is extremely effective. It hits as +4 against evil creatures and does large amounts of bonus damage versus undead. All of that undead bonus damage is of the"magic" type, which the demilich doesn't resist at all.
For this shot, I had Keldorn wield it.
[2] Direct mage and priest spells won't do any good, but thief traps will. Of particular note, the HLA Spike Traps deal magic damage and the level 15-20 version of the normal traps deal fire damage. Any traps you lay in the center area will hit Kangaxx's lich form... so we need to lay traps somewhere else and drive him over there. Enter the Ring of the Ram. It deals considerable magic damage and pushes its target away from the caster - preferably toward some traps you set up.
For this shot, I had Jan provide the traps.
[3] Fire elemental attacks strike as +4 and deal fire damage. A perfect combination for hurting the demilich.
For this shot, Cernd is using the druid's Fire Elemental Transformation HLA.
[4] The Sun Soul Monk kit has abilities which seem perfectly designed to hurt a demilich. Of particular note, Sun Soulray deals 5d8+6 damage against undead, striking at level zero so it goes through the demilich protections and dealing more than half of Kangaxx's hit points on average. In melee, a level 25+ monk's fists hit as +4, and the Sun Soul Monk can enhance them to deal an additional 2d6 fire damage for a few rounds with Flaming Fists.
This shot goes to Rasaad, of course.
[5] The Mace of Disruption can destroy undead. Kangaxx is not immune. He's resistant to the bonus damage, but it's a 45% chance of dying instantly on any hit with the mace. You do need the improved version here; the basic version only hits as +3.
Anomen wields the mace in this shot.
But of course, offense is only half the battle. You also have to survive. The demilich opens with a Howl that is equivalent to Wail of the Banshee - save vs death or die. Protecting against that is fairly routine; boosted saves or Death Ward. After that, he switches to Imprisonment, about twice per round. And that's considerably harder to defend against. There is no saving throw. Magic resistance won't help. Still, there are options.
[6] I went with a group shot on the protections; five members of the party each using different methods. (Additional buffs for the party: Haste, Strength of One)
- Korgan uses the berserker ability Enrage. Ten rounds of immunity to imprisonment, among many other things.
- Edwin uses a Protection From Undead scroll. The demilich simply can't see him. And in the current version, you don't have to worry about this interfering with the script that turns lich Kangaxx into his demilich form; he initiates conversation once he goes down to one hit point, just like without the scroll.
- Valygar uses a Protection From Magic scroll. Immunity to level 1-9 spells, just like the demilich has. That includes both of the spells the demilich uses, leaving the scroll user to attack with impunity.
- Haer'Dalis uses Spell Deflection. This is less effective than the other options, only blocking two shots of Imprisonment before being exhausted. Still, that buys you time. And Spell Deflection/Shield of the Archons is available to all bards, clerics, druids, and mages. I also tested Spell Turning ... that one reflects the Imprisonment right back on the demilich, instantly ending the fight. You do at least get the ring, as it has the "critical item" flag.
- Aerie uses Spell Immunity: Abjuration. Immunity to Imprisonment, for as long as it lasts.
[Edit: fixed a typo in the song, tweaked the formatting to set it off a bit more]
The problem is all inside your head she said to me
The answer is easy if you take it logically
I'd like to help you in your struggle to be rich
There must be - fifty ways to kill that lich
She said: It's really not my habit to intrude
Furthermore, I hope my meaning won't be lost or misconstrued
But I'll repeat myself - at the risk of being crude
There must be - fifty ways to kill a Kangaxx
Fifty ways to kill a Kangaxx
You just chop him up well, Kel [1]
Make a new plan, Jan [2]
He can be burned, Cernd [3]
Just get his ring free
Shine like a boss, Ras [4]
You don't need to discuss much
Just mace for the win, 'men [5]
And get that ring free
Ooh, chop him up well, Kel
Make a new plan, Jan
He can be burned, Cernd
You just get his ring free
Shine like a boss, Ras
You don't need to discuss much
Just mace for the win, 'men
And get that ring free
She said: It grieves me so to see you imprisoned
I wish there was something I could do to save you from that end
I said: I appreciate that, and would you help my friends
About the fifty ways?
She said: Why don't we both just sleep on it tonight
And I believe in the morning you'll begin to see the light
Then she kissed me and I realized she probably was right
There must be - fifty ways to save your party
Fifty ways to save your party
You just enrage some more, Kor
Hide from the dead, Ed
You say no to it all, Val
Just keep yourself free
Oh, deflection is fair, Haer
You don't need to discuss much
Just immunize me, 'rie
And keep us all free [6]
Enrage some more, Kor
Hide from the dead, Ed
You say no to it all, Val
You just listen to me
Deflection is fair, Haer
You don't need to discuss much
Just immunize me, 'rie
And keep us all free
The answer is easy if you take it logically
I'd like to help you in your struggle to be rich
There must be - fifty ways to kill that lich
She said: It's really not my habit to intrude
Furthermore, I hope my meaning won't be lost or misconstrued
But I'll repeat myself - at the risk of being crude
There must be - fifty ways to kill a Kangaxx
Fifty ways to kill a Kangaxx
You just chop him up well, Kel [1]
Make a new plan, Jan [2]
He can be burned, Cernd [3]
Just get his ring free
Shine like a boss, Ras [4]
You don't need to discuss much
Just mace for the win, 'men [5]
And get that ring free
Ooh, chop him up well, Kel
Make a new plan, Jan
He can be burned, Cernd
You just get his ring free
Shine like a boss, Ras
You don't need to discuss much
Just mace for the win, 'men
And get that ring free
She said: It grieves me so to see you imprisoned
I wish there was something I could do to save you from that end
I said: I appreciate that, and would you help my friends
About the fifty ways?
She said: Why don't we both just sleep on it tonight
And I believe in the morning you'll begin to see the light
Then she kissed me and I realized she probably was right
There must be - fifty ways to save your party
Fifty ways to save your party
You just enrage some more, Kor
Hide from the dead, Ed
You say no to it all, Val
Just keep yourself free
Oh, deflection is fair, Haer
You don't need to discuss much
Just immunize me, 'rie
And keep us all free [6]
Enrage some more, Kor
Hide from the dead, Ed
You say no to it all, Val
You just listen to me
Deflection is fair, Haer
You don't need to discuss much
Just immunize me, 'rie
And keep us all free
And now, the guide portion of this post, illustrating the song's points. For the first half, we focus on how to efficiently hurt the demilich Kangaxx. He's immune to cold, electricity, poison, weapons of less than +4 enchantment, spells of levels 1-9, and various status conditions. He's 90% resistant to physical damage. And because he's wearing the Ring of Gaxx, he regenerates. That still leaves plenty of options.
[1] The sword Daystar, found in the secret room of the inn at the city gates guarded by a lich, is extremely effective. It hits as +4 against evil creatures and does large amounts of bonus damage versus undead. All of that undead bonus damage is of the"magic" type, which the demilich doesn't resist at all.
For this shot, I had Keldorn wield it.
[2] Direct mage and priest spells won't do any good, but thief traps will. Of particular note, the HLA Spike Traps deal magic damage and the level 15-20 version of the normal traps deal fire damage. Any traps you lay in the center area will hit Kangaxx's lich form... so we need to lay traps somewhere else and drive him over there. Enter the Ring of the Ram. It deals considerable magic damage and pushes its target away from the caster - preferably toward some traps you set up.
For this shot, I had Jan provide the traps.
[3] Fire elemental attacks strike as +4 and deal fire damage. A perfect combination for hurting the demilich.
For this shot, Cernd is using the druid's Fire Elemental Transformation HLA.
[4] The Sun Soul Monk kit has abilities which seem perfectly designed to hurt a demilich. Of particular note, Sun Soulray deals 5d8+6 damage against undead, striking at level zero so it goes through the demilich protections and dealing more than half of Kangaxx's hit points on average. In melee, a level 25+ monk's fists hit as +4, and the Sun Soul Monk can enhance them to deal an additional 2d6 fire damage for a few rounds with Flaming Fists.
This shot goes to Rasaad, of course.
[5] The Mace of Disruption can destroy undead. Kangaxx is not immune. He's resistant to the bonus damage, but it's a 45% chance of dying instantly on any hit with the mace. You do need the improved version here; the basic version only hits as +3.
Anomen wields the mace in this shot.
But of course, offense is only half the battle. You also have to survive. The demilich opens with a Howl that is equivalent to Wail of the Banshee - save vs death or die. Protecting against that is fairly routine; boosted saves or Death Ward. After that, he switches to Imprisonment, about twice per round. And that's considerably harder to defend against. There is no saving throw. Magic resistance won't help. Still, there are options.
[6] I went with a group shot on the protections; five members of the party each using different methods. (Additional buffs for the party: Haste, Strength of One)
- Korgan uses the berserker ability Enrage. Ten rounds of immunity to imprisonment, among many other things.
- Edwin uses a Protection From Undead scroll. The demilich simply can't see him. And in the current version, you don't have to worry about this interfering with the script that turns lich Kangaxx into his demilich form; he initiates conversation once he goes down to one hit point, just like without the scroll.
- Valygar uses a Protection From Magic scroll. Immunity to level 1-9 spells, just like the demilich has. That includes both of the spells the demilich uses, leaving the scroll user to attack with impunity.
- Haer'Dalis uses Spell Deflection. This is less effective than the other options, only blocking two shots of Imprisonment before being exhausted. Still, that buys you time. And Spell Deflection/Shield of the Archons is available to all bards, clerics, druids, and mages. I also tested Spell Turning ... that one reflects the Imprisonment right back on the demilich, instantly ending the fight. You do at least get the ring, as it has the "critical item" flag.
- Aerie uses Spell Immunity: Abjuration. Immunity to Imprisonment, for as long as it lasts.
[Edit: fixed a typo in the song, tweaked the formatting to set it off a bit more]
jmerry
10
Re: 2.6 beta updates for Icewind Dale, Baldur's Gate I & II Enhanced Editions (Android)
Hello everyone! We've released the next beta for Android! And now Siege of Dragonspear 2.6 is also available!
- Fixed save game import support for Android 11
- Resolved a crash in map rendering
- Improved rendering performance
- Improved keyboard support for Chromebooks and tablets
- Improved on-screen keyboard offset
Please do test the games (BG:EE, BG:SoD, BGII:EE or IWD:EE) and let us know if the issues are fixed for you in this small survey!
- Fixed save game import support for Android 11
- Resolved a crash in map rendering
- Improved rendering performance
- Improved keyboard support for Chromebooks and tablets
- Improved on-screen keyboard offset
Please do test the games (BG:EE, BG:SoD, BGII:EE or IWD:EE) and let us know if the issues are fixed for you in this small survey!
Patch 8193.32 for NWN:EE: Apple M1 support, Performance Improvements & more
A new patch comes to Neverwinter Nights: Enhanced Edition today!
?Apple M1 support
?♀️Performance Improvements
?♂️Curated Content: A Hunt Through The Dark series by Markus Schlegel
?️Scriptable UI for module authors
?More bug fixes!
Check out the full patch notes here.
?Apple M1 support
?♀️Performance Improvements
?♂️Curated Content: A Hunt Through The Dark series by Markus Schlegel
?️Scriptable UI for module authors
?More bug fixes!
Check out the full patch notes here.
[MOD] Shades of the Sword Coast
"The mind is not a vessel to be filled, but a fire to be kindled." - Plutarch
Shades of the Sword Coast
A quest pack for BGEE
The first part of Baldur's Gate presents to us many areas and gives us much freedom. However, the game includes many "holes" that lack interesting characters or content, leaving us with the idea of both excitation and... this feeling that what we saw wasn't enough. Because of that, I've decided that my next quest mod should be for BGEE, rather than IWDEE or BG2EE. I would like to offer Baldur's Gate fans some small- and medium-size quests that are to fill some "gaps".
Shades of the Sword Coast includes new areas, yet not accessed by the Worldmap, but through existing places. Would you like to get an additional small story that's set under the existing Ulcaster School? Or maybe you'd like to discover a new cave not far from Gullykin? Perhaps a new quest that's to involve the Gnoll Stronghold area?
The quests are not as big as the Werewolf Isle quest or Durlag's Tower. They are to add new flavor carefully, making the existing content look richer, rather than overwhelm low-level party with high-fantasy stuff. I tried to make new content vivid, but also appropriate for BG1 and its experience limit cap.
There is a total of 24 small-to-medium quests, some are like "fetch something and bring it here" while others will be "discover what actually happened here". I hope such a mix will make this a nice mod that offers both simple tasks and some more... unusual quests and encounters. I tried to make even the "FedEx quests" a bit more interesting... and there are always some rewards.
You need to start a new game to enjoy most of the new stuff.
Screenshots:
List of quests:
1) Circles of Interest: a new quest that starts at the Friendly Arm Inn. At some point, when leaving the Inn, you will be approached by a scholar that wants to investigate some circles in the Sword Coast that open door to hideouts - unusual places that hold keys to powerful energy that may be of great use.
2) Shadows Below the Friendly Arm Inn: a new quest, which allows you to visit basements of the Friendly Arm Inn. The place may hold something more than rats and barrels. Will you investigate the lower floors and face the past of the hold that today is used as a resting stop for many travelers?
3) The Parted Lovers of Ulgoth's Beard: this new quest sends you on a mission to check the Lighthouse and secret caverns on the edge of Ulgoth's Beard. Are you ready to walk these dark tunnels? Will you help to tame the old desire for revenge?
4) The Bone Collector and the Missing Halfling: there is a certain man Sarevok wants to find... why? Perhaps he has something that caught his attention. Some items that could also serve the protagonist and his/her companions... if they dare to use them at all. The plot of this mini-quest starts with reading a note left on the desk in Anchev's room and with a dwarf standing next to the Blushing Mermaid.
5) Eight-Legged Misery under the ruins of Ulcaster School: a quest that starts inside the ruins of Ulcaster School of magic. That place lured more than magic. There was another danger sleeping right under the school. When woken up, it brought even more doom and suffering. Will you investigate the old corridors and face the eight-legged threat?
6) Amber Flower: a mission that may be started early in the game, in the town of Beregost. This short quest sends you to the southern part of the map, to find a unique flower that may save the life of a sick and suffering man.
7) Stronghold and its Shadow: the quest that starts in Nashkel, during which you will be sent to Gnoll Stronghold to find a portal through which you will be asked to enter. Will you have the guts to see what's on the other side? Will you retrieve the set of items and return safely to your plane?
8) Kobolds Dream Too: a small quest that starts near the bridge to Baldur's Gate. It is there where you can meet a kobold named Zee. He has a very specific dream. Will you help him to make it come true? Or will you leave him there, waiting forever? Zee may also return in SoD if the DLC is detected upon installation.
9) The Midnight Dog: a quest that starts in Gullykin. An unusual dog visits Michalina. It always comes at midnight. Why? Is he trying to harm her? Or maybe there is something he's trying to tell her? Solve the mystery and understand the meaning behind this unusual happening.
10) Big Appetite in small Gullykin: a small quest you may start upon your visit to Gullykin. You'll meet a merchant there, who has quite an appetite for oriental food. There is a Kozakuran recipe he'd like to try out but lacks few components. He'll ask you to bring them if you find them during your adventures.
11) Fungal Friendship: a small quest-encounter in Cloakwood (spider-infested part of the forest) during which you meet a soldier and his... very unusual friend. Will you help them survive the unfortunate circumstances?
12) Unusual Shards: a quest-encounter triggered by finding four unusual shards, scattered all over the Sword Coast. Will you gather them and see what can they actually do?
13) Disrespected Flowers: a quest that starts right next to the bandit camp, in the ruins of an old building. You may talk to someone who calls herself Gardener and who may ask you for help in getting even with a gnoll that dared to disrespect her flowers. This mini-quest also introduces an alternative purpose for bandit scalps.
14) Skeletal Mother: a mini-quest in the Tombs under Candlekeep. It starts when you encounter a Skeletal Mother that's searching for her long-dead children.
15) Beetles, Dreams and an Old Man: a quest that starts in the very heart of Beregost, where a man tells you a story of his gift and unusual beetles he's seeing. Is he troubled? Or is there something more to his unique story? Will you help him find proof those beetles exist or will you convince him to return to his daughter?
16) Final Rest of Firewine's Soldiers: a mini-quest you may start at the ruins of the Firewine Bridge - find lost swords of the Firewine soldiers and send them to their final rest.
17) Ice and Ore: a mini-quest that starts in Nashkel. You can now meet a man standing next to a bridge, who'd like to start a research. To do so, he needs magic ice. A quest that's to bind one of the TotSC areas and the original areas a bit closer together.
18) Into the Manhood / Into the Womanhood: a new encounter in Nashkel during which you will be asked about what does it mean to be a man or a woman.
19) Snooping Around: you ever wondered where Thalantyr sleeps? Where is his private chamber? Now you can see it with your own eyes... will you take a peek? Taking that risk may unlock another mini-quest that starts by checking Thalantyr's shelves.
20) Carnival and the Missing Brother: a mini-quest that starts at the Nashkel Carnival. You'll encounter a man who's looking for his brother. Will you find out what happened to him?
21) Cult of the Dargon: is it possible that one of the most dangerous sect is somewhere there, on the Sword Coast? And if yes, then who is going to stop them from causing even more trouble? A quest starts once you are approached by a new character, near the Ducal Palace, next to the eastern edge of the location.
22) Apex Predator: a new mini-quest you may get when walking through one of the Cloakwood areas. You will be asked to stop a new animal that was brought there by the Iron Throne and which may become a threat to other animals in the region.
23) The Echoed Cry: a mini-quest that involves Rovo, the Unlikely Hero and Crying Woman near the entrance to the Nashkel mines. There are many stories like this one... each of them is equally bitter.
24) Friend Like No Other: a Siege of Dragonspear-only quest that starts by finding and talking to a man during your travel. Will you help him and his friend before they will be hunted down by members of an organization that used to be a threat to the Frozenfar?
25) Shandraha: a small encounter with a werebadger woman. Will you listen to her and spare her life or will you remain deaf to her cries?
26) Infesting Light: a battle-oriented encounter and a continuation of the original Zombie Infestation quest. Find out who was behind the problems at the unfortunate farm.
27) The Melting Man: a new quest that starts in Nashkel. Talk to a brat near the northern bridge and let him tell you about the unusual Melting Man he saw in one of the caves north of Nashkel. Will you dare to investigate the cave and find the Melting Man himself?
28) Ormyrrs' Peak: a new quest that happens in the new area located west from the Gnoll Stronghold... find the old bones and... talk to them. They're quite bored and could use some company.
29) Doggy Life, Doggy Death: a secret mini-quest on the Mountain Cemetery.
30) The Tree of Shades: there are trees that bloom with life... and there are the crooked ones. The deathlike. With old and twisted roots and branches. Which one is the Tree of Shades and how can it affect your adventures? Search for it in the new underground complex near Mutamin's Garden and find out. If you dare, that is.
31) My Very Own Hideout: a place for those, that desire a safe space they can call home. Find the key and use this space however you want.
32) The Ghost Ship: an unusual ghost ship was seen near Baldur's Gate. Start this new quest in Baldur's Gate docks and investigate that ghastly place.
33) The Skeletal Captain and His Sons: an undead captain is looking for the remains of his three sons. Will you help him? This quest can solve you The Ghost Ship quest.
34) The Dungeon of the Carnal Challenges: sex, friendship, intense emotions, and thrill... when those mixes, there is a chance that something may go wrong... Is that what happens in The Dungeon of the Carnal Challenges? Visit the Undercellar and take over an investigation started years ago.
35) The Inactive Golem: a small encounter east from Friendly Arm Inn. It introduces a damaged golem. Will you find the missing part?
36) On-Road Encounters: Have you ever wished there were at least few unique encounters that may happen when traveling between worldmap areas? If yes, then you should be happy to know this mod adds 5 such encounters
2) Shadows Below the Friendly Arm Inn: a new quest, which allows you to visit basements of the Friendly Arm Inn. The place may hold something more than rats and barrels. Will you investigate the lower floors and face the past of the hold that today is used as a resting stop for many travelers?
3) The Parted Lovers of Ulgoth's Beard: this new quest sends you on a mission to check the Lighthouse and secret caverns on the edge of Ulgoth's Beard. Are you ready to walk these dark tunnels? Will you help to tame the old desire for revenge?
4) The Bone Collector and the Missing Halfling: there is a certain man Sarevok wants to find... why? Perhaps he has something that caught his attention. Some items that could also serve the protagonist and his/her companions... if they dare to use them at all. The plot of this mini-quest starts with reading a note left on the desk in Anchev's room and with a dwarf standing next to the Blushing Mermaid.
5) Eight-Legged Misery under the ruins of Ulcaster School: a quest that starts inside the ruins of Ulcaster School of magic. That place lured more than magic. There was another danger sleeping right under the school. When woken up, it brought even more doom and suffering. Will you investigate the old corridors and face the eight-legged threat?
6) Amber Flower: a mission that may be started early in the game, in the town of Beregost. This short quest sends you to the southern part of the map, to find a unique flower that may save the life of a sick and suffering man.
7) Stronghold and its Shadow: the quest that starts in Nashkel, during which you will be sent to Gnoll Stronghold to find a portal through which you will be asked to enter. Will you have the guts to see what's on the other side? Will you retrieve the set of items and return safely to your plane?
8) Kobolds Dream Too: a small quest that starts near the bridge to Baldur's Gate. It is there where you can meet a kobold named Zee. He has a very specific dream. Will you help him to make it come true? Or will you leave him there, waiting forever? Zee may also return in SoD if the DLC is detected upon installation.
9) The Midnight Dog: a quest that starts in Gullykin. An unusual dog visits Michalina. It always comes at midnight. Why? Is he trying to harm her? Or maybe there is something he's trying to tell her? Solve the mystery and understand the meaning behind this unusual happening.
10) Big Appetite in small Gullykin: a small quest you may start upon your visit to Gullykin. You'll meet a merchant there, who has quite an appetite for oriental food. There is a Kozakuran recipe he'd like to try out but lacks few components. He'll ask you to bring them if you find them during your adventures.
11) Fungal Friendship: a small quest-encounter in Cloakwood (spider-infested part of the forest) during which you meet a soldier and his... very unusual friend. Will you help them survive the unfortunate circumstances?
12) Unusual Shards: a quest-encounter triggered by finding four unusual shards, scattered all over the Sword Coast. Will you gather them and see what can they actually do?
13) Disrespected Flowers: a quest that starts right next to the bandit camp, in the ruins of an old building. You may talk to someone who calls herself Gardener and who may ask you for help in getting even with a gnoll that dared to disrespect her flowers. This mini-quest also introduces an alternative purpose for bandit scalps.
14) Skeletal Mother: a mini-quest in the Tombs under Candlekeep. It starts when you encounter a Skeletal Mother that's searching for her long-dead children.
15) Beetles, Dreams and an Old Man: a quest that starts in the very heart of Beregost, where a man tells you a story of his gift and unusual beetles he's seeing. Is he troubled? Or is there something more to his unique story? Will you help him find proof those beetles exist or will you convince him to return to his daughter?
16) Final Rest of Firewine's Soldiers: a mini-quest you may start at the ruins of the Firewine Bridge - find lost swords of the Firewine soldiers and send them to their final rest.
17) Ice and Ore: a mini-quest that starts in Nashkel. You can now meet a man standing next to a bridge, who'd like to start a research. To do so, he needs magic ice. A quest that's to bind one of the TotSC areas and the original areas a bit closer together.
18) Into the Manhood / Into the Womanhood: a new encounter in Nashkel during which you will be asked about what does it mean to be a man or a woman.
19) Snooping Around: you ever wondered where Thalantyr sleeps? Where is his private chamber? Now you can see it with your own eyes... will you take a peek? Taking that risk may unlock another mini-quest that starts by checking Thalantyr's shelves.
20) Carnival and the Missing Brother: a mini-quest that starts at the Nashkel Carnival. You'll encounter a man who's looking for his brother. Will you find out what happened to him?
21) Cult of the Dargon: is it possible that one of the most dangerous sect is somewhere there, on the Sword Coast? And if yes, then who is going to stop them from causing even more trouble? A quest starts once you are approached by a new character, near the Ducal Palace, next to the eastern edge of the location.
22) Apex Predator: a new mini-quest you may get when walking through one of the Cloakwood areas. You will be asked to stop a new animal that was brought there by the Iron Throne and which may become a threat to other animals in the region.
23) The Echoed Cry: a mini-quest that involves Rovo, the Unlikely Hero and Crying Woman near the entrance to the Nashkel mines. There are many stories like this one... each of them is equally bitter.
24) Friend Like No Other: a Siege of Dragonspear-only quest that starts by finding and talking to a man during your travel. Will you help him and his friend before they will be hunted down by members of an organization that used to be a threat to the Frozenfar?
25) Shandraha: a small encounter with a werebadger woman. Will you listen to her and spare her life or will you remain deaf to her cries?
26) Infesting Light: a battle-oriented encounter and a continuation of the original Zombie Infestation quest. Find out who was behind the problems at the unfortunate farm.
27) The Melting Man: a new quest that starts in Nashkel. Talk to a brat near the northern bridge and let him tell you about the unusual Melting Man he saw in one of the caves north of Nashkel. Will you dare to investigate the cave and find the Melting Man himself?
28) Ormyrrs' Peak: a new quest that happens in the new area located west from the Gnoll Stronghold... find the old bones and... talk to them. They're quite bored and could use some company.
29) Doggy Life, Doggy Death: a secret mini-quest on the Mountain Cemetery.
30) The Tree of Shades: there are trees that bloom with life... and there are the crooked ones. The deathlike. With old and twisted roots and branches. Which one is the Tree of Shades and how can it affect your adventures? Search for it in the new underground complex near Mutamin's Garden and find out. If you dare, that is.
31) My Very Own Hideout: a place for those, that desire a safe space they can call home. Find the key and use this space however you want.
32) The Ghost Ship: an unusual ghost ship was seen near Baldur's Gate. Start this new quest in Baldur's Gate docks and investigate that ghastly place.
33) The Skeletal Captain and His Sons: an undead captain is looking for the remains of his three sons. Will you help him? This quest can solve you The Ghost Ship quest.
34) The Dungeon of the Carnal Challenges: sex, friendship, intense emotions, and thrill... when those mixes, there is a chance that something may go wrong... Is that what happens in The Dungeon of the Carnal Challenges? Visit the Undercellar and take over an investigation started years ago.
35) The Inactive Golem: a small encounter east from Friendly Arm Inn. It introduces a damaged golem. Will you find the missing part?
36) On-Road Encounters: Have you ever wished there were at least few unique encounters that may happen when traveling between worldmap areas? If yes, then you should be happy to know this mod adds 5 such encounters
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New version of Sword Coast Stratagems (v34) now available
Sword Coast Stratagems is a collection of interconnected mini-mods for Baldur's Gate (on the BGT/BGTUTU/BGEE versions) and Baldur's Gate II. It is primarily a tactical and AI-enhancement mod: the idea is to make the game's combat more interesting, tactically challenging, and realistic by more effective use of, and choices of, creatures' abilities. It also contains a few rule tweaks and ease-of-use features.
Version 34 is largely a bug-fixing release: it fixes several issues (some critical) caused by the release of version 2.6 of BGEE/BG2EE, corrects a severe bug in mage AI accidentally introduced in v33.5, and solves 20-odd more minor issues. It also updates the Icewind Dale spells to IWDEE2.6, makes those spells available on non-Enhanced-edition versions of the game, adds a small new component for BG1 (Improved Carsa/Kahrk interaction), allows enemy spellcasters to use Icewind Dale spells even if the Spell Revisions mod is installed, and makes a few other minor AI and spellsystem tweaks.
Grab it direct herehttps://gibberlings3.net/files/file/914-sword-coast-stratagems/. You can also visit the extensive project pages, readme, or SCS forum for more information.
Version 34 is largely a bug-fixing release: it fixes several issues (some critical) caused by the release of version 2.6 of BGEE/BG2EE, corrects a severe bug in mage AI accidentally introduced in v33.5, and solves 20-odd more minor issues. It also updates the Icewind Dale spells to IWDEE2.6, makes those spells available on non-Enhanced-edition versions of the game, adds a small new component for BG1 (Improved Carsa/Kahrk interaction), allows enemy spellcasters to use Icewind Dale spells even if the Spell Revisions mod is installed, and makes a few other minor AI and spellsystem tweaks.
Grab it direct herehttps://gibberlings3.net/files/file/914-sword-coast-stratagems/. You can also visit the extensive project pages, readme, or SCS forum for more information.
DavidW
27
Noober's Game
Reconstructed from the files of BG2EE, I bring you the ultimate final encounter of Black Pits 2 (see here). A conversation with Noober.
It's the largest conversation tree in the game, and almost entirely intact; there were only a few errors, which I could clear up from context. And since someone was bored enough to write the whole thing, I feel like showing it off. I'll play the part of Noober/the game here, posting his lines and the possible responses. When a response is needed, I'll wait for one. If I see multiple possible responses by the time I post the next part, it's a popularity contest. And without further ado ...
Heya! Wanna play a game?
Responses:
1. Yes!
2. Yes.
3. Yes?
4. No.
5. No. Gods no.
It's the largest conversation tree in the game, and almost entirely intact; there were only a few errors, which I could clear up from context. And since someone was bored enough to write the whole thing, I feel like showing it off. I'll play the part of Noober/the game here, posting his lines and the possible responses. When a response is needed, I'll wait for one. If I see multiple possible responses by the time I post the next part, it's a popularity contest. And without further ado ...
Heya! Wanna play a game?
Responses:
1. Yes!
2. Yes.
3. Yes?
4. No.
5. No. Gods no.
jmerry
19