When I read it, I thought that guide resembled a textbook for no-reloaders playing with the SCS mod installed. In general, I agree with the guide. I like the detailed level of information there and the fact recommendations are given for both pure spellcasters and fighter-mages.
@Cr4zyJ , thanks for the thread and thanks to the Devs for their answers - I say this here because of the strict restrictions of the OP in that thread
For those who are interested, I've got two no-reload runs going at the moment: one in my "We're all doomed" thread, a mostly tactical SCS challenge with my dwarven Wizard Slayer Thani, who's about to embark on a journey to Brynnlaw (my most succesful published no-reload run thus far).
I made a separate thread for my second playthrough, a Human Mage turned Fighter named Victor. I did so in order to prevent Thani's and Victor's stories from intermingling. Victor's tale can be read here. It gives a more roleplayed journal written from Victor's perspective, and a more or less completionist approach (NPCs eating up invaulable XP ensure that).
@OlvynChuru has started the IWDEE playthrough. If you haven't laughed enough while reading about his jester run, this will do it for you: look at DEX and CON...
@Moanah seems to be the new user and has started with that test. I've gone through it and it's fine Although, it would be wonderful to see (after the end of the test) some kind of results - it's interesting how many of participants are role-players.
asked the forum for advices regarding using a F/T character. It seems his thread was overlooked and now rests on the fifth page of discussions. It would be great if it changed
Another new user @Scourge has started a no-reload run with a barbarian but soon met some troubles on how actually he should play. Because of the inactivity in the playthrough section of the forum, poor Scourge even thought of abandoning the forum. We simply can't let it happen!
In case you havent herd the news, its time to save the date for BG2EE V1.03 and soon say, "Welcome Aboard" to the Android, Linux, and iPhone users as well on
December 16th!
Dee confirms here:
BG2EE V1.3, as well as android, linux and iPhone versions, will be released on the 16th.
@kiwidoc started a thread about Christmas carol parodies that people who have bookmarked this this thread (and who didn't already see it in the off-topic section) might want to check out
New or Modified Content: Restored "Improved Vampires" component on EE installs. (I can no longer reproduce the crash bug, which makes me cautiously optimistic that BG2EE 1.3 has solved it.) Upgraded to WEIDU v237 "Improved Watchers Keep" now makes all statues into golems (suggestion, and code, by Mad Mate). Various wizard spell uses are slightly more sensitive to spell turning, minor globes, and the like. (Thanks to Kreso and Raest for suggesting and coding these.) Ease-of-use AI now uses Bhaalspawn innate healing ability. Quick-cast mage spells used by the ease-of-use AI no longer attract the attention of the Cowled Wizards. Better use of Talosar spells. General AI is a bit more willing to attack weakened (but non-helpless) opponents. High-level wizards fairly reliably carry Spell Thrust or Secret Word to deal with Spell Shields. Wizards don't use Timestops during their (or their allies') Alacrities. Slightly toned down use of Teleport Field. Enemies are aware of the effects of barbarian/berserker rage. More customized spell selections for rakshasas. "Elemental arrow" component now removes the (undocumented except on EE) bonuses to hit and damage from fire arrows. Kobold commandos get an enhanced Dexterity score and an extra pip in Shortbow (low-level humanoids are only normally allowed 1 pip) to compensate for the decrease in their abilities from standardising THAC0 and toning down elemental arrows. (They should now be about back up to vanilla power). Hobgoblin elites get designated as Fighters for the purposes of proficiencies, to compensate for THAC0 standardisation. Deprecated "Faster Bears" on BG2EE installs, since 1.3 does this automatically. Fiend hit point changes are now calculated relative to their actual pre-SCS values, not hardcoded. (This mostly means that they're higher.) Candlekeep fourth-wall-breaking tutors now get removed on either version of skip-Candlekeep. Under-the-hood updates to SFO install function. Under-the-hood change: detection of the Cloak of Mirroring is now externalised to a DirectDamageSafe trigger. Under-the-hood change: externalised SSL library dependence in SFO calls to SSL. Under-the-hood change: an argument of "null" to an SFO automatically-generated ASCII or ASCII20 edit function prints a blank string (inter alia this suppresses a harmless SFO warning in "improved Fiends"). Documentation change: I no longer officially support Tutu v4 (i.e., I don't do install tests on it, though I'll probably respond to reported problems). I still support EasyTUTU, BGT, vanilla BG2, BGEE, and BG2EE.
Bugfixes
Paranoid liches don't get confused when Improved Fiends isn't installed (thanks to Mad Mate for spotting original issue) Izefia's druid flunkies now built properly (thanks to Mad Mate for spotting original issue) Iron Throne mooks in Candlekeep no longer turn the whole keep hostile (thanks to Mad Mate for spotting original issue) Corrected a typo that prevented fiends from using Dispel Magic correctly (thanks to Raest for spotting this) Corrected a typo that prevented mages using one of their sequencers in some defensive contexts (thanks to Raest for spotting this) 9th-11th level wizards may be able to cast Oracle (thanks to Kreso for spotting that they couldn't and identifying the cause) Clerics and druids now use Chaotic Commands in prebuff routines (thanks for Kreso for spotting that this wasn't happening) Fixed several miscoded trigger blocks in spell-use and power-use scripts (thanks to Kreso for catching these) Beholder antimagic eyes now get implemented correctly even if v4 of SR is installed (thanks to Mad Mate for catching this). Tightened up handling of INNOCENT spellcasters. (In particular, INNOCENTs don't need to change class in enhanced-edition installs; some bugs also fixed. Thanks to several people for identifying this issue.) Creatures inappropriately coded as PALADIN in the core game no longer use paladin abilities. (Thanks to Mad Mate for identifying them.) Irenicus, the Fire Lich and Azamantes are now correctly handled by Smarter Mages. (Thanks to Raest for spotting this problem.) Added a couple of missing lizard man weapon animations (thanks to Miloch for spotting this). Disabled BIFFing of lizard-man animations on OSX installs, as (dashteacup tells me) it causes crashes on OSX. Removed (harmless) cruft from Irenicus script and projected-image/simulacrum script (thanks to Mad Mate for spotting it). Hostile clones of players now get appropriate combat scripts (thanks to Mad Mate for spotting this). Guarded Compound glabrezu should now appear correctly even when Improved Fiends is installed (thanks to Raest for spotting this). The Black Pits version of Cursed Wound is now used in Enhanced-Edition installs (this should sort out the bugs with it on EE installs - or at any rate, if not blame Beamdog!) "More consistent breach", in its eternal oscillation between working for liches and not working for liches, now works for liches. "Allow spellstrike to penetrate Magic Protection Scrolls" now works correctly again (the fix for Spell Shield was confusing it; thanks to Raest for spotting the problem). NPC clerics now use the NPC version of Blade Barrier, as per the original game (this has an effect only if the Blade-Barrier spell component is not installed) Fiend animation IDS names now recognise the EE changes to those names (thanks to CrevsDaak for spotting this). Dispel Magic scroll is now handled correctly on EE installs. (Thanks to Crevsdaak for spotting this). Mod now installs correctly on EasyTutu. Option 2 for mage and priest prebuffing now works properly on the BG1 part of the game. Bugfixes coded by Mad Mate: Tyrant Golem in Abazigal's Lair is now correctly built Components that use golem functions can now be installed in isolation. Ascension version of Abazigal gets his death script correctly. Mariliths use the correct telekinesis spell. Fixed logic error in hive mother antimagic-eye use. A couple of missing instant/prebuffed spells are now correctly built. Fixed a typo in the SFO code to build Gaal's creature file. Cleric-mage Sendai's script now parses correctly. QuestPack version of project image now allowed for correctly. Ease-of-use AI now uses casting-time-speedup spell correctly. Missing chromatic-demon slime attack restored. Smarter Mage component now installs correctly even if HLAs are not being used. Smarter Mage sequencers now make use of Carrion Summons correctly. Confusion in code logic for installing cleric/mages fixed. Fixed incorrect death variables for some Elemental Princes summoned by NPCs. BG1 priests use longterm buffs correctly (old code from SCSI v21 left unupdated) Alhoon code now correctly loads required resources. Refinements nerve poison effect correctly parsed. Find Familiar scroll correctly allocated in "Standardise BG1 spells". Fixed logic error in Improved Drow City installer. Irlentree doppelgangers spawn properly. Avarice (from Durlag's Tower) correctly flagged as thief (a typo had been preventing this). Timestop from Wish spell now works correctly. Smarter Priests now correctly checks for Improved Shapeshifting component. Xvarts respond appropriately to calls for help. Smarter Golems component now suppresses too-large golems in AR1202. Better Calls for Help does a better job of removing redundant scripts. "Improved general AI" now does a better job of skipping creatures whose AI shouldn't be improved. "Smarter Mages" now correctly modifies randomly-encountered yuan-ti. Removed a typo that prevented ease-of-use stackable ankheg shells from being properly handled by Taerom. Fixed a typo in script controlling "choose proficiencies". Druid flunkies get death variables. Watcher's keep access component correctly adds Forest of Tethyr entrance coordinates, if you travel there from WK. "Smarter Mages" and "Smarter Dragons" now correctly allow for the possibility that the Ascension-Abazigal component of SCS is installed before them. Azamantes correctly gets at least one Improved Alacrity. Sendai's combat script is no longer overwritten. Laskal is correctly treated as a druid, not a cleric. Corrected error in some vampires' script allocation. Corrected error in SR efreet compatibility code. Davaeorn now gets his scrolls correctly. Compatibility Fixes Disabled (rudimentary and incomplete) use of Divine Remix spells. (One day I'll do this properly but for the minute it's just getting in the way and doing more harm than good. Some rudimentary support for Item Revisions, following suggestions from Kreso.
EDIT: You won't believe it at first, but the 30th version is out today!
Updated Polish translation (thanks, Bartek) "Modify breach" really and truly affects liches this time. (Maybe? Maybe?) "Skip candlekeep" classic version works correctly. Ease-of-use AI installs correctly on BGEE/TUTU installs. Fixed cosmetic problem with werewolf tokens. NPC precast blade barriers now work. Under-the-hood change: vampire and lich simulacrum-immunity spells are now auto-built from the corresponding items. Slightly more forgiving code to allow for Ding0Tweaks (probably fixes the false positive that's blocking vanilla TUTU installs)
The fan creations and using of imagination are greatly encouraged and appreciated here. But sometimes it takes some time to get the feedback on the forum. I still remember it took more than a week to get some attention to my NWN thread, for example.
I think Moradin should definitely continue his thread. I hope that the advertisement here could help him to get some feedback : )
And Moradin, how is your brother doing? Still DM'ing? ; )
Hi @bengoshi, and thanks for advertising my thread. I will definitely continue it, there's some cool stuff I still have to post, people and situations some DM might find fitting for their campaign or just for fun. I hope the community will share some of their creations as well. My bro' is currently DMing a group of friends close to where my parents live. He's also trying to set up another group in Milan, where he works. He's very much into "active" D&D, I take a more passive role as advisor for his campaigns. I also buy him most of the material... I know I'm a sucker, but he's my kid brother, after all!. But most of the creations I posted and will be posting in Lab 21 are his stuff, and due credit should be given. He's a much better DM than me. Thanks again!
I just posted a topic about a new Kickstarter campaign for Seven Dragon Saga, TSI's turn-based, party-based fantasy RPG. Made by some of the developers behind the old SSI D&D Gold Box games, the game looks interesting.
@Aedan posted a topic about Deponia - a point-and-click adventure game. There's a crowdfunding campaign for the digital version of the entire trilogy and localizations.
Comments
@Jaheiras_Witness has created a BG2 SCS spell guide http://forum.baldursgate.com/discussion/36604/bg2-solo-scs-spell-guide
When I read it, I thought that guide resembled a textbook for no-reloaders playing with the SCS mod installed. In general, I agree with the guide. I like the detailed level of information there and the fact recommendations are given for both pure spellcasters and fighter-mages.
@Cr4zyJ , thanks for the thread and thanks to the Devs for their answers - I say this here because of the strict restrictions of the OP in that thread
@Maple has become the first here to try and test his character against Adamantine golem in HoF, available from the Limited Wish spell.
http://forum.baldursgate.com/discussion/36982/real-challenge-defeat-adamanite-golem-in-hof#latest
I made a separate thread for my second playthrough, a Human Mage turned Fighter named Victor. I did so in order to prevent Thani's and Victor's stories from intermingling. Victor's tale can be read here. It gives a more roleplayed journal written from Victor's perspective, and a more or less completionist approach (NPCs eating up invaulable XP ensure that).
http://forum.baldursgate.com/discussion/37204/icewind-dale-roleplay-ish-duo-playthrough-the-urisunal-brothers#latest
@Blackraven has beaten Irenicus with his wizard slayer in a solo SCS run. http://forum.baldursgate.com/discussion/comment/580681/#Comment_580681
http://forum.baldursgate.com/discussion/37316/do-you-like-to-rp#latest
@Moanah seems to be the new user and has started with that test. I've gone through it and it's fine Although, it would be wonderful to see (after the end of the test) some kind of results - it's interesting how many of participants are role-players.
asked the forum for advices regarding using a F/T character. It seems his thread was overlooked and now rests on the fifth page of discussions. It would be great if it changed
Another new user @Scourge has started a no-reload run with a barbarian but soon met some troubles on how actually he should play. Because of the inactivity in the playthrough section of the forum, poor Scourge even thought of abandoning the forum. We simply can't let it happen!
http://forum.baldursgate.com/discussion/37402/solo-no-reload-godlike-barbarian#latest
Life and Times of a Bhaalspawn.
EDIT: Life and Times of a Bhaalspawn Part 2. is now available as well
http://forum.baldursgate.com/discussion/37617/fr-trading-card-scans-duke-eltan-tenhammer-khosann-and-more#latest
http://forum.baldursgate.com/discussion/37669/glows-and-paperdolls-mod#latest
@norilm has created a GUI mod for BGEE. It's too beautiful to be known to only eastern users of this forum!
http://forum.baldursgate.com/discussion/37690/mod-bgee真鍮gui#latest
In case you havent herd the news, its time to save the date for BG2EE V1.03 and soon say, "Welcome Aboard" to the Android, Linux, and iPhone users as well on
December 16th!
Dee confirms here:BG2EE V1.3, as well as android, linux and iPhone versions, will be released on the 16th.
And a solution for implementing custom soundsets of our own:
http://forum.baldursgate.com/discussion/37760/how-to-awesome-soundsets-vol-0-soundset-mod-shell#latest
http://forum.baldursgate.com/discussion/37992/christmas-carol-parodies
@smeagolheart has brough us two collections of soundests for BGEE, BG2EE and IWDEE with subtitles.
http://forum.baldursgate.com/discussion/37727/awesome-soundsets-vol-1-for-bg1ee-bg2ee-and-iwdee-with-subtitles
http://forum.baldursgate.com/discussion/38023/awesome-soundsets-vol-2-for-bg1ee-bg2ee-and-iwdee-with-subtitles
Oh My God!
Now our characters in BG can speak with Yeslick's lines, The Nameless One's lines, Xzar's lines, with the lines from IWD2...
What a great job to bring all the soundsets together!
Do you remember how he has found the way to save Xzar in BG2?
Now he unbelievably found the way to have both Clara and Hexxat? in one party!
But his restless run through BG is an interesting read and can be highly recommend.
And now he has shown why Jan is the best: Kangaxx can be killed with the Flasher Master Bruiser Mates
On a side note, if you want to check how Pillars of Eternity looks like now, see the video in this post by @Messi http://forum.baldursgate.com/discussion/comment/592935/#Comment_592935
And a small advertisement: if you're a BG fan, read this story: http://forum.baldursgate.com/discussion/38136/how-one-christmas-can-change-everything-an-amazing-story-of-one-of-the-darkest-day-creators#latest
New or Modified Content:
Restored "Improved Vampires" component on EE installs. (I can no longer reproduce the crash bug, which makes me cautiously optimistic that BG2EE 1.3 has solved it.)
Upgraded to WEIDU v237
"Improved Watchers Keep" now makes all statues into golems (suggestion, and code, by Mad Mate).
Various wizard spell uses are slightly more sensitive to spell turning, minor globes, and the like. (Thanks to Kreso and Raest for suggesting and coding these.)
Ease-of-use AI now uses Bhaalspawn innate healing ability.
Quick-cast mage spells used by the ease-of-use AI no longer attract the attention of the Cowled Wizards.
Better use of Talosar spells.
General AI is a bit more willing to attack weakened (but non-helpless) opponents.
High-level wizards fairly reliably carry Spell Thrust or Secret Word to deal with Spell Shields.
Wizards don't use Timestops during their (or their allies') Alacrities.
Slightly toned down use of Teleport Field.
Enemies are aware of the effects of barbarian/berserker rage.
More customized spell selections for rakshasas.
"Elemental arrow" component now removes the (undocumented except on EE) bonuses to hit and damage from fire arrows.
Kobold commandos get an enhanced Dexterity score and an extra pip in Shortbow (low-level humanoids are only normally allowed 1 pip) to compensate for the decrease in their abilities from standardising THAC0 and toning down elemental arrows. (They should now be about back up to vanilla power).
Hobgoblin elites get designated as Fighters for the purposes of proficiencies, to compensate for THAC0 standardisation.
Deprecated "Faster Bears" on BG2EE installs, since 1.3 does this automatically.
Fiend hit point changes are now calculated relative to their actual pre-SCS values, not hardcoded. (This mostly means that they're higher.)
Candlekeep fourth-wall-breaking tutors now get removed on either version of skip-Candlekeep.
Under-the-hood updates to SFO install function.
Under-the-hood change: detection of the Cloak of Mirroring is now externalised to a DirectDamageSafe trigger.
Under-the-hood change: externalised SSL library dependence in SFO calls to SSL.
Under-the-hood change: an argument of "null" to an SFO automatically-generated ASCII or ASCII20 edit function prints a blank string (inter alia this suppresses a harmless SFO warning in "improved Fiends").
Documentation change: I no longer officially support Tutu v4 (i.e., I don't do install tests on it, though I'll probably respond to reported problems). I still support EasyTUTU, BGT, vanilla BG2, BGEE, and BG2EE.
Bugfixes
Paranoid liches don't get confused when Improved Fiends isn't installed (thanks to Mad Mate for spotting original issue)
Izefia's druid flunkies now built properly (thanks to Mad Mate for spotting original issue)
Iron Throne mooks in Candlekeep no longer turn the whole keep hostile (thanks to Mad Mate for spotting original issue)
Corrected a typo that prevented fiends from using Dispel Magic correctly (thanks to Raest for spotting this)
Corrected a typo that prevented mages using one of their sequencers in some defensive contexts (thanks to Raest for spotting this)
9th-11th level wizards may be able to cast Oracle (thanks to Kreso for spotting that they couldn't and identifying the cause)
Clerics and druids now use Chaotic Commands in prebuff routines (thanks for Kreso for spotting that this wasn't happening)
Fixed several miscoded trigger blocks in spell-use and power-use scripts (thanks to Kreso for catching these)
Beholder antimagic eyes now get implemented correctly even if v4 of SR is installed (thanks to Mad Mate for catching this).
Tightened up handling of INNOCENT spellcasters. (In particular, INNOCENTs don't need to change class in enhanced-edition installs; some bugs also fixed. Thanks to several people for identifying this issue.)
Creatures inappropriately coded as PALADIN in the core game no longer use paladin abilities. (Thanks to Mad Mate for identifying them.)
Irenicus, the Fire Lich and Azamantes are now correctly handled by Smarter Mages. (Thanks to Raest for spotting this problem.)
Added a couple of missing lizard man weapon animations (thanks to Miloch for spotting this).
Disabled BIFFing of lizard-man animations on OSX installs, as (dashteacup tells me) it causes crashes on OSX.
Removed (harmless) cruft from Irenicus script and projected-image/simulacrum script (thanks to Mad Mate for spotting it).
Hostile clones of players now get appropriate combat scripts (thanks to Mad Mate for spotting this).
Guarded Compound glabrezu should now appear correctly even when Improved Fiends is installed (thanks to Raest for spotting this).
The Black Pits version of Cursed Wound is now used in Enhanced-Edition installs (this should sort out the bugs with it on EE installs - or at any rate, if not blame Beamdog!)
"More consistent breach", in its eternal oscillation between working for liches and not working for liches, now works for liches.
"Allow spellstrike to penetrate Magic Protection Scrolls" now works correctly again (the fix for Spell Shield was confusing it; thanks to Raest for spotting the problem).
NPC clerics now use the NPC version of Blade Barrier, as per the original game (this has an effect only if the Blade-Barrier spell component is not installed)
Fiend animation IDS names now recognise the EE changes to those names (thanks to CrevsDaak for spotting this).
Dispel Magic scroll is now handled correctly on EE installs. (Thanks to Crevsdaak for spotting this).
Mod now installs correctly on EasyTutu.
Option 2 for mage and priest prebuffing now works properly on the BG1 part of the game.
Bugfixes coded by Mad Mate:
Tyrant Golem in Abazigal's Lair is now correctly built
Components that use golem functions can now be installed in isolation.
Ascension version of Abazigal gets his death script correctly.
Mariliths use the correct telekinesis spell.
Fixed logic error in hive mother antimagic-eye use.
A couple of missing instant/prebuffed spells are now correctly built.
Fixed a typo in the SFO code to build Gaal's creature file.
Cleric-mage Sendai's script now parses correctly.
QuestPack version of project image now allowed for correctly.
Ease-of-use AI now uses casting-time-speedup spell correctly.
Missing chromatic-demon slime attack restored.
Smarter Mage component now installs correctly even if HLAs are not being used.
Smarter Mage sequencers now make use of Carrion Summons correctly.
Confusion in code logic for installing cleric/mages fixed.
Fixed incorrect death variables for some Elemental Princes summoned by NPCs.
BG1 priests use longterm buffs correctly (old code from SCSI v21 left unupdated)
Alhoon code now correctly loads required resources.
Refinements nerve poison effect correctly parsed.
Find Familiar scroll correctly allocated in "Standardise BG1 spells".
Fixed logic error in Improved Drow City installer.
Irlentree doppelgangers spawn properly.
Avarice (from Durlag's Tower) correctly flagged as thief (a typo had been preventing this).
Timestop from Wish spell now works correctly.
Smarter Priests now correctly checks for Improved Shapeshifting component.
Xvarts respond appropriately to calls for help.
Smarter Golems component now suppresses too-large golems in AR1202.
Better Calls for Help does a better job of removing redundant scripts.
"Improved general AI" now does a better job of skipping creatures whose AI shouldn't be improved.
"Smarter Mages" now correctly modifies randomly-encountered yuan-ti.
Removed a typo that prevented ease-of-use stackable ankheg shells from being properly handled by Taerom.
Fixed a typo in script controlling "choose proficiencies".
Druid flunkies get death variables.
Watcher's keep access component correctly adds Forest of Tethyr entrance coordinates, if you travel there from WK.
"Smarter Mages" and "Smarter Dragons" now correctly allow for the possibility that the Ascension-Abazigal component of SCS is installed before them.
Azamantes correctly gets at least one Improved Alacrity.
Sendai's combat script is no longer overwritten.
Laskal is correctly treated as a druid, not a cleric.
Corrected error in some vampires' script allocation.
Corrected error in SR efreet compatibility code.
Davaeorn now gets his scrolls correctly.
Compatibility Fixes
Disabled (rudimentary and incomplete) use of Divine Remix spells. (One day I'll do this properly but for the minute it's just getting in the way and doing more harm than good.
Some rudimentary support for Item Revisions, following suggestions from Kreso.
All hail @DavidW
EDIT: You won't believe it at first, but the 30th version is out today!
Updated Polish translation (thanks, Bartek)
"Modify breach" really and truly affects liches this time. (Maybe? Maybe?)
"Skip candlekeep" classic version works correctly.
Ease-of-use AI installs correctly on BGEE/TUTU installs.
Fixed cosmetic problem with werewolf tokens.
NPC precast blade barriers now work.
Under-the-hood change: vampire and lich simulacrum-immunity spells are now auto-built from the corresponding items.
Slightly more forgiving code to allow for Ding0Tweaks (probably fixes the false positive that's blocking vanilla TUTU installs)
The developers themselves play and share their experience with us. I appreciate it greatly!
http://forum.baldursgate.com/discussion/39213/dwarven-defender-rp-solo-no-reload#latest
http://forum.baldursgate.com/discussion/39422/bg1npc-v21-and-bg1npc-music-pack-v6#latest
I can't praise enough all the people who have been working on the mod.
Just think about it: the previous version was released on November, 26, 2011. More than 3 years have passed.
http://forum.baldursgate.com/discussion/38901/lab-21-a-workshop-of-magical-creations#latest by @Moradin . It's somewhat unfortunate that the thread is not popular. The idea is to gather ideas for magical items or situations that every Dungeon Master might find interesting.
The fan creations and using of imagination are greatly encouraged and appreciated here. But sometimes it takes some time to get the feedback on the forum. I still remember it took more than a week to get some attention to my NWN thread, for example.
I think Moradin should definitely continue his thread. I hope that the advertisement here could help him to get some feedback : )
And Moradin, how is your brother doing? Still DM'ing? ; )
My bro' is currently DMing a group of friends close to where my parents live. He's also trying to set up another group in Milan, where he works. He's very much into "active" D&D, I take a more passive role as advisor for his campaigns. I also buy him most of the material... I know I'm a sucker, but he's my kid brother, after all!. But most of the creations I posted and will be posting in Lab 21 are his stuff, and due credit should be given. He's a much better DM than me.
Thanks again!
http://forum.baldursgate.com/discussion/39684/in-game-time-tracking-script
One of my most cherished dreams has come true!
http://forum.baldursgate.com/discussion/40171/seven-dragon-saga-kickstarter-new-turn-based-party-based-fantasy-rpg#latest
Bard's diary - http://forum.baldursgate.com/discussion/40362/bards-diary#latest
http://forum.baldursgate.com/discussion/40435/deponia-help-the-italian-localization-project
Thanks
Now @Genryu , who's re-entered the forum since 2012, tries a solo Necromancer with the SCS mod. The diary is quite interesting as well:
http://forum.baldursgate.com/discussion/40810/pure-necromancer-solo-challenge-restricted-to-using-only-necromancy-spells#latest
@Vallmyr (among others, of course), with all your love for necromancers, it may be worth checking:)