Having seen a thread recently wondering how good high level archers are I thought I would dust off my all-archer party again to try and test that out. Their last attempt was brought to an unfortunate end when they got stuck in dialogue while enemies were attacking (https://forums.beamdog.com/discussion/comment/830229/#Comment_830229). To avoid that happening this time I've exported the characters from the BGT installation they were created in into BGEE. Let's see if the boys can make good use of their new environment.
Best of luck Grond0! Are these all pure archers (e.g., the archer class with called shot, etc.?) Or do you have fighter or another class fulfilling an archer role?
But archers get decent stealth - it won't be easy for enemies to force them into melee. Can you put points into two-hand weapon skill to increase melee effective-ness if forced into melee?
So I redid the Cloudpeaks. I approached Sendai's group from the other side, charmed one of the archers with Algernon's, and used Hold Person over the other one. This means they didn't kill anyone and I got almost all the Excellent arrows. Anyway, they're worthless when you compare that to another thing one of them was carrying: a Wand of Fire with 16 (!!!) charges.
I've cleared the Basilisks, Mutamin and the Adventurer party were both led to their death by Kagain, who walked them towards our party. One of them was carrying a Tome, although I haven't identified it yet, and some Bracers of AC 7 that I gave to Edwin. Shar-Teel reached level 6, and so I dualed her to Fighter. All four points on long swords. I think Tiax and Garrick got a level here as well. To continue the XP feeding for Shar-Teel, we went to Durlag's and killed all the creatures outside, this gave Shar-Teel her 2nd Fighter level. We also killed Iychard, which I think was a waste of resources, because both Shar-Teel and Tiax died, and Kagain had to use at least 5 healing potions and two extra healing potions, besides a potion of Absorption and several charges from the Wand of Fire to clean the Kobolds, and the rewards were 2k XP I think and an Excellent Flail, besides a cool helmet for Kagain.
After raising them, I tried to sleep outside of the Temple of Lathander because I was on the phone, and apparently I gained enough XP to give Shar-Teel her 3rd Fighter level before my party was fully healed. I travelled to Beregost, but got ambushed by Wyverns (BGT-BP Worldmap causes this because it doesn't move the ambush areas I think, I should fix it). Easy XP. Tiax and Alia both got a Cleric which means access to Animate Dead for Tiax and another spellslot for more healing spells for Alia.
But archers get decent stealth - it won't be easy for enemies to force them into melee. Can you put points into two-hand weapon skill to increase melee effective-ness if forced into melee?
I agree they're not likely to do much melee - that's been very rare so far, even with limited use of stealth. They will get 2-hand skill eventually, but only after their missile abilities are maximised.
Shoal was left initially to avoid any potential danger while getting the Helm from Droth. However, it wasn't long before a green scroll allowed the boys to pick up a couple of levels from the basilisks. Weight of shot there also supported Korax sufficiently well to allow Kirian's party to be crushed without taking any damage. A quick tour round the areas pushed reputation up to 20 and got everyone to level 4 before trying their luck with the sirines. No protection was used there, but the three groups of those managed only a total of two characters charmed and one poisoned by one of the 2 arrows of biting fired. Quite a few magic arrows had been picked up by then so the golems didn't last long! Cupid sacrificed himself against Shoal to rack up the first party death - Shoal got her comeuppance though and Cupid was rewarded by getting the Helm of Defense to wear. On the way to shop at Ulgoth's Beard some ankhegs provided enough XP for level 5 - very few of those survived the initial hail of missiles in order to even get a shot off. Next up I think it's time for the Nashkel Mines.
Alia finally investigated the Nashkel Mines after buying some level 3 spells for Edwin (Skull Trap and Minor Spell Turning). We got another Wand of Fire (besides Backbiter+3) from Mulahey, who hosted a party at the bottom of the mines apparently (even some Undead were invited...):
We killed the Revenant, the Mage and his slimy summons and the Ghasts in the Tombs, Shar-Teel got level 4 and Kagain level 6. We completed Bjornin's quest, failed to kill a band of 6 Bandits (they're level 5 Fighters) in the Ankheg farm, but at least we managed to escape alive, and to close the session we killed Tranzig as well. Everyone's near hitting 30k XP, and since Bandits are still giving us some trouble (read: if we face them we get slaughtered) I'll see what else there is left before we have to face them. I might just sneak into the Bandit Camp and come back to kill everyone when my party is stronger.
My party has made it as far as level 2 of Dragon's Eye so far with few problems, and are around levels 5/6. The closest call at low levels were an odd area displacement which left half the party pinned by several yetis, and the sleep trap in the tomb. Both occasions could have been game ending for a bhaalspawn but for this party it was only necessary for the surviving members to kite the attackers and drag the bodies back. The druid spells are rather nice though, I think I will try IWDification for BG next run to motivate me to do a treehugger run using Faldorn & Cernd.
After massacreing their way through the Nashkel Mine, Mulahey was given no chance to talk by the boys. Nimbul managed to make a challenge, but died before he could actually do anything - still better than Tranzig though.
In BGT the boys would expect to get a lift with Teven to the Bandit Camp to try and kill Tazok for his bracers. Those bracers are now in the leaders' tent, but I thought I would double-check if Tazok had anything else - however, he now seems to be unkillable at this stage. Unfortunately for them, that wasn't the case for the rest of the bandits.
They made short work of the opposition in the Cloakwood - using stealth there to avoid getting stuck in web traps when anything was watching (though they did run away once, to deal with some wyvern poison). At the mine they sneaked into position to shoot down the mages, leaving the fighters no chance.
Inside the mine stealth shots were used to make sure Hareishan wouldn't cast any troublesome lightning bolts. Moving on down they struggled a bit with the first battle horror and had to go and rest after killing that. The second did much less damage and the boys carried straight on with Davaeorn - though Cupid used stealth shots to take him out without any response anyway. The last of the boys got to level 6 after flooding the mine.
In Baldur's Gate the boys sold off some surplus equipment and finally got around to buying some more ammunition (the first time since Candlekeep - not reflecting that they stocked up so much there, but just that it doesn't take many shots to kill anything ). A couple of minutes after that though they met their doom when they visited a group of ogre magi. I don't remember attacking those before in unmodded BGEE, but in BGT they only cast up to 2nd level spells - while there would still have been significant risk associated with being horrified I was willing to take that risk without protection. If I'd realised that confusions would be being chucked in as well I would have jumped in and out the door, or at least used stealth to spread the boys out so they wouldn't all have a chance of being affected. Robin was the lead character coming in the door and unfortunately stayed there to provide the main target for lightning bolts, acid arrows and attacks from summons ...
Well, after killing the 3 Sirines in the Lighthouse area, I said to myself, "Let's use Tiax's traps to kill Drizzt so Shar-Teel can use his armour after she gets her Thief levels back, and we lower our Rep so we get Horror instead of Slow Poison.
tl;dr, the traps left Drizzt at Near Death, Edwin got chunked and the rest of the party died... Except for Alia. I kited Drizzt for a rather long time until the bastard died, but it was kinda only for revenge, not survival.
Drizzt had no loot. This is it, everyone. I'm not giving up Edwin for 12k XP on one character. I'm off to gather ideas for another character or play Helrigenn a bit.
@Grond0 If you do kill Tazok, (It is possible) the game crashes. Sorry about your party's fate. @CrevsDaak No loot! That's disgusting. He should have mithril armour plus two excellent scimitars at the very least.
Another decent session today saw this duo make significant further progress - while still clinging on to their no-deaths record.
An early target was to help Gnoria compensate for her relatively poor barbarian AC by getting the Ring of Gaxx. As usual a scroll of PfU each was a small investment to pay for that.
While the scroll was still active a bit of work was done in the Graveyard - and we were both awake enough to react appropriately when the scrolls ran out while facing shadow fiends . Downstairs an invisible entry allowed a sneak attack on Pai'Na, while most of her spiders found themselves trapped. Moving on to attack the vampires, Sodof was hampered by being pretty much out of spells. Fortunately she had one improved invisibility left when Gnoria was stunned by Tanova. After resting, some skeleton warriors helped out downstairs before improved haste was used on Gnoria to send Bodhi packing. After upgrading the MoD Gnoria led the way to the de'Arnise Hold in search of the FoA. The trolls were pretty much tackled one at a time, so Gnoria didn't need any help with those. A few skeletons did provide support against the golems though before making TorGal pay for his crimes. Reporting back to Nalia provided a level each - Sodof taking Spell Sequencer as a seventh level spell to increase the fun available with skull traps .
After picking up the Silver Pantaloons Gnoria decided to make use of the big gem in her backpack to get entry to the Planar Prison - and Sodof immediately put her Spell Sequencer to good use. Gnoria needed no support against the Master of Thralls, though skull traps did feature to ensure the Warden had to fight alone.
Sodof then decided it was time to upgrade her staff with a visit to the Twisted Rune. Shangalar was neutralised by PfU, before Vaxall perished in a sequencer - leaving Layene to struggle in vain against a skeleton warrior. With no more equipment tempting them to stay the duo took ship for Brynnlaw in search of some more Boots of Speed. There were no problems in the first level of Spellhold, but Sodof did get caught out on entry to the second level when she for once took compassion on Gnoria and went to cast Protection from Magic Energy on her - as a result getting too close to a yuan-ti mage and being confused. However, Gnoria was able to occupy the attention of the attackers until Sodof recovered.
There was also a bit of an oddity in the fight with Irenicus when Aphril went hostile for some reason (possibly as a result of being hit by her own bouncing lightning bolt) and used a PW: stun on Sodof. However, Gnoria had Irenicus fleeing very shortly after that and Sodof recovered in time to put the Murderers to death. The final action of the session saw some quick progress through Fish City - picking up the Cloak of Mirroring there before wiping out the royal family.
Sodof, dragon disciple 16, 91 HPs (incl. 6 from familiar), 355 kills (+124 in BG1) Gnoria, barbarian 17, 145 HPs (incl. 5 from Helm), 379 kills (+255 in BG1), 0 deaths
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~SETUP-WEIDU.TP2~ #0 #0 // 24000 ~SETUP-BWS.TP2~ #0 #0 // 20161130 - Updated by agb1 (installation started Thu 03/09/2017) ~BACKBRYNNLAW/SETUP-BACKBRYNNLAW.TP2~ #0 #0 // Back to Brynnlaw mod for Baldur's Gate II: v5 BWP Fix ~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn: v14 BWP Fix ~SETUP-BANTERPACK.TP2~ #0 #1 // Install SOA Banter Accelerator script? (Increases the frequency of interparty banter): v14 BWP Fix ~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal: v14 BWP Fix ~SETUP-BANTERPACK.TP2~ #0 #3 // Install TOB Banter Accelerator script? (Increases the frequency of interparty banter): v14 BWP Fix ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #0 // Extended NPC-NPC Interaction SoA: v4.2_Isaya BWP Fix ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #1 // Extended Minsc/Aerie Interaction ToB: v4.2_Isaya BWP Fix ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #5 // Restored Aerie/Jaheira/Anomen interjection in Underdark: v4.2_Isaya BWP Fix ~IMOENROMANCE/SETUP-IMOENROMANCE.TP2~ #0 #0 // Imoen NPC Romance Mod for BG2:SoA TOB (3.9 Version!): 3.9 ~IMOENROMANCE/SETUP-IMOENROMANCE.TP2~ #0 #2 // Romance Option -> Don't Allow multiple Romance (Only valid for Vanilla romances): 3.9 ~SETUP-NPCFLIRT.TP2~ #0 #0 // Aerie Flirt Pack For SOA: v1.03 BWP Fix ~SETUP-NPCFLIRT.TP2~ #0 #2 // Aerie Flirt Pack For TOB: v1.03 BWP Fix ~SETUP-NPCFLIRT.TP2~ #0 #4 // Jaheira Flirt Pack for SOA: v1.03 BWP Fix ~SETUP-NPCFLIRT.TP2~ #0 #6 // Jaheira Flirt Pack for TOB: v1.03 BWP Fix ~SETUP-NPCFLIRT.TP2~ #0 #8 // Viconia Flirt Pack for SOA: v1.03 BWP Fix ~SETUP-NPCFLIRT.TP2~ #0 #10 // Viconia Flirt Pack for TOB: v1.03 BWP Fix ~SETUP-NPCFLIRT.TP2~ #0 #12 // Anomen Flirt Pack for SOA: v1.03 BWP Fix ~SETUP-NPCFLIRT.TP2~ #0 #14 // Anomen Flirt Pack for TOB: v1.03 BWP Fix ~UB/SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v26 ~UB/SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v26 ~UB/SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v26 ~UB/SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v26 ~UB/SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v26 ~UB/SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v26 ~UB/SETUP-UB.TP2~ #0 #7 // Restored Encounters: v26 ~UB/SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v26 ~UB/SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v26 ~UB/SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v26 ~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v26 ~UB/SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v26 ~UB/SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v26 ~UB/SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v26 ~UB/SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v26 ~UB/SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v26 ~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v26 ~UB/SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v26 ~UB/SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v26 ~ALTERNATIVES/SETUP-ALTERNATIVES.TP2~ #0 #0 // Alternatives: v11 BWP Fix ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #19 // Revised Backstabbing -> More Weapons Usable for Backstabbing: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1093 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics and Druids, With Halved Specialization: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 9 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #11 // Install new spells -> Only add spells if not present from other mods: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8 BWP Fix ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.90b1 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1101 // Do Not Reveal City Maps When Entering Area: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1180 // Female Edwina: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: Beta 5 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6020 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal get HLAs: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6511 // Improved fiends -> Fiends have normal hit points: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6521 // Smarter genies -> Genies have normal hit points: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6531 // Smarter celestials -> Celestials have normal hit points: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6553 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6562 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8141 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 BWP fix + K4thos' EET compatibility ~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.90b1 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #1000 // Main -> Vanilla: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #2000 // Followers -> Vanilla: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #10000 // Rogue Rebalancing -> Vanilla: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #15000 // Gavin -> Vanilla: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #22000 // Siege of Dragonspear -> Vanilla: 0.71 // Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
tldr; Rogue Rebalancing, Divine Remix, SCS (no prebuffs), and Item Revisions are the big ones. Oh, and Alternatives: Allows for one to side with neither the Vamps nor Shadow thieves, siding with the Radiant Heart (I think?) Or an assassin. As a Cavalier, I'll be trying out the Radiant Heart path.
The dungeon is a fairly simple matter, despite taking a ton of damage from critical hits from the Duergar. IR is problematic sometimes. At least, since I almost always do BG2 in a party, Minsc can wear the Mail of the Dead, and is thus immune to critical hits himself. Minsc took off the armor to stealth to the genie and back twice, claiming the Sword of Chaos for himself. We rested in the Mephit portal room after clearing it, managed to kill the vampiress, and escaped the assassins without much damage.
Aerie is recruited, and is shredded by the werewolves' on the second level of the circus tent. She spawned at a lower level, and didn't have Stoneskin memorized. Bleh. Kalah himself is taken apart by Minsc and Zeru while Yoshimo and Jaheira play keep away from the others. One Harper's Call later, and after selling some stuff and buying a few containers, we go meet Gaelan Baeyle.
As normal for me, restoring the Copper Coronet and the Slaver's boat are first on my docket. Slows, Dominations, and Charm Animals help significantly vs the Beastmaster, and we continue and kill Lehtinan, taking very little damage. In the Slaver's Boat, Hendak is Dominated and Zeru is under Improved Invisibility tanking the other slaver guards, disrupting the clerics while Yoshimo and Jaheira do ranged support. In this installation, F/Ds and F/Cs can use weapons normally forbidden to them at half proficiency, so Jaheira is using a Light Crossbow for now.
Trolls realert me to a problem I've already known about: the flame animation when something's burning absolutely murders the framerate, slowing the game to 1/10 its normal speed. If anyone knows a fix to this, it'd be much appreciated: searching gets me nothing.
The two mages actually put up a decent fight, confusing Zeru and getting two MAA's on Aerie despite one being silenced. Zeru killed Yoshimo, and Aerie died of poison, though Minsc with Lilaacor stopped the spells from continuing. A couple botched rests in the sewer later, and the two are raised and healed by Nymph Mass Cure spam.
For the fun of it, we next elect to do "Hexxat's" mission. No problem besides getting Level Drained by a trap (I think? Or by the ghostly warden thing.) Dragomir was beaten in a straight-up beatdown by Minsc and Zeru, immune to Charm by weapons and kit respectively. We didn't suffer the Vampiress to live after murdering Clara in cold blood.
After starting the Tildir miniquest, went to the Bridge District, but did the Skinner quest first. And here I forgot that Rune Assassins can see through Invisibility somehow, and tried to protect Yoshimo using a potion of invisibility, and for like the 3rd run in a row for me or something Yoshimo is chunked, though the fight is won after a good number of potions: bone golems hurt with our current equipment.
Jan is the next thief in line, so off to the Government district to collect him and a magic license. After freeing Viconia and sending her off, we encountered Renfield and proceeded to do the Xzar/Harper questline. Xzar's apprentices are hit with a Holy Smite, and the fight doesn't last too long. Almost immediately after, Jaheira's recalled to the Harper's Hold, so we're down to 4 for a bit.
After this, Zeru makes his way back to the Bridge District to finish looting the trapped chests and dealing with the kidnappers. After resting, Jaheira returns, and the fight in the Harper's Hold begins... And ends rather anticlimactically, as Jan's Chaos affects most of them there, and the others can't deal with Zeru under Improved Invisibility.
The first Stronghold Quest we undertake is Umar Hills, generally regarded as one of the easier ones in SCS, especially with Fire Elementals at our disposal. Anarg has the Cloak of the Wolf, which regenerates 1 HP per 2 rounds, and there's an Ioun stone that heals 1 HP per round, so health is no longer a concern. On another note, the fire animation from the lava pool made that one fight take forever and a day: I had to fight with my map open, in the end, since the map blocked the fire animations from occurring.
Jaheira used Pixie Dust to stealth to the left, where Mazzy won a dual with Shadow Patrick, though she nearly died: apparently the Cloak of the Stars has a 20% chance to reflect 6d6 electric damage whenever hit, and with Mazzy's grandmastery in bows, she was hitting frequently. The altar is taken out by Aerie, Mazzy, and Jan from ranged while the other three fought the endless waves of shadows. The Shade Lord himself is spotted invisibly by Jan, and Mazzy does hit and run tactics, shooting one arrow and retreating before the Shade Lord can follow her.
Eventual plans are to trade Jan for Imoen, and possibly Jaheira for Cernd, though as long as they live Minsc, Mazzy, and Aerie will stay with Zeru.
Well the no-death progress came to a grinding halt in the Underdark - but the run goes on ...
Some tough times ahead were signalled early on when Gnoria had to retreat from a bunch of ambushing drow. However, she was successful in sorting out a balor infestation for the deep gnomes and the soul gem and Vithal were also cleared (slightly surprisingly for the latter as we don't have a good record of killing Vithal before he teleports away). There was another major scare though when Gnoria was held by kuo-toa bolts. Sodof was only just in time to get off the appropriate counter of a death spell, which killed all the melee attackers and a mordy sword helped distract a wizard from finishing Gnoria off. Things continued to get even more perilous though after venturing into the beholder nest. Gnoria didn't yet have whirlwind and took too long to wear through the elder orb's stoneskins. However, the advantage of an arcane companion is that imprisonment is not fatal and after area damage burst the elder orb Gnoria reappeared. She used the Shield of Balduran to clear most of the area and ran the other elder orb around to avoid being imprisoned again. While technically to this point there had been no deaths, that could no longer be said after the illithid enclave. Most of that was actually pretty easy - with mordy swords being immune to their sucking attack. However, at one point Gnoria went in to attack an illithid (already engaged with a sword) from behind - the illithid didn't even bother turning round, but just sent out a tentacle behind it to drain the last of Gnoria's brain matter. The rod of resurrection finally came in handy though to restore Gnoria and allow her to take her revenge on the Master Brain. In the Western Tunnels both characters were tested by some cheesy demon knights. First, Gnoria was put out of action by a PW: stun. Thinking that could be dispelled Sodof gave her a nudge with his staff - but dispel did nothing and moments later Gnoria was dead once more. After making use of the rod again the duo returned seeking revenge - only for Sodof to be stunned this time (which given he had more than 90 HPs and was also running spell turning at the time was a bit off ). By this time though Gnoria had access to WW and was able to finish off the attackers before they could turn on Sodof - she celebrated by claiming the Soul Reaver sword and quickly put that to good use against the kuo-toa prince. Sodof meanwhile now had the ability to produce a planetar and one of those cleared the drow away from the Underdark exit. After checking in with Adalon the drow tasks in the city were soon completed with minimal fuss - though Gnoria was mazed in an ambush after Sodof was late in instructing the planetar to cast true sight. The matron mother found herself the butt of a fiery joke before Gnoria expressed an interest in wearing the flesh armor. That requires a dragon death though, which proved rather difficult - largely as a result of inadequate preparation (particularly shown when Sodof opened proceedings with some skull traps which left Adalon untouched, but severely wounded Gnoria ). Gnoria went potion crazy in that fight, downing about 15 of those to try and keep the dragon occupied. It, rather annoyingly, several times turned away from a mordy sword to attack the barbarian, but finally (with Sodof's last sword in play) the dragon got fixated and Gnoria was able to chop it to pieces from behind. The end of the session involved making the Human Flesh Armor, though that needed a bit of luck as well. First Sodof tried handing over the silver dragon blood - only to find he apparently didn't have it (I think inventory was full when trying to pick it up). There was then a race against time back to the Underdark - which they won when the blood was found still sitting on the floor. Back at Umar Sodof handed over the blood - and was told she didn't have the skin. A quick trip to Athkatla to pick that up, a short wait while the armor was made up and a wilting to distract attackers and we could finally save the game in peace. Sodof, dragon disciple 18, 93 HPs (incl. 6 from familiar), 414 kills (+124 in BG1) Gnoria, barbarian 20, 154 HPs (incl. 5 from Helm), 453 kills (+255 in BG1), 2 deaths
@Grond0 - I don't know if EE changes this, but in vanilla, if you have someone with cold protection attack Adalon from range, and entire party (including the one attacking) near the entrance, she can't follow you. Might be a slow kill, but far safer (and less potion intensive) than trying to engage her in melee.
Adalon's habit of warping the party directly into an SCS enhanced mage's Chain Contingency is negligent in the extreme. Her teleporting license should be revoked...
Would like your opinion on something: I had to reload twice to something that's technically avoidable but almost certainly bugged by some mod or another.
Siding with the Paladins in Alternatives does something incredibly screwy with Maevar's guildhouse: after killing Maevar, after I go back upstairs, Arkenis Gath does his scripted instantaneous kill on Zeru. Since that's only supposed to happen if you join the thieves and then betray/attack them, I'm thinking that I just continue, since I'm 99% sure that this wasn't intended behavior and some contorted script.
It's avoidable by going out the second exit from Maevar's torture room, never returning to the guildhall. Still curious to know just what variable I managed to set off by killing Maevar of all people...
· Imoen is just Imoen, a human thief included for plot reasons
Mods: this run has no mods (of any kind!) and is a test of the basic Beamdog version install files ... I’m playing on Insane level with extra damage turned off.
Would like your opinion on something: I had to reload twice to something that's technically avoidable but almost certainly bugged by some mod or another.
Siding with the Paladins in Alternatives does something incredibly screwy with Maevar's guildhouse: after killing Maevar, after I go back upstairs, Arkenis Gath does his scripted instantaneous kill on Zeru. Since that's only supposed to happen if you join the thieves and then betray/attack them, I'm thinking that I just continue, since I'm 99% sure that this wasn't intended behavior and some contorted script.
It's avoidable by going out the second exit from Maevar's torture room, never returning to the guildhall. Still curious to know just what variable I managed to set off by killing Maevar of all people...
My understanding is that Maevar is part of Aran Linvail's thieves. You normally aren't allowed to attack Maevar until authorized by Bloodscalp (or Arkanis will attack you). This is vanilla behavior. I think you can also attack if you align yourselves with Bodhi. Attacking under any other circumstance the game considers game-breaking and sends Arkanis after you.
My understanding is that Maevar is part of Aran Linvail's thieves. You normally aren't allowed to attack Maevar until authorized by Bloodscalp (or Arkanis will attack you). This is vanilla behavior. I think you can also attack if you align yourselves with Bodhi. Attacking under any other circumstance the game considers game-breaking and sends Arkanis after you.
Hmm, I've never actually sided NOT with the Shadow Thieves before, so this is completely new to me. Problem was that I COULDN'T go back to Renal Bloodscalp, since starting the new chapter under the paladins turned the entire shadow thief guild hostile, and evacuating Renal in the process. Ugh. The readme for Alternatives doesn't say anything about immediately making the Shadow Thief Guild hostile, so this 100% blindsided me. I'll accept this as a loss akin to scripted wrong-dialogue-choice-leads-to-death in BG1, though.
The write-up at G3 for the Paladin Alternatives says this, "Also, when embarking on a new venture, it is always advisable to tie up loose ends first. Thieves, especially, or those wishing to get to know Renal Bloodscalp a little better or recruit a certain Red Wizard, would be well advised to complete all thieves' guild tasks prior to going to the Five Flagons in or making any final arrangements with Malficus. The quest givers of both routes will warn you when you are approaching the point of no return."
This suggests that if you wanted to kill Maevar for Renal, you should do so before talking with the paladins and going to the point of no return. However, having said that, your result (Arkanis killing you) still sounds like a bug, because your game is not broken, since you will be using Paladins to get to Brynnlaw. I would call it a bug in Alternatives myself. They may never fix it though, in which case you should be just aware of it for the future.
That's actually the one line that made me think it was SAFE. Malficus is a 4th alternative, which they say is basically for characters who don't care and just want to kill both guilds. The paladin line isn't the Malficus line, so when I noted they called out Malficus out on purpose, I thought by omission that the paladin line wouldn't break the thieves immediately. But their first task is legitimately wiping out the thieve's guild.
With this install, though, I noted a possibility for a kit/dual I haven't looked at in awhile. Archer -> Cleric with a bow suddenly works again, since Item Revisions overwrote a ton of the restrictions for dual and multiclasses. Archer 9 -> Cleric? Sounds possible, at least...
After the trials and tribulations of the previous session, it was back to quick and easy progress again today. Things started in Umar Hills where planetars helped deal with liches in the temple. Sodof then used a chain contingency for the first time to neutralise Thaxy's magic resistance - opening the way for a skull trap sequencer. Gnoria didn't bother with anything fancy against the Shade Lord - the iMoD making short work of him.
Back in Athkatla the Planar Sphere was the work of mere minutes - there wasn't even time to rest there. Sodof had tried using an Incendiary Cloud on Tolgerias, but the mage was already dead before he finished casting. However, Gnoria drew the inhabitants of the cold room out to find a warm reception and get a bit of value out of the spell . The Guarded Compound was the next target - again quickly cut down to size by a skull trap sequencer. Ketta did survive that, but faced the backstabbers' nightmare choice of a stone-skinned mage on one side or a barbarian on the other. After sorting out equipment and forging a few more items the last outstanding area from Chapter 2 & 3 was Windspear. Once more the duo breezed through there, with Firkraag no more able to withstand the skull trap onslaught than Thaxy. Just for a bit of variety Samia's ambush found themselves in hot water clouds. With Tazok's key came the opportunity to face illithid again. Gnoria was initially a bit nervous about that, but the availability of a planetar to focus attacks made that another quick and easy area to clear. The vampire hosts at the Graveyard made no impression. Bodhi survived a few seconds longer than she should have due to being unable to get a word in edgewise through the stream of incoming attacks - until Gnoria withdrew a bit to give her a moment to collect her thoughts. Suldanesselar also didn't take long. The nearest thing to a problem was when Sodof didn't bother resting fully before preparing for another dragon assault - with the result that only 2 Pierce Shields were loaded into a Chain Contingency rather than 3. That meant that Nizi successfully resisted some of the skull trap damage headed his way, but he still failed to put up too much of a struggle. After pruning the Tree of Life it was time for a trip to Hell (and back). Pre-cast summons made killing the demons easy and the Slayer didn't last long once the planetar dispelled his invisibility protection. Sodof, dragon disciple 23, 96 HPs (incl. 6 from familiar; 8 from ioun stone), 562 kills (+124 in BG1) Gnoria, barbarian 27, 175 HPs (incl. 5 from Helm), 606 kills (+255 in BG1), 2 deaths
Comments
Having seen a thread recently wondering how good high level archers are I thought I would dust off my all-archer party again to try and test that out. Their last attempt was brought to an unfortunate end when they got stuck in dialogue while enemies were attacking (https://forums.beamdog.com/discussion/comment/830229/#Comment_830229). To avoid that happening this time I've exported the characters from the BGT installation they were created in into BGEE. Let's see if the boys can make good use of their new environment.
Robin (longbow) - L1, 14 HPs, 0 kills
William (crossbow) - L1, 14 HPs, 0 kills, 0 deaths
Legolas (longbow) - L1, 13 HPs, 06 kills, 0 deaths
Cupid (shortbow) - L1, 14 HPs, 0 kills, 0 deaths
Artemis (shortbow) - L1, 14 HPs, 0 kills, 0 deaths
David (sling) - L1, 14 HPs, 0 kills, 0 deaths
I've cleared the Basilisks, Mutamin and the Adventurer party were both led to their death by Kagain, who walked them towards our party. One of them was carrying a Tome, although I haven't identified it yet, and some Bracers of AC 7 that I gave to Edwin. Shar-Teel reached level 6, and so I dualed her to Fighter. All four points on long swords. I think Tiax and Garrick got a level here as well. To continue the XP feeding for Shar-Teel, we went to Durlag's and killed all the creatures outside, this gave Shar-Teel her 2nd Fighter level. We also killed Iychard, which I think was a waste of resources, because both Shar-Teel and Tiax died, and Kagain had to use at least 5 healing potions and two extra healing potions, besides a potion of Absorption and several charges from the Wand of Fire to clean the Kobolds, and the rewards were 2k XP I think and an Excellent Flail, besides a cool helmet for Kagain.
After raising them, I tried to sleep outside of the Temple of Lathander because I was on the phone, and apparently I gained enough XP to give Shar-Teel her 3rd Fighter level before my party was fully healed. I travelled to Beregost, but got ambushed by Wyverns (BGT-BP Worldmap causes this because it doesn't move the ambush areas I think, I should fix it). Easy XP. Tiax and Alia both got a Cleric which means access to Animate Dead for Tiax and another spellslot for more healing spells for Alia.
Previous updates:
Shoal was left initially to avoid any potential danger while getting the Helm from Droth. However, it wasn't long before a green scroll allowed the boys to pick up a couple of levels from the basilisks. Weight of shot there also supported Korax sufficiently well to allow Kirian's party to be crushed without taking any damage.
A quick tour round the areas pushed reputation up to 20 and got everyone to level 4 before trying their luck with the sirines. No protection was used there, but the three groups of those managed only a total of two characters charmed and one poisoned by one of the 2 arrows of biting fired. Quite a few magic arrows had been picked up by then so the golems didn't last long! Cupid sacrificed himself against Shoal to rack up the first party death - Shoal got her comeuppance though and Cupid was rewarded by getting the Helm of Defense to wear.
On the way to shop at Ulgoth's Beard some ankhegs provided enough XP for level 5 - very few of those survived the initial hail of missiles in order to even get a shot off. Next up I think it's time for the Nashkel Mines.
Robin (longbow) - L5, 53 HPs, 87 kills
William (crossbow) - L5, 58 HPs, 52 kills, 0 deaths
Legolas (longbow) - L5, 66 HPs, 60 kills, 0 deaths
Cupid (shortbow) - L5, 67 HPs, 57 kills, 1 death
Artemis (shortbow) - L5, 59 HPs, 61 kills, 0 deaths
David (sling) - L5, 51 HPs, 44 kills, 0 deaths
We killed the Revenant, the Mage and his slimy summons and the Ghasts in the Tombs, Shar-Teel got level 4 and Kagain level 6. We completed Bjornin's quest, failed to kill a band of 6 Bandits (they're level 5 Fighters) in the Ankheg farm, but at least we managed to escape alive, and to close the session we killed Tranzig as well. Everyone's near hitting 30k XP, and since Bandits are still giving us some trouble (read: if we face them we get slaughtered) I'll see what else there is left before we have to face them. I might just sneak into the Bandit Camp and come back to kill everyone when my party is stronger.
Previous updates:
https://forums.beamdog.com/discussion/comment/855329/#Comment_855329
After massacreing their way through the Nashkel Mine, Mulahey was given no chance to talk by the boys. Nimbul managed to make a challenge, but died before he could actually do anything - still better than Tranzig though.
In BGT the boys would expect to get a lift with Teven to the Bandit Camp to try and kill Tazok for his bracers. Those bracers are now in the leaders' tent, but I thought I would double-check if Tazok had anything else - however, he now seems to be unkillable at this stage. Unfortunately for them, that wasn't the case for the rest of the bandits.
They made short work of the opposition in the Cloakwood - using stealth there to avoid getting stuck in web traps when anything was watching (though they did run away once, to deal with some wyvern poison). At the mine they sneaked into position to shoot down the mages, leaving the fighters no chance.
Inside the mine stealth shots were used to make sure Hareishan wouldn't cast any troublesome lightning bolts. Moving on down they struggled a bit with the first battle horror and had to go and rest after killing that. The second did much less damage and the boys carried straight on with Davaeorn - though Cupid used stealth shots to take him out without any response anyway. The last of the boys got to level 6 after flooding the mine.
In Baldur's Gate the boys sold off some surplus equipment and finally got around to buying some more ammunition (the first time since Candlekeep - not reflecting that they stocked up so much there, but just that it doesn't take many shots to kill anything ). A couple of minutes after that though they met their doom when they visited a group of ogre magi. I don't remember attacking those before in unmodded BGEE, but in BGT they only cast up to 2nd level spells - while there would still have been significant risk associated with being horrified I was willing to take that risk without protection. If I'd realised that confusions would be being chucked in as well I would have jumped in and out the door, or at least used stealth to spread the boys out so they wouldn't all have a chance of being affected. Robin was the lead character coming in the door and unfortunately stayed there to provide the main target for lightning bolts, acid arrows and attacks from summons ...
tl;dr, the traps left Drizzt at Near Death, Edwin got chunked and the rest of the party died... Except for Alia. I kited Drizzt for a rather long time until the bastard died, but it was kinda only for revenge, not survival.
@CrevsDaak No loot! That's disgusting. He should have mithril armour plus two excellent scimitars at the very least.
Sodof, elf dragon disciple (Grond0) & Gnoria, half-orc barbarian (Gate70)
Previous updates:
https://forums.beamdog.com/discussion/comment/853571/#Comment_853571
https://forums.beamdog.com/discussion/comment/854501/#Comment_854501
https://forums.beamdog.com/discussion/comment/854997/#Comment_854997
Another decent session today saw this duo make significant further progress - while still clinging on to their no-deaths record.
An early target was to help Gnoria compensate for her relatively poor barbarian AC by getting the Ring of Gaxx. As usual a scroll of PfU each was a small investment to pay for that.
While the scroll was still active a bit of work was done in the Graveyard - and we were both awake enough to react appropriately when the scrolls ran out while facing shadow fiends . Downstairs an invisible entry allowed a sneak attack on Pai'Na, while most of her spiders found themselves trapped.
Moving on to attack the vampires, Sodof was hampered by being pretty much out of spells. Fortunately she had one improved invisibility left when Gnoria was stunned by Tanova. After resting, some skeleton warriors helped out downstairs before improved haste was used on Gnoria to send Bodhi packing.
After upgrading the MoD Gnoria led the way to the de'Arnise Hold in search of the FoA. The trolls were pretty much tackled one at a time, so Gnoria didn't need any help with those. A few skeletons did provide support against the golems though before making TorGal pay for his crimes. Reporting back to Nalia provided a level each - Sodof taking Spell Sequencer as a seventh level spell to increase the fun available with skull traps .
After picking up the Silver Pantaloons Gnoria decided to make use of the big gem in her backpack to get entry to the Planar Prison - and Sodof immediately put her Spell Sequencer to good use. Gnoria needed no support against the Master of Thralls, though skull traps did feature to ensure the Warden had to fight alone.
Sodof then decided it was time to upgrade her staff with a visit to the Twisted Rune. Shangalar was neutralised by PfU, before Vaxall perished in a sequencer - leaving Layene to struggle in vain against a skeleton warrior.
With no more equipment tempting them to stay the duo took ship for Brynnlaw in search of some more Boots of Speed. There were no problems in the first level of Spellhold, but Sodof did get caught out on entry to the second level when she for once took compassion on Gnoria and went to cast Protection from Magic Energy on her - as a result getting too close to a yuan-ti mage and being confused. However, Gnoria was able to occupy the attention of the attackers until Sodof recovered.
There was also a bit of an oddity in the fight with Irenicus when Aphril went hostile for some reason (possibly as a result of being hit by her own bouncing lightning bolt) and used a PW: stun on Sodof. However, Gnoria had Irenicus fleeing very shortly after that and Sodof recovered in time to put the Murderers to death.
The final action of the session saw some quick progress through Fish City - picking up the Cloak of Mirroring there before wiping out the royal family.
Sodof, dragon disciple 16, 91 HPs (incl. 6 from familiar), 355 kills (+124 in BG1)
Gnoria, barbarian 17, 145 HPs (incl. 5 from Helm), 379 kills (+255 in BG1), 0 deaths
First the Weidu:
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-WEIDU.TP2~ #0 #0 // 24000
~SETUP-BWS.TP2~ #0 #0 // 20161130 - Updated by agb1 (installation started Thu 03/09/2017)
~BACKBRYNNLAW/SETUP-BACKBRYNNLAW.TP2~ #0 #0 // Back to Brynnlaw mod for Baldur's Gate II: v5 BWP Fix
~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn: v14 BWP Fix
~SETUP-BANTERPACK.TP2~ #0 #1 // Install SOA Banter Accelerator script? (Increases the frequency of interparty banter): v14 BWP Fix
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal: v14 BWP Fix
~SETUP-BANTERPACK.TP2~ #0 #3 // Install TOB Banter Accelerator script? (Increases the frequency of interparty banter): v14 BWP Fix
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #0 // Extended NPC-NPC Interaction SoA: v4.2_Isaya BWP Fix
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #1 // Extended Minsc/Aerie Interaction ToB: v4.2_Isaya BWP Fix
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #5 // Restored Aerie/Jaheira/Anomen interjection in Underdark: v4.2_Isaya BWP Fix
~IMOENROMANCE/SETUP-IMOENROMANCE.TP2~ #0 #0 // Imoen NPC Romance Mod for BG2:SoA TOB (3.9 Version!): 3.9
~IMOENROMANCE/SETUP-IMOENROMANCE.TP2~ #0 #2 // Romance Option -> Don't Allow multiple Romance (Only valid for Vanilla romances): 3.9
~SETUP-NPCFLIRT.TP2~ #0 #0 // Aerie Flirt Pack For SOA: v1.03 BWP Fix
~SETUP-NPCFLIRT.TP2~ #0 #2 // Aerie Flirt Pack For TOB: v1.03 BWP Fix
~SETUP-NPCFLIRT.TP2~ #0 #4 // Jaheira Flirt Pack for SOA: v1.03 BWP Fix
~SETUP-NPCFLIRT.TP2~ #0 #6 // Jaheira Flirt Pack for TOB: v1.03 BWP Fix
~SETUP-NPCFLIRT.TP2~ #0 #8 // Viconia Flirt Pack for SOA: v1.03 BWP Fix
~SETUP-NPCFLIRT.TP2~ #0 #10 // Viconia Flirt Pack for TOB: v1.03 BWP Fix
~SETUP-NPCFLIRT.TP2~ #0 #12 // Anomen Flirt Pack for SOA: v1.03 BWP Fix
~SETUP-NPCFLIRT.TP2~ #0 #14 // Anomen Flirt Pack for TOB: v1.03 BWP Fix
~UB/SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v26
~UB/SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v26
~UB/SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v26
~UB/SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v26
~UB/SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v26
~UB/SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v26
~UB/SETUP-UB.TP2~ #0 #7 // Restored Encounters: v26
~UB/SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v26
~UB/SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v26
~UB/SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v26
~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v26
~UB/SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v26
~UB/SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v26
~UB/SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v26
~UB/SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v26
~UB/SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v26
~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v26
~UB/SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v26
~UB/SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v26
~ALTERNATIVES/SETUP-ALTERNATIVES.TP2~ #0 #0 // Alternatives: v11 BWP Fix
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #19 // Revised Backstabbing -> More Weapons Usable for Backstabbing: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1093 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics and Druids, With Halved Specialization: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 9
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #11 // Install new spells -> Only add spells if not present from other mods: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8 BWP Fix
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.90b1
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.90b1
~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.90b1
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.90b1
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.90b1
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.90b1
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.90b1
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.90b1
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.90b1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1101 // Do Not Reveal City Maps When Entering Area: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1180 // Female Edwina: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: Beta 5 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6020 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal get HLAs: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6511 // Improved fiends -> Fiends have normal hit points: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6521 // Smarter genies -> Genies have normal hit points: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6531 // Smarter celestials -> Celestials have normal hit points: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6553 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6562 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8141 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 BWP fix + K4thos' EET compatibility
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.90b1
~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.90b1
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.90b1
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.90b1
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #1000 // Main -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #2000 // Followers -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #10000 // Rogue Rebalancing -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #15000 // Gavin -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #22000 // Siege of Dragonspear -> Vanilla: 0.71
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
tldr; Rogue Rebalancing, Divine Remix, SCS (no prebuffs), and Item Revisions are the big ones. Oh, and Alternatives: Allows for one to side with neither the Vamps nor Shadow thieves, siding with the Radiant Heart (I think?) Or an assassin. As a Cavalier, I'll be trying out the Radiant Heart path.
The dungeon is a fairly simple matter, despite taking a ton of damage from critical hits from the Duergar. IR is problematic sometimes. At least, since I almost always do BG2 in a party, Minsc can wear the Mail of the Dead, and is thus immune to critical hits himself. Minsc took off the armor to stealth to the genie and back twice, claiming the Sword of Chaos for himself. We rested in the Mephit portal room after clearing it, managed to kill the vampiress, and escaped the assassins without much damage.
Aerie is recruited, and is shredded by the werewolves' on the second level of the circus tent. She spawned at a lower level, and didn't have Stoneskin memorized. Bleh. Kalah himself is taken apart by Minsc and Zeru while Yoshimo and Jaheira play keep away from the others. One Harper's Call later, and after selling some stuff and buying a few containers, we go meet Gaelan Baeyle.
As normal for me, restoring the Copper Coronet and the Slaver's boat are first on my docket. Slows, Dominations, and Charm Animals help significantly vs the Beastmaster, and we continue and kill Lehtinan, taking very little damage. In the Slaver's Boat, Hendak is Dominated and Zeru is under Improved Invisibility tanking the other slaver guards, disrupting the clerics while Yoshimo and Jaheira do ranged support. In this installation, F/Ds and F/Cs can use weapons normally forbidden to them at half proficiency, so Jaheira is using a Light Crossbow for now.
Trolls realert me to a problem I've already known about: the flame animation when something's burning absolutely murders the framerate, slowing the game to 1/10 its normal speed. If anyone knows a fix to this, it'd be much appreciated: searching gets me nothing.
The two mages actually put up a decent fight, confusing Zeru and getting two MAA's on Aerie despite one being silenced. Zeru killed Yoshimo, and Aerie died of poison, though Minsc with Lilaacor stopped the spells from continuing. A couple botched rests in the sewer later, and the two are raised and healed by Nymph Mass Cure spam.
For the fun of it, we next elect to do "Hexxat's" mission. No problem besides getting Level Drained by a trap (I think? Or by the ghostly warden thing.) Dragomir was beaten in a straight-up beatdown by Minsc and Zeru, immune to Charm by weapons and kit respectively. We didn't suffer the Vampiress to live after murdering Clara in cold blood.
After starting the Tildir miniquest, went to the Bridge District, but did the Skinner quest first. And here I forgot that Rune Assassins can see through Invisibility somehow, and tried to protect Yoshimo using a potion of invisibility, and for like the 3rd run in a row for me or something Yoshimo is chunked, though the fight is won after a good number of potions: bone golems hurt with our current equipment.
Jan is the next thief in line, so off to the Government district to collect him and a magic license. After freeing Viconia and sending her off, we encountered Renfield and proceeded to do the Xzar/Harper questline. Xzar's apprentices are hit with a Holy Smite, and the fight doesn't last too long. Almost immediately after, Jaheira's recalled to the Harper's Hold, so we're down to 4 for a bit.
After this, Zeru makes his way back to the Bridge District to finish looting the trapped chests and dealing with the kidnappers. After resting, Jaheira returns, and the fight in the Harper's Hold begins... And ends rather anticlimactically, as Jan's Chaos affects most of them there, and the others can't deal with Zeru under Improved Invisibility.
The first Stronghold Quest we undertake is Umar Hills, generally regarded as one of the easier ones in SCS, especially with Fire Elementals at our disposal. Anarg has the Cloak of the Wolf, which regenerates 1 HP per 2 rounds, and there's an Ioun stone that heals 1 HP per round, so health is no longer a concern. On another note, the fire animation from the lava pool made that one fight take forever and a day: I had to fight with my map open, in the end, since the map blocked the fire animations from occurring.
Jaheira used Pixie Dust to stealth to the left, where Mazzy won a dual with Shadow Patrick, though she nearly died: apparently the Cloak of the Stars has a 20% chance to reflect 6d6 electric damage whenever hit, and with Mazzy's grandmastery in bows, she was hitting frequently. The altar is taken out by Aerie, Mazzy, and Jan from ranged while the other three fought the endless waves of shadows. The Shade Lord himself is spotted invisibly by Jan, and Mazzy does hit and run tactics, shooting one arrow and retreating before the Shade Lord can follow her.
Eventual plans are to trade Jan for Imoen, and possibly Jaheira for Cernd, though as long as they live Minsc, Mazzy, and Aerie will stay with Zeru.
Sodof, elf dragon disciple (Grond0) & Gnoria, half-orc barbarian (Gate70)
Previous updates:
https://forums.beamdog.com/discussion/comment/853571/#Comment_853571
https://forums.beamdog.com/discussion/comment/854501/#Comment_854501
https://forums.beamdog.com/discussion/comment/854997/#Comment_854997
https://forums.beamdog.com/discussion/comment/855756/#Comment_855756
Well the no-death progress came to a grinding halt in the Underdark - but the run goes on ...
Some tough times ahead were signalled early on when Gnoria had to retreat from a bunch of ambushing drow. However, she was successful in sorting out a balor infestation for the deep gnomes and the soul gem and Vithal were also cleared (slightly surprisingly for the latter as we don't have a good record of killing Vithal before he teleports away).
There was another major scare though when Gnoria was held by kuo-toa bolts. Sodof was only just in time to get off the appropriate counter of a death spell, which killed all the melee attackers and a mordy sword helped distract a wizard from finishing Gnoria off.
Things continued to get even more perilous though after venturing into the beholder nest. Gnoria didn't yet have whirlwind and took too long to wear through the elder orb's stoneskins. However, the advantage of an arcane companion is that imprisonment is not fatal and after area damage burst the elder orb Gnoria reappeared. She used the Shield of Balduran to clear most of the area and ran the other elder orb around to avoid being imprisoned again.
While technically to this point there had been no deaths, that could no longer be said after the illithid enclave. Most of that was actually pretty easy - with mordy swords being immune to their sucking attack. However, at one point Gnoria went in to attack an illithid (already engaged with a sword) from behind - the illithid didn't even bother turning round, but just sent out a tentacle behind it to drain the last of Gnoria's brain matter. The rod of resurrection finally came in handy though to restore Gnoria and allow her to take her revenge on the Master Brain.
In the Western Tunnels both characters were tested by some cheesy demon knights. First, Gnoria was put out of action by a PW: stun. Thinking that could be dispelled Sodof gave her a nudge with his staff - but dispel did nothing and moments later Gnoria was dead once more. After making use of the rod again the duo returned seeking revenge - only for Sodof to be stunned this time (which given he had more than 90 HPs and was also running spell turning at the time was a bit off ). By this time though Gnoria had access to WW and was able to finish off the attackers before they could turn on Sodof - she celebrated by claiming the Soul Reaver sword and quickly put that to good use against the kuo-toa prince.
Sodof meanwhile now had the ability to produce a planetar and one of those cleared the drow away from the Underdark exit. After checking in with Adalon the drow tasks in the city were soon completed with minimal fuss - though Gnoria was mazed in an ambush after Sodof was late in instructing the planetar to cast true sight. The matron mother found herself the butt of a fiery joke before Gnoria expressed an interest in wearing the flesh armor. That requires a dragon death though, which proved rather difficult - largely as a result of inadequate preparation (particularly shown when Sodof opened proceedings with some skull traps which left Adalon untouched, but severely wounded Gnoria ). Gnoria went potion crazy in that fight, downing about 15 of those to try and keep the dragon occupied. It, rather annoyingly, several times turned away from a mordy sword to attack the barbarian, but finally (with Sodof's last sword in play) the dragon got fixated and Gnoria was able to chop it to pieces from behind.
The end of the session involved making the Human Flesh Armor, though that needed a bit of luck as well. First Sodof tried handing over the silver dragon blood - only to find he apparently didn't have it (I think inventory was full when trying to pick it up). There was then a race against time back to the Underdark - which they won when the blood was found still sitting on the floor. Back at Umar Sodof handed over the blood - and was told she didn't have the skin. A quick trip to Athkatla to pick that up, a short wait while the armor was made up and a wilting to distract attackers and we could finally save the game in peace.
Sodof, dragon disciple 18, 93 HPs (incl. 6 from familiar), 414 kills (+124 in BG1)
Gnoria, barbarian 20, 154 HPs (incl. 5 from Helm), 453 kills (+255 in BG1), 2 deaths
p.s, ime she has no trouble getting up the steps but I'll try a range attack next run
Siding with the Paladins in Alternatives does something incredibly screwy with Maevar's guildhouse: after killing Maevar, after I go back upstairs, Arkenis Gath does his scripted instantaneous kill on Zeru. Since that's only supposed to happen if you join the thieves and then betray/attack them, I'm thinking that I just continue, since I'm 99% sure that this wasn't intended behavior and some contorted script.
It's avoidable by going out the second exit from Maevar's torture room, never returning to the guildhall. Still curious to know just what variable I managed to set off by killing Maevar of all people...
A new run,
I’m re-entering the challenge with another group;
· Alto clef a Half Elf NG Bard
· Zain a Half Ork NE Sharman
· Imoen is just Imoen, a human thief included for plot reasons
Mods: this run has no mods (of any kind!) and is a test of the basic Beamdog version install files ... I’m playing on Insane level with extra damage turned off.
Opening move,
I’m collecting some followers to my group...
· Xzar died to get me into the Fai where J agreed to take over
· Edwin gave me a Half Elf Wild Mage without needing to fight
Fights: an easy spider bash gave me the funds for my buckler.
"Also, when embarking on a new venture, it is always advisable to tie up loose ends first. Thieves, especially, or those wishing to get to know Renal Bloodscalp a little better or recruit a certain Red Wizard, would be well advised to complete all thieves' guild tasks prior to going to the Five Flagons in or making any final arrangements with Malficus. The quest givers of both routes will warn you when you are approaching the point of no return."
This suggests that if you wanted to kill Maevar for Renal, you should do so before talking with the paladins and going to the point of no return. However, having said that, your result (Arkanis killing you) still sounds like a bug, because your game is not broken, since you will be using Paladins to get to Brynnlaw. I would call it a bug in Alternatives myself. They may never fix it though, in which case you should be just aware of it for the future.
With this install, though, I noted a possibility for a kit/dual I haven't looked at in awhile. Archer -> Cleric with a bow suddenly works again, since Item Revisions overwrote a ton of the restrictions for dual and multiclasses. Archer 9 -> Cleric? Sounds possible, at least...
The joy of mods is that sometimes things happen in unexpected ways
Sodof, elf dragon disciple (Grond0) & Gnoria, half-orc barbarian (Gate70)
Previous updates:
https://forums.beamdog.com/discussion/comment/853571/#Comment_853571
https://forums.beamdog.com/discussion/comment/854501/#Comment_854501
https://forums.beamdog.com/discussion/comment/854997/#Comment_854997
https://forums.beamdog.com/discussion/comment/855756/#Comment_855756
https://forums.beamdog.com/discussion/comment/856424/#Comment_856424
After the trials and tribulations of the previous session, it was back to quick and easy progress again today. Things started in Umar Hills where planetars helped deal with liches in the temple. Sodof then used a chain contingency for the first time to neutralise Thaxy's magic resistance - opening the way for a skull trap sequencer. Gnoria didn't bother with anything fancy against the Shade Lord - the iMoD making short work of him.
Back in Athkatla the Planar Sphere was the work of mere minutes - there wasn't even time to rest there. Sodof had tried using an Incendiary Cloud on Tolgerias, but the mage was already dead before he finished casting. However, Gnoria drew the inhabitants of the cold room out to find a warm reception and get a bit of value out of the spell .
The Guarded Compound was the next target - again quickly cut down to size by a skull trap sequencer. Ketta did survive that, but faced the backstabbers' nightmare choice of a stone-skinned mage on one side or a barbarian on the other.
After sorting out equipment and forging a few more items the last outstanding area from Chapter 2 & 3 was Windspear. Once more the duo breezed through there, with Firkraag no more able to withstand the skull trap onslaught than Thaxy. Just for a bit of variety Samia's ambush found themselves in hot
waterclouds.With Tazok's key came the opportunity to face illithid again. Gnoria was initially a bit nervous about that, but the availability of a planetar to focus attacks made that another quick and easy area to clear.
The vampire hosts at the Graveyard made no impression. Bodhi survived a few seconds longer than she should have due to being unable to get a word in edgewise through the stream of incoming attacks - until Gnoria withdrew a bit to give her a moment to collect her thoughts.
Suldanesselar also didn't take long. The nearest thing to a problem was when Sodof didn't bother resting fully before preparing for another dragon assault - with the result that only 2 Pierce Shields were loaded into a Chain Contingency rather than 3. That meant that Nizi successfully resisted some of the skull trap damage headed his way, but he still failed to put up too much of a struggle.
After pruning the Tree of Life it was time for a trip to Hell (and back). Pre-cast summons made killing the demons easy and the Slayer didn't last long once the planetar dispelled his invisibility protection.
Sodof, dragon disciple 23, 96 HPs (incl. 6 from familiar; 8 from ioun stone), 562 kills (+124 in BG1)
Gnoria, barbarian 27, 175 HPs (incl. 5 from Helm), 606 kills (+255 in BG1), 2 deaths