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"Maybe this time" [NO-RELOAD THREAD]: "The Tale of ONE MILLION visions"

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  • Wise_GrimwaldWise_Grimwald Member Posts: 3,866
    edited December 2017
    My Weidu continued:
    ~WSR/SETUP-WSR.TP2~ #0 #200 // Wizard Slayer High Level Ability revision: v1.12
    ~WSR/SETUP-WSR.TP2~ #0 #302 // Revised Wizard Slayer item restrictions -> Moderate changes: v1.12
    ~WSR/SETUP-WSR.TP2~ #0 #999 // BG2-style icons for WSR content: v1.12
    ~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.91
    ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.91
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.51 BWP Fix
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.51 BWP Fix
    ~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #2070 // Free Action does not prevent Haste or Movement Rate Bonus: 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #2080 // Drop Equipment on Disintegration: 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #2090 // Drop Equipment on Petrification: 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #2100 // Drop Equipment on Imprisonment: 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #2120 // Treat all Psionic Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #2130 // Treat all Bardsong Effects as Non-Magical (Unaffected by Wild/Dead Magic): 1.7
    ~KLATU/SETUP-KLATU.TP2~ #0 #2160 // Remove Delay from Improved Haste Spells: 1.7
    ~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.2
    ~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #0 // Area Patcher: ALPHA 16
    ~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #5000 // Fix BG1NPC X#AJR1.ARE: ALPHA 16
    ~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #5001 // Fix BG1NPC X#CH11.ARE: ALPHA 16
    ~NPC_EE/NPC_EE.TP2~ #0 #102 // Choose a class for Imoen -> Make Imoen a multiclass mage/thief: v2.8
    ~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v2.8
    ~NPC_EE/NPC_EE.TP2~ #0 #141 // Choose a class for Khalid -> Make Khalid a ranger/cleric: v2.8
    ~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.8
    ~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric: v2.8
    ~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v2.8
    ~NPC_EE/NPC_EE.TP2~ #0 #583 // Choose a class for Viconia -> Make Viconia a cleric/thief: v2.8
    ~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.8
    ~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.8
    // Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Grond0: With Ascension installed, you'll definitely need PFMW by ToB, unless you're willing to use a level 9 spell slot and spell pick for Absolute Immunity.

    Even if you keep your mages away from everyone else, you're going to end up dealing with Fallen Solars and Illasera in the Ascension Melissan fight. Without PFMW or Absolute Immunity, the Fallen Solars will have an 85% chance of automatically removing your sorcerers' Stoneskins and Death Ward and a 15% chance of a vorpal strike (it also has a Dispel Magic effect, though at a non-scaling level 22, which you should be able to avoid if you get your sorcerers to level 27). As for Illasera, her arrows dispel magic at level 30 and impose a non-cumulative 40% spell failure for both priest and mage spells. Her other arrows deal nonmagical magic damage and stun and slow the target on a failed save vs. polymorph at -4.

    That said, Illasera can't see through invisibility judging by her .cre file, so if you keep your sorcerers from ever breaking invisibility within her line of sight, you could keep them alive. But I wouldn't count on it, nor would I want my sorcerers to be unable to cast any summoning spells or any spells on any other character outside of Time Stop (which is a very bad spell to use because both Abazigal and Melissan are immune to it).

    You should be able to keep Physical Mirror active as a pre-buff before both phases of the Throne of Bhaal fight, so your priests should be safe from those arrows.

    It would be a very good idea to keep PFMW on Charname because Abazigal and Melissan both attack during Time Stop, and while you can use Focus to grant Charname immunity to Time Stop, it only lasts 5 rounds and you can only cast it every 10 rounds. Stacking Hardiness spells from Wish can also get the whole party's resistances up to 100%, but I'm guessing you'd avoid doing that, and it's awfully luck-dependent even if you were using the Wand of Lightning.

    You might be able to survive the Ascension Melissan fight without PFMW or Absolute Immunity. But it would definitely require very well-timed Maze traps from your Bounty Hunter to make sure you could debuff Abazigal in time to disrupt his Time Stop spell (or a lucky Holy Word, or a very lucky damage-less spell disruption from a Fire Seed or some other area-effect spell), and there are just so many ways that plan could go horribly wrong and get two or three party members killed during a single Time Stop.

    Unless Insect Plague bypasses magic resistance in your install, in which case you'd have a 100% lockdown on both Abazigal and Sendai, instead of 35% and 16%, respectively. Then you'd just have to worry about dealing with the enemy's humongous damage output and HP.

    Melissan herself would be easier to handle despite being immune to spell failure. Take down her Spell Trap and you should be able to lock her down with Implosion (unless your install makes them once-per-day innate spells, which would require Wish-resting to make it last more than 3 rounds), which only requires a single sorcerer and a single priest to act in concert for one round. But dealing enough damage to kill her, while maintaining the defenses of your party, would be extremely complicated without taking down the Five first.

    It's a ridiculously high-pressure environment. You're a talented player with brilliant plans and incredibly precise technical skill, @Grond0, but depending on your install and what options you're willing to choose, Ascension Melissan could be much tougher than all of BG1 and SoD combined.
  • Grond0Grond0 Member Posts: 7,457
    Well done @semiticgod. The bug with potions of power sounds like the same one (now fixed) as with LMD in the EE - when multiple ones were used the HP gains from all of them disappeared when the first spell expired.
  • Mantis37Mantis37 Member Posts: 1,177
    Hard luck Enuhal. Very close indeed...
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,866
    edited December 2017
    @Enuhal Hard luck

    Journal of Ælfweald

    After Gorion and I were ambushed I headed straight back to Candlekeep only to be denied access. Using stealth I returned to the site of the ambush and recovered a lot of Gorion's possessions and in addition found a diamond in a tree, presumably an old nest of a magpie.

    After reading Gorion's note I decided not to follow the instructions therein as it was more than possible that our attackers had also read the note and could be waiting in ambush for us at the Friendly Arms Inn.

    Instead I headed southwards to Beregost and High Hedge. In beregost I bought a better sling, calmed down Marl and gave a tome to Firebead.

    At High Hedge I killed a number of gnoll before heading southwards. There I rescued Mellicamp from a wolf and returned him to High Hedge where a mage transformed him back to human form.

    I told a former wizard's apprentice what had happened and he rewarded me with a tome that changes a mage into a conjurer.

    I tried to restore a werewolf but was unsuccessful. :(

    I then headed south of Beregost and aquired a set of boots that improves stealth. :)

    Heading further south I killed several hobgoblins and found an amulet belonging to the Colquetle family.

    Further south still, I was given a ring that boosts my charisma to 18.

    At the carnival I had a dream after which I gained an extra ability to heal.

    In Nashkel, I turned down a reward that rightfully belongs to Greywolf. I found some ankheg armour and headed south.

    Post edited by Wise_Grimwald on
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Enuhal: I'm sorry; I meant Foebane. When upgraded with Fflar's Scabbard, it grants +1 to saving throws.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Grond0: Good luck! Beware of the fight with Halatathlaer and the mages; I lost my first Seducer run to Halatathlaer's fear effect, and Remove Magic could easily dispel Pauper's Remove Fear.

    That Greater Basilisk is actually harmless according to Near Infinity. It's erroneously flagged to have 0 APR, so it shouldn't be able to attack you at all. But I always buff with Protection from Petrification anyway.

    I'm really excited to see you approaching the SoD endgame. I can't wait to see you tackle Belhifet.
  • FlashburnFlashburn Member Posts: 1,847
    edited December 2017

    @Grond0: Good luck! Beware of the fight with Halatathlaer and the mages; I lost my first Seducer run to Halatathlaer's fear effect, and Remove Magic could easily dispel Pauper's Remove Fear.

    Kherriun starts out neutral if you walk to the right side of Kanaglym's pit to the Fugue Plane to avoid the cutscene with the human sacrifices. If you can damage Kherriun enough before she puts up her buffs (and then commands Halatathlaer to join the fight), the ghost jar will be broken and Hally will join in on your side instead.

    On a side note, NWN has sucked me in again, which is why you haven't seen Brunash here lately.
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,866
    @semiticgod said: "Who'd have thought that teleport spells could enable sequence breaking"

    I think most people would. There was a reason that "Dimension Door" was made unavailable. It can actually break the game if used unwisely. One obvious thing that could happen is that you use it to get to an otherwise inaccessible area. You have no spells left to return and because there are enemies in sight, you cannot rest.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Wise_Grimwald: I might have been being a bit facetious when I said that. :wink:
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    edited December 2017
    Grond0 said:

    I let Cernd fight Faldorn (or rather, CTRL-Y does, because his victory is supposed to be guaranteed anyway and I'm impatient).

    Victory is guaranteed in the unmodded game, but defeat is guaranteed if you've got SCS installed (and don't use Ctrl-Y B)).
    That always seemed like a bug to me. It's original game behavior for Cernd to be immortal during the fight, and for some reason SCS prevented him from shapeshifting, which is why he's no longer immortal (he's not given the right item). His SCS behavior doesn't even make sense--why would a Shapeshifter not shapeshift? Other SCS druids will gleefully switch back and forth between natural form and their shapeshifts, but not the one and only Shapeshifter in the entire saga.

    So I don't think it's intentional. It seems contrary to the whole philosophy of the mod for Cernd to be dumber than in vanilla.
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