Good summary of what happened yesterday @bengoshi ! I'll share my impressions on this fight aswell.
We fought them from the south, and completly blocked them thanks to a choke point between the trees. From here, it became easy to snare them with Web and Grease spells respectively from Loki and myself then to control them with a few Sleep spells from Llolnae.
Afterward, our Fighters did an excellent job at taking and dealing damage to dispatch our remaining foes while our backline was pelting them with ranged weaponry and casting Healing/Bless spells.
Considering we didn't even use the Wand of Fire (I only realized someone gave it to me after the fight to be honest, sorry guys ) or Potions of Explosion, it was indeed one of my easiest experiences of the bandit camp in a SCS no-reload environment.
It's time to play some SCS No-Reload again ! This time I continue my playthrough with my Blackguard, Anselm, in BG2. My setup is very classic, BGTweaks, ATweaks, SCS, RR and IWDification.
// 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] ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1101 // Do Not Reveal City Maps When Entering Area: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: Beta 2 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: Beta 2 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #50 // IWD Bard Song: Beta 2 ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80 ~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.80 ~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.80 ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80 ~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.80 ~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.80 ~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.80 ~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.80 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2050 // Allow individual versions of Spell Immunity to be placed into Contingencies and Spell Triggers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30 ~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 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6024 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal and Shadows of Amn get HLAs (very challenging and not really recommended!): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6563 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids cannot see invisible enemies: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8141 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.32
Irenicus's dungeon was a bit harsh, duergars are quite strong and more importantly I made a bad mistake. I forgot that you are only allowed to rest once in the starting dungeon with SCS installed, so I rested very early, with most spells still available. So I had to complete the rest of it with limited ressources.
I took Imoen with me to desactivate traps, and to take some hits for me. She was of great utility, especially since she ate a backstab near the end of the dungeon which triggered her escape dialogue.
Afterward, I picked up Korgan and Viconia early. My goal is to complete a few quests with a small party to accumulate some quick XP then to recruit the last party members. We were ambushed by the slavers who nearly killed us, Korgan dropped to 1 HP but managed to survive. Viconia thought it was the best moment to talk about Faerun and stuff.
Then we did Korgan's quest, Kamir the paladin's quest, killed the two thugs in the Slums, picked up Clara, did her quest, picked up Hexxat instead (who is a F/M/T in my setup). And finally we dispatched Mencar's party and solved the Slavers problem before doing the Harpers' quest. I misscliked on the rest icon which got Hexxat killed because she wasn't wearing Dragomir's cloak, then the Harpers wanted to fight which I didn't know could happen (My knowledge of BG2 is really lacking).
The Mage casted PfMW but Anselm switched to mundane Arrows + Poison Weapon and disrupted his casting through Stoneskin + Mirror Image while Korgan and Viconia dealt with Jaheira and her group.
The evil party went to the Shadow Thieves Guildhall and completed a few missions. They stole some statuette, killed some cowled wizard, recruited Edwin then betrayed their master Mae'Var and murdered him.
In the tombs beneath Athkatla, Edwin's Death Spell proved to be very handy against a swarm of spiders.
Afterward, the group faced its first big challenge, a Lich. Edwin and Hexxat, both protected by Mirror Image, provoked the spellcaster. They were accompanied by a few Skeleton Warriors summoned by Viconia. The rest of the party was left behind, especially Anselm, to avoid drawing attention and getting annihilated by some Dragon's Breath or other nasty spells.
The Lich was fully prebuff, and its Chain Contingency contained some ADHW, so my strategy worked fine. Nobody was hurt.
But then it started to summon very nasty creatures, notably a Fallen Planetar which could very well slaughter our whole party alone. Plus some Nabassu and Glabrezu for the fun. Our party retreated to the north while Hexxat, who was chased by the Planetar, went to the south in the tomb we already cleared a few days ago.
Hasted by a Oil of Speed, she managed to outrun the Planetar for 20 rounds straight, until it disappeared. I chose Hexxat for this job because as a Vampire, she has a very high natural regeneration which proved useful against the Insect Plague spells (even if she still had to drink a Potion of Extra-Healing to survive the three Flame Strike spells).
She came back to our party, all the fiends were unsummoned aswell, trying to fight their own master and the Skeletons Warriors and now we were nearly ready to destroy the Lich.
In my opinion this is by far the biggest of their weakness : a very slow movement speed. The fight started 25 rounds ago, and the Lich was still in the corridor, attacked by our summons. We summoned a few others, thanks to Hexxat's innate power and Edwin's spellcasting. The Lich wasted more and more spells on them until it has nothing else than Magic Missiles and Melf Acid Arrows.
At this point, everyone in the group is at full health and the Lich has nearly nothing left. It's time to close in for the kill. Hexxat took the last spells remaining with her passive regeneration once again and the job was done.
Edwin could finally get the Nether Scroll he wanted so much ...
The story of forum no-reloaders aka the Monty Python crew
Today it was @bengoshi@Tresset@GemHound and @Gotural in the MP game. We started out in the spider nest of Cloakwood. We killed spiders as we went. Gowrek got a beautiful backstab that instantly killed a sword spider.
After defeating Centeol and her spiders quite handily, Gowrek grabbed the legendary Spider's Bane! Now he no longer needed to fear the webs that Loki so enjoys throwing around at everything. After killing the majority of the spiders in the woods Gowrek led the group to an area that was unknown to some of the others in the group.
We then traveled onward to an area of the forest filled with shadow druids. Gowrek and Llolnae wanted to kill the first shadow druid we met, but Loki advised against it and Tyndor heeded his advice, fearing the group's reputation may suffer.
Moving on through the area we killed the other the other shadow druids and we prepared to confront their leader; the shadow archdruid. Potions were quaffed in preparation for the fight but, anticlimactically, the shadow archdruid decided that he didn't want to fight us and left the area to go about his own business (Gowrek thinks he just chickened out and ran away from us out of fear). Gowrek got upset at not being able to kill him and lashed out at his two bodyguards.
Pressing onward again Gowrek found a Hamadryad which he killed before it could charm anyone.
The group also found a wyvern nest where they stayed to kill a great many of the terrible beasts.
Finally, The group reached the Cloakwood mine! A group of assassins was there waiting for them though. Most of the assassins were taken out by Gowrek who was wading through the webs of Loki. One cowardly mage in the group escaped the webs and kept hiding invisibly, but he was eventually found and defeated by Moros. Afterwords we discussed how Gotural got mixed up and used the wrong wand to accidentally fireball the whole party.
Fighting our way down through the mines we finally reached the boss of the mines: Dave! (Gowrek couldn't remember how to say his name so he just called him that.) As we approached Dave he attacked us with a powerful spell in attempt to rip our consciousness away from our bodies. We dubbed this deadly spell "Power Word: Crash". Ultimately Dave's cheap tactics led to his demise as Gowrek was chosen to slay him while the rest of the group fought the endless waves of guards he was calling. Gowrek chugged potions left and right in his battle with Dave who cowardly ran all over as he was being chased by the mighty Gowrek and his Spider's Bane. Spells went flying everywhere during the chase, including a stray Chromatic Orb that hit and petrified Llolnae as she came to try to help Gowrek with her own spells. Finally, just as Gowrek began to fear that he was running out of potions, the dreaded Dave ran out of spells and stoneskins and fell to a mighty heave of Spider's Bane. Chunks of Dave meat went flying in all directions! Loki, by the greatest miracle of luck, found a spare scroll of Stone to Flesh inside the scroll case that Llolnae had dropped as she turned to stone and used it to restore her. The group discussed what had happened after the battle was over and spoke of how how fascinating the experience of being brought back from death is.
Finally I got my laptop back and can now post on the screenshots from my other runs, though work is restarting and I still won't be able to rejoin the multiplayer run.
I barely remember where I was in the other run. I only have screenshots to remind me. Our double Archer, double blind Bounty Hunter, and double blind monk party goes to Trademeet. We want to take down some Trolls with our level 11 standard traps, but first, I pay a visit to Taquee. He has an Efreeti Bottle we want.
This party is really excellent at setting traps in the middle of a fight, but in this case, I pile up the snares before combat begins. I want to bring down Taquee before he has a chance to flee... I remember accidentally letting him run off in one run, and never being able to find him.
I hoped to avoid fighting Spirit Trolls in the Druid Grove, but our traps reveal that my hopes were misplaced.
There's a bug in SCS, at least in EE, in which Spirit Trolls can turn invisible even if they get knocked out. This means you have to use area-effect spells to get at them, so a party that relies on fire and acid weapons, and doesn't have a way of dispelling the invisibility, is incapable of bringing down the things. But our traps, being area-effect spells with poison damage, can get the job done.
We overwhelm the next few groups of enemies with traps as well. The traps are a pretty decent substitute for weapon damage. We struggle at some points, since our tanks are both monks with a -4 AC penalty thanks to their blindness, so I decide not to fight anything in the Troll Mound. Instead, Azorre uses a Potion of Invisibility and Hide With No Sight to nab the items we want without antagonizing the Trolls.
We sneak past the group before Kyland Lind, but we have less luck with Kyland Lind himself.
Azorre gets spotted while she's trying to slip past them.
She manages to avoid getting disabled by using a Potion of Invulnerability, and vanishing before the slow-casting spells get off the ground. Zalos moves forward to set a trap.
The trap succeeds.
We organize quickly to bring the enemy down before the hold effect wears off--it only lasts 5 rounds, unlike a Hold Person spell.
The duration persists long enough to win us the battle. We move back to fight the previous enemy group. Traps make a huge difference once more.
We have little defense against confusion, so we don't dare mess with the Myconids. Instead, we bring out the Efreeti, who turns the whole party invisible over the course of two rest periods. This lets us sneak past the Myconids with no chance of failing a stealth check.
We use the Efreeti against Dalok, who guards the Gnasher club that I seldom leave without collecting. Fire damage is excellent against clerics and druids, who have no MGOI or Protection from Fire spells to protect them from the disruption (they have their own fire resistance spells, of course, but SCS clerics and druids never seem to prebuff with them).
Dalok has a Physical Mirror effect. A notable danger of this spell is that it reflects trap projectiles. Zalos narrowly avoids getting paralyzed by her own snare.
Physical Mirror will also bounce Flame Arrow spells, but not the Efreeti's Flame Strike or Magic MIssile spells.
Firetooth, in Gloomwort's hands, also can't hurt Dalok, but it can help with the other druid on the field.
After several tries, we finally get past Dalok's substantial defenses. Physical Mirror blocks the best attacks of both our Archers and our Bounty Hunters, but it won't stop the monks.
A Nymph enters the fray. A Confusion or Hold Monster spell could ruin us. Namarra shields us from harm.
We bring down the spellcasters. Only the Fire Elemental and Nymph remain. The latter is a non-issue; the former is vulnerable to traps.
Many more updates to come. I've actually got 600 more screenshots to show you.
Adding to the Tresset's report, I should mention the party had a lot of fun in the wyvern cave. Just count all those creatures on the ground:
Dealing with the Drasus's party was unexpectedly easy in this run. The fact Gowrek can now freely run through the area with Webs helps greatly. If I'm correct, we didn't even need the Greenstone Amulet so far.
The situation when Gotural used the Wand of Fire instead of the Wand of Paralysis so that 3 members of the team suffered greatly doesn't count
Before the Davaeorn's fight it was decided that Gowrek would tank the mage while the rest of the group, especially Moros, would keep waves of coming guards at bay.
At the start, it went as we had planned:
But then, completely suddenly for me (because I was focused on the door), our group lost one member - Llolnae. I checked back the log - the drow was petrified, but thankfully wasn't hit afterwards. According to @GemHound, Llolnae saw the Davaeorn's magic defences were over and she rushed to use some magic ... only to become a victim of magic herself...
It was a moment of panic, with people warning Davaeorn would go for Llolnae. But she still wasn't dead and there was a hope that Gowrek would block the mage's way to the statue.
Loki had to actively start using the Wand of heavens on the coming guards, because there were plenty of them, and then the lucky message was shown in the log: Davaeorn: Death.
It wasn't "the greatest miracle of luck" that we had a Stone to Flesh scroll: in fact, there's one more left in the scrollcase. With Chromatic orbs from Silke and Nimbul flying around, Loki thought it was a good idea to spend our money on buying several scrolls.
After Davaeorn was defeated, we had a task of clearing the previous floor because of its potions, scrolls and a katana +1. The task was not easy because it turned out we couldn't rest anywhere - although Loki did get a new Slow Poison special ability.
Being unable to rest, we had to use all the inner resourses to fight. Gotural, being a FMC, became nearly a god, enhancing his skills and using Mirror Image:
The ogre mage fell under the effect of the Wand of Paralysis, while Natasha couldn't resist Web.
Tldr: the Davaeorn fight is a tricky one. The party still is not of high levels while the enemy can cast high-level spells and the constant waves of bandits don't leave much time to wait till the Davaeorn's defences end. Usually it's a fight that separates the beginning of BG1 from the rest. Out tactics worked in the end, with only one surprise in the form of Llolnae's petrification. Gotural touched an interesting topic that in a single player no-reload losing a created character - the charname - means the end, while here it was just one of those "use additional spell" things.
This time, it was a bit more laggy from my side. I experienced the "time stop lags" Tresset suffered a while back a few times. And I think this is this kind of "lag" that caused my problem with the Wand of Fire. I wanted to use the Wand of Paralyzation but it wasn't in my quick items slots, so I swapped the Wand of Paralyzation with the Wand of Fire during the Drasus's battle without pausing.
What happened next is that my quick item icon was replaced by the Wand of Paralyzation, but the actual item in the slot was still the Wand of Fire. I clicked on my Wand of Paralyzation and tried to use it, but instead, Gotural accidentally threw a Fireball in the middle of the fight, dealing severe damage to our party.
It reminds me a lot of this very old bug in the vanilla game, when you could drink a healing potion, replace the potion with a gem in the quick action slot then "drink" the gem. It would give you 65,000 gems after a few seconds.
The Davaeorn's fight was a very stressful one, firstly because it is, as @bengoshi said, the fight that separates the easy part of BG1 from the hard part. We also experienced multiples crashs just before, it only added to the tention.
But to my mind, what really was stressful is the fact that our party was split between Davaeorn and the main door. When you play the game alone, you control every characters in the party which means that when the guards start to overwhelm you, you can actually see that you are nearly done with Davaeorn and that you only need to resist a few more rounds.
But in the multiplayer game, I didn't know how Gowrek was doing with Dave. I summoned two Skeletons and buffed our whole party with Chant and Bless. The guards were coming and we dispatched them easily at first. But at some point, my Skeletons were destroyed, our buffs faded, Moros's Enrage ended, and the guards were overwhelming us. And I still didn't know if we were doing great against Dave or not. At this point, I asked myself "Will Gowrek managed to kill the wizard, or will Davaeorn ambush our party from behind ?"
But we prevailed.
On the topic of death :
Nowadays, I only play this game on No-Reload with SCS installed and during this game I came to a conclusion. If I die, I'll play another character or I'll leave the monty python crew for roleplay reasons.
In single player, when your only created character dies, your run ends suddenly. But in multiplayer, if I die and I'm not being chunked, the other members of the party can still resurrect me which feels weird to me because it is the exact opposite of what happen when playing alone. That's why I hope that if I ever die in our multiplayer game, I'll be chunked.
This is in my opinion the noblest death for a No-Reloader.
@Gotural I respect your approach and will honour your decision (although let's hope it never happens), but I look at this topic differently.
Loki is the Bhaalspawn in this run, so it's hard for me to judge, but this is what I think about characters other than the Bhaalspawn in the MP run.
The fact that we control one or two characters, and they have been created, rather than being in-game NPCs, has two sides.
The first, of course, is that managing these characters is easier because we have chosen exactly their class/kit/stats/abilities and so on. Also because managing 1 or 2 characters is quicker than managing 6 characters.
But the second side is opposite. We're in the MP run and can't predict what others will do in the particular second, in this particular fight. As you said yourself, when you play the game alone, you control every characters in the party which means you know everything. While in the MP it's different. Everything is changing so quickly. And some things happen, even if not everyone is prepared.
There have already been several examples, Gowrek stepping on traps before Llolnae disarms them, Moros getting webbed not knowing about my decision to cast webs, to name a few. In a single play these cases wouldn't happen because you know everything about who acts how and when.
Also, in the MP run, you can't guarantee that when you pause the game, it will stay paused, simply because any other player could (for different reasons) unpause it. So your character won't succeed in time in performing an action you wished for him to perform.
Add to this various lags that happen from time to time, and you get a picture that playing in the MP run, even with 1 or 2 characters, is actually harder.
One other thing to note here is there're times when we play without certain players, although their characters participate. WIll a death that can happen during such a session, be regarded as a true death of your character, while you yourself are away?
When I'm choosing no-reload party playthroughs, I don't always go for a "no resurrection" rule as well. Jaheira, Monty or Edwin - they can die, and die again, but the no-reload game continues till the main character is not dead. There can be exclusions from this rule, of course, for examply, I can set a number of possible resurrection for my characters due to RP reason, due to their CON score and PnP rules, etc.
So, to me, it's completely fine when characters, other than the Bhaalspawn, die in certain fights. The game offers the services to resurrect them in temples, after all. There're higher level spells as well.
If I thought otherwise, I woulndn't know how to determine situations when characters other than the Bhaalspawn were charmed/mazed etc - the situations that are game-enders for a solo run but that are completely fine in the group run. Even for such a nasty spell as Imprisonment there's Freedom.
The risk to be chunked/desintegrated is already there. It's a risk already, combined with the fact that the Bhaalspawn surviving everything in the MP run is actually a task as well.
So, to me, situations like the one that happened in the Davaeorn's fight, shouldn't be a reason for not continuing with the dead/petrified/imprisoned character.
We already had the deaths of Gowrek, Llolnae, Poppy during the run. And I'm very glad they all continued their adventures, even after unlucky moments.
But, as I said, I will of course honour your decision, if things with Gotural the dwarf go south.
I don't have an opinion here as I am not part of your multiplayer run and appreciate it can be way more frustrating to do than it looks. But my 2c...
For purely selfish reasons I would like the multiplayer run to go on for as long as it can do, I regularly read Baldur's Gate forums (rarely, if ever posting) and these write-ups are some of the most enjoyable I have read in a long time.
I even just forced the wife to play BG for the first time playing multiplayer with me both on our Galaxy Samsung phones, although we are still in Candlekeep!
@bengoshi I agree that playing No-Reload in multiplayer is actually harder, if only because of the lack of coordination.
If my character dies while I'm not here, then I wouldn't consider this as a "true death" and I would appreciate if you resurrect him But what if the opposite happens ? If I'm not playing with you and my character get chunked ? Will you use the console or reload to bring him back because it's not fair that I wasn't playing ? These are all interesting questions my friend. I think I would still prefer creating a new character to play with you.
Considering the no resurrection rule, it's true and I never do it. If I play with a full party like I'm doing right now with my Blackguard, others characters can die and I will resurrect them without thinking twice about it. But this is also because these others characters are NPCs, they are not the result of my labor, they are not "me". This is also why, if someone else dies in the multiplayer run, I will be happy to see them return. Because they are not my PCs. But if my character dies it is a bit different : I am not sure that I will enjoy my dwarf as much for example if he dies.
Here I will summon @Blackraven aswell, if I am not mistaking, I remember he also took this kind of thing quite seriously. Like wanting to restart a run when a reload occured because of a bug, even if it wasn't his fault. He felt the character "lost something" unique.
In the end, I think that if Gotural dies early during a game session (the first thirty minutes for example), I will ask you to resurrect him and go on, if only to avoid situations where you have to wait for me to create a new character. But if he dies at the end of a game session, in Davaeorn's lair for instance, I think I will put him to rest in my graveyard and mourn him.
That is why I would also prefer to get chunked, that way this kind of question won't show up.
But anyway, my Dwarf is not here to die, he is here to stay ! So it shouldn't be a problem.
I truely appreciate that you respect my approach, and I think it is a interesting debate, probably one that was never ever discussed on this forum actually. Thank you !
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@Ganda I will do my best to make the multiplayer playthrough goes for as long as possible ! I think too that these stories are very enjoyable, I like them so much that I came back on the forums after months of absence just to join the Monty Python Crew !
What's better than a Blackguard you ask ? Two of them. Dorn joined the evil party before slaughtering everyone at a wedding. From now on, the group has 1 reputation and thus they need to hide until they are strong enough to overcome the city of Athkatla. Invisibility radius 10 feet is perfect for this job.
They went to De'Arnise keep to slay a bunch of Trolls, Umber Hulks and Yuan-Ti. Their leader, Tor'gal, was dispatched in a bloody fight. Anselm also found and reforged the Flail of Ages +3 for his personal use.
The party then came back to Athkatla, still invisible and purchassed some equipment, including Vhailor's Helm, the Robe of Vecna, Fortress Shield +3, The Army Scythe +1 and the Reflection Shield +1. But when they tried to leave the city, they were no longer invisible and were approached by a lot of guards and Cowled Wizards who wanted them dead.
The anti-heroes managed to hide in a corner and prepared themselves for the battle to come. Then they charged in.
But the battle didn't go as planned. After a few seconds, the enforcers called some backups and another group of Cowled Wizards and guards came to their rescue. The party spellcasters stll can't use their magic without calling even more enemies and the party was overwhelmed, so they had to flee to the city's gate. During their escape, they were ambushed by some slavers but they slew them easily.
Afterward the party went to the Umar Hills and explored the Shadow Ruins. They destroyed a lot of Shadows, Gone Bolems and Shadow Fiends and they finally met Thaxll'ssillyia the Dragon.
Unseen, they casted a lot of spells to protect and to help them kill the beast. Some summons and some potions were also used in the process. The two Blackguards poisoned the colossal creature again and again until it fell on the ground, dead.
And now they are resting before fighting the Shade Lord.
We mop up the remaining djinn at Trademeet and finish the questline. Trademeet offers some pretty high rewards for relatively little effort, if you let Cernd fight Faldorn alone. And as many have noted, you can sneak past basically everything in the Druid Grove and go straight to Cernd to complete the quest.
On to Firkraag's lair. I never manage to kill Chieftain Digdag in the first level of the dungeon, but our traps make it possible.
It's better this way, I think. It always feels discordant to have both Tazok and Digdag deliver separate dialogs at the start of the same fight, later in the dungeon.
The Ruhk Transmuter is a major threat. Since I've been playing lots runs without arcane spellcasters, I've developed a habit of baiting SCS prebuffs with summons or stealth and waiting out the duration while hidden.
SCS mages, however, like to throw out area-effect disablers in the hopes of catching nearby invisible enemies.
Normally I stay well out of range, but this rakshasa tends to wander a lot. Nibidda and Zalos punish him with traps, and fade away as soon as they appear.
Another lovely thing about blindness is that it lets you escape SCS enemies' various divination spells.
This party has terrible defenses, having basically no spellpower, but it's nonetheless very hard to pin down. We send out a new summons to bait more spells out of the enemy.
Ras is pricy, and the summons only lasts 4 rounds, but it's a marvelous asset for a party without summoning spells. We run circles around the rakshasa, whittling it down with traps until we can set no more.
All of the traps remove one Stoneskin, and normal snares (non-Bounty Hunter snares) also deal damage past it. Finally, we break invisibility to take it down.
This was a difficult process, however, as rakshasas have amazing AC, and blind characters aren't too good at aiming.
Deeper in the dungeon, we trap some golems, orcs, and hobgoblins, and sneak past the vampires to kill the Greater Wraith with yet more traps. Samia and her group, however, have to be fought to enter the maze, and they're quite tough.
The solution? Amazingly enough, it's traps.
Wow.
While Nibidda is disarming traps around the maze, I make the mistake of opening the door to the Director's room, and end up with a Beholder attacking our second thief. Luckily, the Director only has offensive damage spells and no Beholder rays. Nibidda escapes the monster's reach.
We send the Berserk Warrior to wear down the Director. The Berserk Warrior dies.
We send in Kitty. Kitty dies.
I decide not to send in any of the party members. Instead, I have the Efreeti attack from afar, running away the moment it's done casting its spell for the round.
We trap the Greater Wolfweres. They go down in two rounds. We get hurt badly by the golems in the next room, but power through it anyway. After dispatching some more golems in the Heartseeker+Beljuril room, we use Gelimbi, our frontline monk, to distract the Adamantite Golem, soaking up the poison cloud spells with a Potion of Invulnerability. Our thieves attack it with traps, while Gloomwort uses Firetooth.
Traps obliterate Tazok. No surprises there. We seed the room with more traps for Conster's arrival. The lingering poison damage once more proves instrumental in putting a stop to enemy spells.
Conster buffs with Improved Mantle, which Xiaohei, one of our Archers, can bypass with the darts from the Cloak of Stars.
But it's a waste of time. We set so many traps that the poison damage alone brought down the mage. All the darts earned Xiaohei was a Finger of Death spell.
Another quest completed. Next up, the De'Arnise Hold.
The Trolls surprise us. They come in much greater numbers than we expected, and we suffer badly under the pressure. Only Zalos escapes their grasp. But a ceaseless barrage of traps brings down the whole group after a few painful rounds have passed.
We fight another batch to the north, and get hurt even more badly, but traps once again bail us out.
We trap our way through the next level. Glaicas remains. In BP2, he comes with a mage, a cleric, and a thief backing him up. Funny thing is, that thief is capable of disarming our traps, even after he's dead.
Apparently the IE engine can let enemies disarm your traps! Very clever, and something I've never seen before.
The cleric comes prebuffed with Physical Mirror, which doesn't bode well for our missile-based party, but by careful positioning, our Bounty Hunters manage to set a trap which disables Glaicas but does not come close enough to the cleric to bounce back at us.
Zeela, the cleric, has Remove Paralysis, and we fail to stop him from freeing Glaicas from the hold effect. But we stun Zeela with Stunning Blow and disable Glaicas a second time with more traps. We resist the mage's spells long enough to finish him off with traps and our Archers, but not before the mage launches a Chaos spell. Zalos fails her save.
Then she triggers a trap, set by the thief we had killed at the start of the fight.
At first, I don't care. The battle is already over; we can heal her once we recover from Chaos. Then I discover that the thief used level 11 traps. Zalos is suffering the same lingering damage we used to slay so many mages in the past. And there's a lot of it.
I panic. We didn't memorize healing spells, a monk's Lay on Hands, unlike a paladin's, can only be cast on self, and we don't have a Rod of Resurrection. But we do have a scroll on hand that our Archers can use.
Zalos would have survived anyway, as she came out of the Chaos spell with plenty of HP left, but it was cool to find a use for a scroll that I normally treat as merchant fodder.
@multiplayers, good progress! Seeing the Cloakwood Mines though is a fine accomplishment, especially taking into account the multiplayer issues Gotural mentioned.
@Gotural, nice work there. Did your crew just take down 'tougher' Thaxxy? If so, then that's quite an achievement. Since I started playing with the tougher SCS dragons I've never had the guts to fight any of them before returning from Spellhold. Re: your comment on my interpretation of the no-reload concept, you're right. I sometimes wish I saw things differently, but a character that falls somehow loses their magic for me, even if their fall is due to factors beyond my control. This kind of happened with Belle, my Swashbuckler, a few days ago when a real life distraction (girlfriend, so no hard feelings lol) took my focus from the game for a brief while, enough for Belle to be PW:Stunned by a Yuan-Ti Mage in the old tunnels below Athkatla.
@semiticgod, nice work at the Arnise Hold. In vanilla I found that quest one of the easiest. It would be one of the first my characters would embark on. But in SCS, it's a different story... I hope your team has successfully coped with the remainder of the Keep.
So Belle is sadly gone, but I'm still eager for a 'successfulish' playthrough. (I don't expect myself to complete a no-reload trilogy run but it would be nice to have another character reach ToB and make me feel like we're actually contenders for the throne). I rolled several new chars. The girlfriend liked a Human Invoker named Evangeline the best. Being a single-class wizard, she's not really a character I can see myself getting very far with, as I have much more affinity with rogues or rogue hybrids. One of the other chars I rolled, a pretty much min-maxed Gnome Illusionist/Thief, surely has better odds. On the plus side, it's good to leave one's comfort zone once in a while, and besides I really like Evangeline's portrait (by Magali Villeneuve).
Here is Evangeline, Human Invoker:As you can see she has a great (manually rolled) stat total of 93, but her stats aren't really min-maxed. Her starting proficiency was Darts and her starting spells were Find Familiar, Shield, and - since Sleep ain't available to Invokers - Grease. The former spell would prove a wise pick when Evangeline and Imoen found themselves in an early bandit ambush and Evangeline was succesfully targeted by some of the bandits before she could put up a Shield.Btw Imoen convinced the wizard to travel together (against my original idea of having her embark on a solo adventure). A role-play element I came up with is that Evangeline is to become Imoen's mentor in the magical arts.
Simply put, the early game consisted of mere survival, mostly in the wilds. Imoen's arrows and Evangeline's darts and Grease spells were slow but sure means of killing monsters and wild animals like larcenous Hobgoblins and Ogres, a Ghast, Wolves, Huge Spiders, etc.During this early stage the ladies worked very hard on their reputation and refused to spend any gold except on bare necessities (basically ammo). The reputation quests they completed were: Firebead's book, Dudley necklace, Joia's ring, Charleston Nib's excavation, Captain Brage's disappearance, Tenya's bowl, Bjornin's Half-Ogres, the Dryad of the Cloudpeaks' tree, and Drienne's cat, while in Nashkel Minsc briefly joined the ladies to tell Oublek he wasn't Greywolf. They also got rid of twenty zombies up north, but discovered that this didn't increase their rep. Difficult fights, such as those in the Cloudpeaks areas, in the fisherman lake area, and with the bounty hunters in Beregost and Nashkel, were postponed.
The girls' parsimony paid off, because with Lord Foreshadow's Ring of Human Influence and Algernon's Cloak (obtained by Imoen with the help of a potion of master thievery from Erdane), the two could afford two ioun stones - Deep Red with +1 Dex for Imoen, and Purple with Infravision for Evangeline - and a variety of spell scrolls from Thalantyr. Evangeline quaffed one potion of genius and one of mind focusing. She still flunked a couple of scribing attempts but in the end her spell book was enriched with the following spells (obtained either from Thalantyr or during adventuring): Armor, Blindness, Burning Hands, Chill Touch, Identify, Larloch's Minor Drain, Magic Missile, Protection from Evil, Protection from Petrification, Shield, Detect Invisibility, Horror, Invisibility, Mirror Image, Resist Fear, Strength, Flame Arrow, Minor Spell Deflection, Protection from Fire, Skull Trap, and Vampiric Touch.
The diciest moment the two, especially Imoen, had to go through, was their encounter with Tarnesh. Imoen made a rather poor backstab attempt, dealing 4 damage, wasted a Wand of Missiles charge on a mirror image of the wizard, and was soon put to Sleep by the latter. Meanwhile Evangeline and the guards tried to stop Tarnesh from killing Imoen, but Evangeline had to cease her efforts when she got Horrored by her foe.Thankfully the guards managed to slay the mage before he could beat away Imoen's last two HPs.
At the moment Evangeline (lvl 4) and Imoen (lvl 5) are relaxing at Feldepost's Inn. Imoen has been studying Tarnesh's spell book.I intend to dual her at level 7, as per BG2 canon.
Evangeline is gone. In the Basilisk area, she thought she was going to kill severely injured Peter with her Wand of Frost and further injure Lindin (the others were already dead), but apparently the wand works differently in BGEE, namely as a single target weapon. In the original game the wand inflicts AoE frost damage. It only hit Lindin, allowing Peter to Hold Evangeline, and later Imoen...
@Blackraven Thank you very much ! Yes I defeated improved Thaxxy', it is an easy battle even with SCS and the optional component to increase their HP, here is the line of my Weidu log that refers to it.
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30
As you can see in my screenshots, my whole party but Korgan is unharmed so you can see it is quite an easy encounter. However it is in my opinion the only easy Dragon because Fiirkraag is a very different story ... My party is also at level 12 which help of course.
Its sad to see Evangeline gone so soon, I hope you are going to play this Gnome Illusionist/Thief of yours and I'm sure you will do an excellent run with him !
After getting a lot of positive feedback for the multiplayer run, I would like to mention that if anyone wishes to join the party, even for several sessions, they are welcome!
Not everyone plays all the sessions, so there're usually vacant places
We usually play on working days, from Monday to Friday (although it can be not each day), from 17:00 GMT, for about 2-3 hours.
@semiticgod, nice work at the Arnise Hold. In vanilla I found that quest one of the easiest. It would be one of the first my characters would embark on. But in SCS, it's a different story... I hope your team has successfully coped with the remainder of the Keep.
Yeah... about that...
I was kind of wary about dealing with TorGal with this party, since his melee damage is so high and he has so much HP and regeneration. It took some thought before I even decided to take him on. Eventually, though, I decided to give it a shot.
I set up a group of seven traps in the room near TorGal and then enter while invisible to bring TorGal out, luring him into the traps and setting up a choke point by the doorway. But for once, TorGal tells his buddies to help him out, and so we have several other enemies moving about, where normally TorGal would have rushed off to fight us on our own.
Our traps are wasted.
I had hoped to score a major blow against TorGal early on. This is no longer possible. We retreat, and find that TorGal's entourage is larger than I realized.
Azorre is hurt pretty bad, but we can't escape just yet. Our Efreeti keeps the rest of the enemies busy, but TorGal can see through invisibility.
Also, he throws boulders.
He runs out quickly and engages in melee, but not before draining a lot of our healing power. We shut the door behind us and attack him together. Called Shot's THAC0 penalties fail to keep us safe.
That's the especially troubling part of this fight: we have no escape options whatsoever. We can't flee the area until TorGal is dead--the exit is disabled--and the other way out of this room is crawling with enemies, including mages. And since TorGal can see through invisibility, both Hide With No Sight and Potions of Invisibility are precious little help to us, only granting us a temporary THAC0 boost for our monks.
With Called Shot making little impact, Xiaohei switches to the Flail of Ages.
With TorGal slightly weakened, Xiaohei moves back and switches to a stronger weapon--her darts--while our thieves bring out new traps.
TorGal is taking lots of damage very fast. Then, his buddies come in to join the fight, forcing open the door. Our thieves barely escape being targeted.
Things are getting complicated. We've got multiple enemies bearing down on us, but we can't divert attention from TorGal or he'll regenerate and we'll lose the progress we've made.
But letting those enemies live exposes us to even more damage output.
We struggle along, focusing on bringing down TorGal. He lingers at Near Death... he won't go down. When he starts calling for help, I'm sure he's about to fall.
He does not.
The pressure builds on our party. A Yuan-ti Elite targets Nibidda and he fails to hide. A potion saves him.
Even blind thieves can benefit from Potions of Invisibility. Everyone can.
To my frustration, TorGal refuses to collapse. His friends collapse before he does, even though they've been here less time, and we've put most of our pressure on TorGal.
He just won't fall down. I do the math. We should have brought him to 1 HP long ago. Azorre nearly dies, and has to run, but even when TorGal is divorced from his target and should no longer be distracted, he refuses to fall down.
At the same time, a new threat enters the stage.
I consider reloading. I was willing to lose a few extra potions to a battle-lengthening bug, but not the entire party. I decide to keep going, just to see if we survive the mage's spells.
To my disbelief, TorGal once again shouts for help. This guy not only refuses to fall down at Near Death; he has the gall to announce that he's at Near Death. This is definitely a bug.
TorGal calls for help at least three times over the course of the fight. He should have fallen down long ago.
A Sphere of Chaos enters the field. We scatter.
One monk is dead, the other is about to die, both thieves are disabled, and our Archers are low on health.
Even when Azorre dies, TorGal will not fall. I know Trolls will sometimes fail to fall down if they're being attacked, but there's no excuse here. TorGal had multiple opportunities over many rounds to fall down, but would not.
After counting the potions we drank over the course of the fight, I grant myself a reload. And out of total disrespect for TorGal as an opponent, I refuse to even fight him this time.
He finally goes down. Turns out all you have to do to kill TorGal is deal thousands of damage to him in a single round. The Efreeti finishes him off.
This way we get the XP. The idea is to emulate the end result had TorGal fallen soon after he called for help. Accordingly, I drop as many potions of each type as I drank during the previous fight--probably a few thousand's worth of gold in potion, in the end.
What bothers me about the bug is that that (not by bug, but by design) BP2 or SCS also made it impossible to run away from the battle before TorGal was dead. We had to kill TorGal before we could leave the area--but he could not be killed in the first place.
I debate the matter with myself for a while. Theoretically, I might have avoided the bug if I had given TorGal more breathing room in which to fall down, and that would suggest the reload was my doing, and therefore the run should end. But TorGal did have time to fall down--on multiple occasions, we had to run away from TorGal, and at the end we left him completely alone. Also, the tactic of giving Trolls breathing room to prompt them to fall isn't really how the game is supposed to work. It's just how people cope with the bug.
@semiticgod Good progress thus far with your party ! I had a similar problem with Tor'Gal recently when I fought him in my last update but I'm not sure it is a bug. I don't know if one of my mods or the last patch of BG2:EE fixed the Troll's issue but during the entire De'Arnise Keep, every Trolls I encountered went down in about one or two seconds at most when focused by my entire party, I didn't need to stop attacking them at Near Death to allow them to fall. I was surprised but happy to see that this "famous" bug didn't occur in my game.
Then I fought Tor'Gal.
First I killed the others baddies swiftly. In the end it was my entire party versus him alone and I brang him down to Near Death status. Note that at this stage, my party is doing a lot of damage and is, hopefully, outdamaging Tor'Gal's regeneration. But then he refused to die, he called for help/healing even though everyone else was dead and then he started to regenerate ... very ... very fast. In about 2 rounds, he went from Near Death to Badly Injured to Injured and so on, while my entire party fully buffed plus my summons were still dealing damage to him. After he was back to full health, his overwhelming regeneration stopped, I brang him back to Near Death status one more time and the same thing happened. He started to regenerate ten times as fast as usual until back to Uninjured.
At this point I thought of a bug, but I continued to fight, and this time when I brang him to Near Death, he finally died. In total I dealt him about 500 damages before he finally went down. After the fight, I wasn't sure it was a bug anymore because in my case, he didn't survived the whole fight at "Near Death" while everyone was ganging on him, instead he regenerated his way back to Uninjured, multiples times. So I think that SCS gives him some kind of super strong regeneration when low on health that must be overcome a few times before you can finally kill him.
I just fought that battle myself two or three days ago, with a similar but not experience; it's recorded at the Bioware forum. I also had him go to Near Death, and withdrew all my attackers to allow him to fall. Waited two rounds or so running around, and he... didn't. I return to attacking him to find that he's immune to everything I have (!!!!), including Fire and Acid. I wait to see if he collapses again. A mouseover reveals that he's back to Uninjured, as though he had been taken down and not killed. He dies on the second takedown, though.
This is under SCSv30, improved D'arness Keep without Tactics Spirit Trolls. So I'd look at either SCS or the EEs to find the source of this one, though the staircase locking is definitely BP2.
@semiticgod You did the right thing I think. Strange regeneration, invulnerability, or whatever : Tor'Gal should die after Near Death, period. I don't know what is causing this behavior.
@Neverused I had the same install, SCS v30 improved De'Arnise without the Tactics Spirit Trolls. Maybe he was immune to my damage after bringing him to Near Death, I didn't look closely enough. It could explain the "incredible regeneration while I was hitting him".
@semiticgod@Neverused@Gotural The latest EE patch changed the way trolls behave. I suspect that the problems you are having with TorGal are due to the possibility that SCS may not have updated to accommodate these changes.
By the way, you could try using a Finger of Death or Disintegrate on TorGal to see if that works. I believe it works in EE without SCS but I wouldn't know about what SCS does to trolls.
@Tresset: I'm afraid Trolls are immune to Disintegrate in my install. Finger of Death would work, but it's dicey in a no-reload run. Also, this party has no spellcasters whatsoever. It's two blind Bounty Hunters, two blind monks, and two Archers. No Finger of Death or Disintegrate for us.
Back to Athkatla to tie up loose ends. Rayic Gethras has been awaiting his assassination. He throws out a Mantle.
Xiaohei can easily break through this with her +5 darts. But traps steal the kill before she gets a chance.
What about Mae'Var? A bad saving throw breaks the entire challenge.
Right about here is where I remember that thieves can't side with Bodhi. Since Zalos is a Bounty Hunter, we're stuck with the Shadow Thieves. We get the thief stronghold, which is very profitable if you push your charges to take risks, but it means we have to fight SCS vampires without any spellcasters.
This could be kind of tough. Our main damage dealers are our thieves, but they can't achieve immunity to level drain, and our stealth abilities aren't rock solid. Bad moves on our part could end the run.
We scour Athkatla for Protection from Undead scrolls. We visit the temples of Ilmater in the Promenade and Slums, the Temples of Helm in the Temple District and the Bridge District, the temple of Oghma in the Docks, and the Temples of Lathander and Talos in the Temple District. Altogether, Athkatla has 14 or 15 such scrolls.
That's a lot, but we may have to ration them. I'm not confident this party can really handle SCS vampires... we'll just have to see.
I decide to deal with Mencar Pennypincher in the Promenade. I want the Cloak of Non-Detection from Amon. Traps do most of the work. We even manage to disrupt Smelly Porkslicer's rage spell.
Next, we go kill Valygar and enter the Planar Sphere.
This place has lots of major threats. The halfling cannibals, with priest and mage spells as well as psionic abilities and melee power, are one of my primary concerns. After preparing some traps, we rush up and fustigate Togan early on.
Kayardi is the greater problem, however, as he likes to throw out high-level disablers and summon Bone Fiends who see through invisibility and cast Cone of Cold. Gloomwort pesters Kayardi with arrows.
We then retreat and use Kitty as a decoy. She doesn't last very long.
We replace her with a Berserk Warrior. He doesn't last long, either.
The Efreeti is our only true strong summons, so I prefer to only let him out after the bigger spells have been spent. Gelimbi sneaks out to drain more enemy spells. Mogadish brings out a dangerous spell the moment Gelimbi appears, so I have Gelimbi fade from sight.
I wait it out and punish Mogadish for resorting to self-defense.
Now that we've cost the enemy some of their short-duration prebuffs, I bring Gelimbi back to the group. Kayardi throws out an 8th-level disabler, and Gelimbi has no defense against it.
Then, Gelimbi gets hit by a true threat. Greater Malison made him really vulnerable.
But Gelimbi is not the core of our strength. That would be our thieves. We finally bring them out to rescue Gelimbi. They crush the enemy halflings.
Necre and Taibela, the other halfling group, aren't as strong, but I underestimate them. Zalos gets hit by a fear effect.
Mercifully, she chooses to run away from the fight rather than towards it, but in the process of trying to keep the enemy focused on the rest of the party, we expose our front line to the enemy's spells.
Monks don't get MR until level 14. And their saves aren't very reliable before then. Our monks get disabled. Gelimbi is doomed.
Nibidda, our second Bounty Hunter, tries to intervene and save Azorre. Even without Zalos' assistance, his traps are devastating.
Xiaohei and Gloomwort also contribute using Darts of Wounding and Bolts of Biting. This shuts down their spellcasting more reliably than trap damage (though the traps don't offer a save), and helps push the halflings along.
Gloomwort is lost and has to be brought back with the Rod of Resurrection, but we keep Zalos away from the fight and manage to crush the opposition once poison damage shuts down the enemy's spellcasting.
Rather than fuss with the golems nearby, Azorre uses stealth to avoid the fight.
Clay Golems are very bad for our party, particularly now. We don't have a Remove Curse spell to cure their Cursed Wound effect, without which an afflicted character cannot heal.
We can always rest for an extra long period of time to heal up... but time is passing in the sphere, and if we take too long, we will lose the thief stronghold, as we won't be there to pay Renal's dues. Clay Golems are an unacceptable risk.
Lavok is up next... a mage with HLAs and immunity to all disablers.
Today we had only me, @Tresset and @Gotural playing for 2 hours. Because of some problems with the Internet connection we couldn't continue.
First, we decided to spen some money. The group had more than 50k gp, after all.
With the mines completed, we went to recruit Dorn and complete his quests, so that Tyndor could get a good sword. Other magical items looked tempting too.
The fights agains Kryll and Simmeon went smoothly thanks to Llolnae casting Haste. It's such an important spell in BG1.
During his short time in the party, Dorn stated he suspected not everyone was loyal to the Bhaalspawn, but it turned out in the MP game he couldn't name anyone.
The last place for buying stuff was Sorcerous Sundries.
We're playing without prebuffs, so we couldn't just go and attack the wizards on the second floor of Sorcerous Sundries.
Instead, we chose to detect evil first, then to cast several buffing spells (including Invis 10 Radius), locate everyone in case the group of wizards decided to attack, and then...
A crash happened. A soon as we loaded the game, everyone appeared to lose all their buffs. The party was right next to the enemies, completely vulnerable. This is why several troubles happened. But thankfully we prevailed.
Also, we encountered a bug when Gotural, after he equipped The Claw of Kazgaroth, got his HPs higher, not lower, after every reload:
Comments
I'll share my impressions on this fight aswell.
We fought them from the south, and completly blocked them thanks to a choke point between the trees.
From here, it became easy to snare them with Web and Grease spells respectively from Loki and myself then to control them with a few Sleep spells from Llolnae.
Afterward, our Fighters did an excellent job at taking and dealing damage to dispatch our remaining foes while our backline was pelting them with ranged weaponry and casting Healing/Bless spells.
Considering we didn't even use the Wand of Fire (I only realized someone gave it to me after the fight to be honest, sorry guys ) or Potions of Explosion, it was indeed one of my easiest experiences of the bandit camp in a SCS no-reload environment.
It's time to play some SCS No-Reload again ! This time I continue my playthrough with my Blackguard, Anselm, in BG2. My setup is very classic, BGTweaks, ATweaks, SCS, RR and IWDification.
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1101 // Do Not Reveal City Maps When Entering Area: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: Beta 2
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: Beta 2
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #50 // IWD Bard Song: Beta 2
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.80
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.80
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.80
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.80
~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.80
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.80
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2050 // Allow individual versions of Spell Immunity to be placed into Contingencies and Spell Triggers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30
~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
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6024 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal and Shadows of Amn get HLAs (very challenging and not really recommended!): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6563 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids cannot see invisible enemies: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8141 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.32
Irenicus's dungeon was a bit harsh, duergars are quite strong and more importantly I made a bad mistake. I forgot that you are only allowed to rest once in the starting dungeon with SCS installed, so I rested very early, with most spells still available. So I had to complete the rest of it with limited ressources.
I took Imoen with me to desactivate traps, and to take some hits for me. She was of great utility, especially since she ate a backstab near the end of the dungeon which triggered her escape dialogue.
Afterward, I picked up Korgan and Viconia early. My goal is to complete a few quests with a small party to accumulate some quick XP then to recruit the last party members.
We were ambushed by the slavers who nearly killed us, Korgan dropped to 1 HP but managed to survive.
Viconia thought it was the best moment to talk about Faerun and stuff.
Then we did Korgan's quest, Kamir the paladin's quest, killed the two thugs in the Slums, picked up Clara, did her quest, picked up Hexxat instead (who is a F/M/T in my setup). And finally we dispatched Mencar's party and solved the Slavers problem before doing the Harpers' quest.
I misscliked on the rest icon which got Hexxat killed because she wasn't wearing Dragomir's cloak, then the Harpers wanted to fight which I didn't know could happen (My knowledge of BG2 is really lacking).
The Mage casted PfMW but Anselm switched to mundane Arrows + Poison Weapon and disrupted his casting through Stoneskin + Mirror Image while Korgan and Viconia dealt with Jaheira and her group.
The evil party went to the Shadow Thieves Guildhall and completed a few missions. They stole some statuette, killed some cowled wizard, recruited Edwin then betrayed their master Mae'Var and murdered him.
In the tombs beneath Athkatla, Edwin's Death Spell proved to be very handy against a swarm of spiders.
Afterward, the group faced its first big challenge, a Lich. Edwin and Hexxat, both protected by Mirror Image, provoked the spellcaster. They were accompanied by a few Skeleton Warriors summoned by Viconia.
The rest of the party was left behind, especially Anselm, to avoid drawing attention and getting annihilated by some Dragon's Breath or other nasty spells.
The Lich was fully prebuff, and its Chain Contingency contained some ADHW, so my strategy worked fine. Nobody was hurt.
But then it started to summon very nasty creatures, notably a Fallen Planetar which could very well slaughter our whole party alone. Plus some Nabassu and Glabrezu for the fun. Our party retreated to the north while Hexxat, who was chased by the Planetar, went to the south in the tomb we already cleared a few days ago.
Hasted by a Oil of Speed, she managed to outrun the Planetar for 20 rounds straight, until it disappeared. I chose Hexxat for this job because as a Vampire, she has a very high natural regeneration which proved useful against the Insect Plague spells (even if she still had to drink a Potion of Extra-Healing to survive the three Flame Strike spells).
She came back to our party, all the fiends were unsummoned aswell, trying to fight their own master and the Skeletons Warriors and now we were nearly ready to destroy the Lich.
In my opinion this is by far the biggest of their weakness : a very slow movement speed.
The fight started 25 rounds ago, and the Lich was still in the corridor, attacked by our summons.
We summoned a few others, thanks to Hexxat's innate power and Edwin's spellcasting.
The Lich wasted more and more spells on them until it has nothing else than Magic Missiles and Melf Acid Arrows.
At this point, everyone in the group is at full health and the Lich has nearly nothing left. It's time to close in for the kill. Hexxat took the last spells remaining with her passive regeneration once again and the job was done.
Edwin could finally get the Nether Scroll he wanted so much ...
Today it was @bengoshi @Tresset @GemHound and @Gotural in the MP game. We started out in the spider nest of Cloakwood. We killed spiders as we went. Gowrek got a beautiful backstab that instantly killed a sword spider.
After defeating Centeol and her spiders quite handily, Gowrek grabbed the legendary Spider's Bane! Now he no longer needed to fear the webs that Loki so enjoys throwing around at everything. After killing the majority of the spiders in the woods Gowrek led the group to an area that was unknown to some of the others in the group.
We then traveled onward to an area of the forest filled with shadow druids. Gowrek and Llolnae wanted to kill the first shadow druid we met, but Loki advised against it and Tyndor heeded his advice, fearing the group's reputation may suffer.
Moving on through the area we killed the other the other shadow druids and we prepared to confront their leader; the shadow archdruid. Potions were quaffed in preparation for the fight but, anticlimactically, the shadow archdruid decided that he didn't want to fight us and left the area to go about his own business (Gowrek thinks he just chickened out and ran away from us out of fear). Gowrek got upset at not being able to kill him and lashed out at his two bodyguards.
Pressing onward again Gowrek found a Hamadryad which he killed before it could charm anyone.
The group also found a wyvern nest where they stayed to kill a great many of the terrible beasts.
Finally, The group reached the Cloakwood mine! A group of assassins was there waiting for them though. Most of the assassins were taken out by Gowrek who was wading through the webs of Loki. One cowardly mage in the group escaped the webs and kept hiding invisibly, but he was eventually found and defeated by Moros. Afterwords we discussed how Gotural got mixed up and used the wrong wand to accidentally fireball the whole party.
Fighting our way down through the mines we finally reached the boss of the mines: Dave! (Gowrek couldn't remember how to say his name so he just called him that.) As we approached Dave he attacked us with a powerful spell in attempt to rip our consciousness away from our bodies. We dubbed this deadly spell "Power Word: Crash". Ultimately Dave's cheap tactics led to his demise as Gowrek was chosen to slay him while the rest of the group fought the endless waves of guards he was calling. Gowrek chugged potions left and right in his battle with Dave who cowardly ran all over as he was being chased by the mighty Gowrek and his Spider's Bane. Spells went flying everywhere during the chase, including a stray Chromatic Orb that hit and petrified Llolnae as she came to try to help Gowrek with her own spells. Finally, just as Gowrek began to fear that he was running out of potions, the dreaded Dave ran out of spells and stoneskins and fell to a mighty heave of Spider's Bane. Chunks of Dave meat went flying in all directions! Loki, by the greatest miracle of luck, found a spare scroll of Stone to Flesh inside the scroll case that Llolnae had dropped as she turned to stone and used it to restore her. The group discussed what had happened after the battle was over and spoke of how how fascinating the experience of being brought back from death is.
I barely remember where I was in the other run. I only have screenshots to remind me. Our double Archer, double blind Bounty Hunter, and double blind monk party goes to Trademeet. We want to take down some Trolls with our level 11 standard traps, but first, I pay a visit to Taquee. He has an Efreeti Bottle we want.
This party is really excellent at setting traps in the middle of a fight, but in this case, I pile up the snares before combat begins. I want to bring down Taquee before he has a chance to flee... I remember accidentally letting him run off in one run, and never being able to find him.
I hoped to avoid fighting Spirit Trolls in the Druid Grove, but our traps reveal that my hopes were misplaced.
There's a bug in SCS, at least in EE, in which Spirit Trolls can turn invisible even if they get knocked out. This means you have to use area-effect spells to get at them, so a party that relies on fire and acid weapons, and doesn't have a way of dispelling the invisibility, is incapable of bringing down the things. But our traps, being area-effect spells with poison damage, can get the job done.
We overwhelm the next few groups of enemies with traps as well. The traps are a pretty decent substitute for weapon damage. We struggle at some points, since our tanks are both monks with a -4 AC penalty thanks to their blindness, so I decide not to fight anything in the Troll Mound. Instead, Azorre uses a Potion of Invisibility and Hide With No Sight to nab the items we want without antagonizing the Trolls.
We sneak past the group before Kyland Lind, but we have less luck with Kyland Lind himself.
Azorre gets spotted while she's trying to slip past them.
She manages to avoid getting disabled by using a Potion of Invulnerability, and vanishing before the slow-casting spells get off the ground. Zalos moves forward to set a trap.
The trap succeeds.
We organize quickly to bring the enemy down before the hold effect wears off--it only lasts 5 rounds, unlike a Hold Person spell.
The duration persists long enough to win us the battle. We move back to fight the previous enemy group. Traps make a huge difference once more.
We have little defense against confusion, so we don't dare mess with the Myconids. Instead, we bring out the Efreeti, who turns the whole party invisible over the course of two rest periods. This lets us sneak past the Myconids with no chance of failing a stealth check.
We use the Efreeti against Dalok, who guards the Gnasher club that I seldom leave without collecting. Fire damage is excellent against clerics and druids, who have no MGOI or Protection from Fire spells to protect them from the disruption (they have their own fire resistance spells, of course, but SCS clerics and druids never seem to prebuff with them).
Dalok has a Physical Mirror effect. A notable danger of this spell is that it reflects trap projectiles. Zalos narrowly avoids getting paralyzed by her own snare.
Physical Mirror will also bounce Flame Arrow spells, but not the Efreeti's Flame Strike or Magic MIssile spells.
Firetooth, in Gloomwort's hands, also can't hurt Dalok, but it can help with the other druid on the field.
After several tries, we finally get past Dalok's substantial defenses. Physical Mirror blocks the best attacks of both our Archers and our Bounty Hunters, but it won't stop the monks.
A Nymph enters the fray. A Confusion or Hold Monster spell could ruin us. Namarra shields us from harm.
We bring down the spellcasters. Only the Fire Elemental and Nymph remain. The latter is a non-issue; the former is vulnerable to traps.
Many more updates to come. I've actually got 600 more screenshots to show you.
Dealing with the Drasus's party was unexpectedly easy in this run. The fact Gowrek can now freely run through the area with Webs helps greatly. If I'm correct, we didn't even need the Greenstone Amulet so far.
The situation when Gotural used the Wand of Fire instead of the Wand of Paralysis so that 3 members of the team suffered greatly doesn't count
Before the Davaeorn's fight it was decided that Gowrek would tank the mage while the rest of the group, especially Moros, would keep waves of coming guards at bay.
At the start, it went as we had planned:
But then, completely suddenly for me (because I was focused on the door), our group lost one member - Llolnae. I checked back the log - the drow was petrified, but thankfully wasn't hit afterwards. According to @GemHound, Llolnae saw the Davaeorn's magic defences were over and she rushed to use some magic ... only to become a victim of magic herself...
It was a moment of panic, with people warning Davaeorn would go for Llolnae. But she still wasn't dead and there was a hope that Gowrek would block the mage's way to the statue.
Loki had to actively start using the Wand of heavens on the coming guards, because there were plenty of them, and then the lucky message was shown in the log: Davaeorn: Death.
It wasn't "the greatest miracle of luck" that we had a Stone to Flesh scroll: in fact, there's one more left in the scrollcase. With Chromatic orbs from Silke and Nimbul flying around, Loki thought it was a good idea to spend our money on buying several scrolls.
After Davaeorn was defeated, we had a task of clearing the previous floor because of its potions, scrolls and a katana +1. The task was not easy because it turned out we couldn't rest anywhere - although Loki did get a new Slow Poison special ability.
Being unable to rest, we had to use all the inner resourses to fight. Gotural, being a FMC, became nearly a god, enhancing his skills and using Mirror Image:
The ogre mage fell under the effect of the Wand of Paralysis, while Natasha couldn't resist Web.
Tldr: the Davaeorn fight is a tricky one. The party still is not of high levels while the enemy can cast high-level spells and the constant waves of bandits don't leave much time to wait till the Davaeorn's defences end. Usually it's a fight that separates the beginning of BG1 from the rest. Out tactics worked in the end, with only one surprise in the form of Llolnae's petrification. Gotural touched an interesting topic that in a single player no-reload losing a created character - the charname - means the end, while here it was just one of those "use additional spell" things.
This time, it was a bit more laggy from my side. I experienced the "time stop lags" Tresset suffered a while back a few times. And I think this is this kind of "lag" that caused my problem with the Wand of Fire.
I wanted to use the Wand of Paralyzation but it wasn't in my quick items slots, so I swapped the Wand of Paralyzation with the Wand of Fire during the Drasus's battle without pausing.
What happened next is that my quick item icon was replaced by the Wand of Paralyzation, but the actual item in the slot was still the Wand of Fire.
I clicked on my Wand of Paralyzation and tried to use it, but instead, Gotural accidentally threw a Fireball in the middle of the fight, dealing severe damage to our party.
It reminds me a lot of this very old bug in the vanilla game, when you could drink a healing potion, replace the potion with a gem in the quick action slot then "drink" the gem. It would give you 65,000 gems after a few seconds.
The Davaeorn's fight was a very stressful one, firstly because it is, as @bengoshi said, the fight that separates the easy part of BG1 from the hard part. We also experienced multiples crashs just before, it only added to the tention.
But to my mind, what really was stressful is the fact that our party was split between Davaeorn and the main door.
When you play the game alone, you control every characters in the party which means that when the guards start to overwhelm you, you can actually see that you are nearly done with Davaeorn and that you only need to resist a few more rounds.
But in the multiplayer game, I didn't know how Gowrek was doing with Dave. I summoned two Skeletons and buffed our whole party with Chant and Bless. The guards were coming and we dispatched them easily at first.
But at some point, my Skeletons were destroyed, our buffs faded, Moros's Enrage ended, and the guards were overwhelming us. And I still didn't know if we were doing great against Dave or not.
At this point, I asked myself "Will Gowrek managed to kill the wizard, or will Davaeorn ambush our party from behind ?"
But we prevailed.
On the topic of death :
Nowadays, I only play this game on No-Reload with SCS installed and during this game I came to a conclusion.
If I die, I'll play another character or I'll leave the monty python crew for roleplay reasons.
In single player, when your only created character dies, your run ends suddenly. But in multiplayer, if I die and I'm not being chunked, the other members of the party can still resurrect me which feels weird to me because it is the exact opposite of what happen when playing alone.
That's why I hope that if I ever die in our multiplayer game, I'll be chunked.
This is in my opinion the noblest death for a No-Reloader.
Loki is the Bhaalspawn in this run, so it's hard for me to judge, but this is what I think about characters other than the Bhaalspawn in the MP run.
The fact that we control one or two characters, and they have been created, rather than being in-game NPCs, has two sides.
The first, of course, is that managing these characters is easier because we have chosen exactly their class/kit/stats/abilities and so on. Also because managing 1 or 2 characters is quicker than managing 6 characters.
But the second side is opposite. We're in the MP run and can't predict what others will do in the particular second, in this particular fight. As you said yourself, when you play the game alone, you control every characters in the party which means you know everything. While in the MP it's different. Everything is changing so quickly. And some things happen, even if not everyone is prepared.
There have already been several examples, Gowrek stepping on traps before Llolnae disarms them, Moros getting webbed not knowing about my decision to cast webs, to name a few. In a single play these cases wouldn't happen because you know everything about who acts how and when.
Also, in the MP run, you can't guarantee that when you pause the game, it will stay paused, simply because any other player could (for different reasons) unpause it. So your character won't succeed in time in performing an action you wished for him to perform.
Add to this various lags that happen from time to time, and you get a picture that playing in the MP run, even with 1 or 2 characters, is actually harder.
One other thing to note here is there're times when we play without certain players, although their characters participate. WIll a death that can happen during such a session, be regarded as a true death of your character, while you yourself are away?
When I'm choosing no-reload party playthroughs, I don't always go for a "no resurrection" rule as well. Jaheira, Monty or Edwin - they can die, and die again, but the no-reload game continues till the main character is not dead. There can be exclusions from this rule, of course, for examply, I can set a number of possible resurrection for my characters due to RP reason, due to their CON score and PnP rules, etc.
So, to me, it's completely fine when characters, other than the Bhaalspawn, die in certain fights. The game offers the services to resurrect them in temples, after all. There're higher level spells as well.
If I thought otherwise, I woulndn't know how to determine situations when characters other than the Bhaalspawn were charmed/mazed etc - the situations that are game-enders for a solo run but that are completely fine in the group run. Even for such a nasty spell as Imprisonment there's Freedom.
The risk to be chunked/desintegrated is already there. It's a risk already, combined with the fact that the Bhaalspawn surviving everything in the MP run is actually a task as well.
So, to me, situations like the one that happened in the Davaeorn's fight, shouldn't be a reason for not continuing with the dead/petrified/imprisoned character.
We already had the deaths of Gowrek, Llolnae, Poppy during the run. And I'm very glad they all continued their adventures, even after unlucky moments.
But, as I said, I will of course honour your decision, if things with Gotural the dwarf go south.
For purely selfish reasons I would like the multiplayer run to go on for as long as it can do, I regularly read Baldur's Gate forums (rarely, if ever posting) and these write-ups are some of the most enjoyable I have read in a long time.
I even just forced the wife to play BG for the first time playing multiplayer with me both on our Galaxy Samsung phones, although we are still in Candlekeep!
If my character dies while I'm not here, then I wouldn't consider this as a "true death" and I would appreciate if you resurrect him
But what if the opposite happens ? If I'm not playing with you and my character get chunked ? Will you use the console or reload to bring him back because it's not fair that I wasn't playing ?
These are all interesting questions my friend. I think I would still prefer creating a new character to play with you.
Considering the no resurrection rule, it's true and I never do it. If I play with a full party like I'm doing right now with my Blackguard, others characters can die and I will resurrect them without thinking twice about it.
But this is also because these others characters are NPCs, they are not the result of my labor, they are not "me".
This is also why, if someone else dies in the multiplayer run, I will be happy to see them return. Because they are not my PCs. But if my character dies it is a bit different : I am not sure that I will enjoy my dwarf as much for example if he dies.
Here I will summon @Blackraven aswell, if I am not mistaking, I remember he also took this kind of thing quite seriously. Like wanting to restart a run when a reload occured because of a bug, even if it wasn't his fault. He felt the character "lost something" unique.
In the end, I think that if Gotural dies early during a game session (the first thirty minutes for example), I will ask you to resurrect him and go on, if only to avoid situations where you have to wait for me to create a new character. But if he dies at the end of a game session, in Davaeorn's lair for instance, I think I will put him to rest in my graveyard and mourn him.
That is why I would also prefer to get chunked, that way this kind of question won't show up.
But anyway, my Dwarf is not here to die, he is here to stay ! So it shouldn't be a problem.
I truely appreciate that you respect my approach, and I think it is a interesting debate, probably one that was never ever discussed on this forum actually. Thank you !
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@Ganda I will do my best to make the multiplayer playthrough goes for as long as possible !
I think too that these stories are very enjoyable, I like them so much that I came back on the forums after months of absence just to join the Monty Python Crew !
To battle and victory !
What's better than a Blackguard you ask ? Two of them. Dorn joined the evil party before slaughtering everyone at a wedding. From now on, the group has 1 reputation and thus they need to hide until they are strong enough to overcome the city of Athkatla. Invisibility radius 10 feet is perfect for this job.
They went to De'Arnise keep to slay a bunch of Trolls, Umber Hulks and Yuan-Ti. Their leader, Tor'gal, was dispatched in a bloody fight. Anselm also found and reforged the Flail of Ages +3 for his personal use.
The party then came back to Athkatla, still invisible and purchassed some equipment, including Vhailor's Helm, the Robe of Vecna, Fortress Shield +3, The Army Scythe +1 and the Reflection Shield +1. But when they tried to leave the city, they were no longer invisible and were approached by a lot of guards and Cowled Wizards who wanted them dead.
The anti-heroes managed to hide in a corner and prepared themselves for the battle to come. Then they charged in.
But the battle didn't go as planned. After a few seconds, the enforcers called some backups and another group of Cowled Wizards and guards came to their rescue. The party spellcasters stll can't use their magic without calling even more enemies and the party was overwhelmed, so they had to flee to the city's gate.
During their escape, they were ambushed by some slavers but they slew them easily.
Afterward the party went to the Umar Hills and explored the Shadow Ruins. They destroyed a lot of Shadows, Gone Bolems and Shadow Fiends and they finally met Thaxll'ssillyia the Dragon.
Unseen, they casted a lot of spells to protect and to help them kill the beast. Some summons and some potions were also used in the process.
The two Blackguards poisoned the colossal creature again and again until it fell on the ground, dead.
And now they are resting before fighting the Shade Lord.
On to Firkraag's lair. I never manage to kill Chieftain Digdag in the first level of the dungeon, but our traps make it possible.
It's better this way, I think. It always feels discordant to have both Tazok and Digdag deliver separate dialogs at the start of the same fight, later in the dungeon.
The Ruhk Transmuter is a major threat. Since I've been playing lots runs without arcane spellcasters, I've developed a habit of baiting SCS prebuffs with summons or stealth and waiting out the duration while hidden.
SCS mages, however, like to throw out area-effect disablers in the hopes of catching nearby invisible enemies.
Normally I stay well out of range, but this rakshasa tends to wander a lot. Nibidda and Zalos punish him with traps, and fade away as soon as they appear.
Another lovely thing about blindness is that it lets you escape SCS enemies' various divination spells.
This party has terrible defenses, having basically no spellpower, but it's nonetheless very hard to pin down. We send out a new summons to bait more spells out of the enemy.
Ras is pricy, and the summons only lasts 4 rounds, but it's a marvelous asset for a party without summoning spells. We run circles around the rakshasa, whittling it down with traps until we can set no more.
All of the traps remove one Stoneskin, and normal snares (non-Bounty Hunter snares) also deal damage past it. Finally, we break invisibility to take it down.
This was a difficult process, however, as rakshasas have amazing AC, and blind characters aren't too good at aiming.
The solution? Amazingly enough, it's traps.
Wow.
While Nibidda is disarming traps around the maze, I make the mistake of opening the door to the Director's room, and end up with a Beholder attacking our second thief. Luckily, the Director only has offensive damage spells and no Beholder rays. Nibidda escapes the monster's reach.
We send the Berserk Warrior to wear down the Director. The Berserk Warrior dies.
We send in Kitty. Kitty dies.
I decide not to send in any of the party members. Instead, I have the Efreeti attack from afar, running away the moment it's done casting its spell for the round.
We trap the Greater Wolfweres. They go down in two rounds. We get hurt badly by the golems in the next room, but power through it anyway. After dispatching some more golems in the Heartseeker+Beljuril room, we use Gelimbi, our frontline monk, to distract the Adamantite Golem, soaking up the poison cloud spells with a Potion of Invulnerability. Our thieves attack it with traps, while Gloomwort uses Firetooth.
Traps obliterate Tazok. No surprises there. We seed the room with more traps for Conster's arrival. The lingering poison damage once more proves instrumental in putting a stop to enemy spells.
Conster buffs with Improved Mantle, which Xiaohei, one of our Archers, can bypass with the darts from the Cloak of Stars.
But it's a waste of time. We set so many traps that the poison damage alone brought down the mage. All the darts earned Xiaohei was a Finger of Death spell.
Another quest completed. Next up, the De'Arnise Hold.
We fight another batch to the north, and get hurt even more badly, but traps once again bail us out.
We trap our way through the next level. Glaicas remains. In BP2, he comes with a mage, a cleric, and a thief backing him up. Funny thing is, that thief is capable of disarming our traps, even after he's dead.
Apparently the IE engine can let enemies disarm your traps! Very clever, and something I've never seen before.
The cleric comes prebuffed with Physical Mirror, which doesn't bode well for our missile-based party, but by careful positioning, our Bounty Hunters manage to set a trap which disables Glaicas but does not come close enough to the cleric to bounce back at us.
Zeela, the cleric, has Remove Paralysis, and we fail to stop him from freeing Glaicas from the hold effect. But we stun Zeela with Stunning Blow and disable Glaicas a second time with more traps. We resist the mage's spells long enough to finish him off with traps and our Archers, but not before the mage launches a Chaos spell. Zalos fails her save.
Then she triggers a trap, set by the thief we had killed at the start of the fight.
At first, I don't care. The battle is already over; we can heal her once we recover from Chaos. Then I discover that the thief used level 11 traps. Zalos is suffering the same lingering damage we used to slay so many mages in the past. And there's a lot of it.
I panic. We didn't memorize healing spells, a monk's Lay on Hands, unlike a paladin's, can only be cast on self, and we don't have a Rod of Resurrection. But we do have a scroll on hand that our Archers can use.
Zalos would have survived anyway, as she came out of the Chaos spell with plenty of HP left, but it was cool to find a use for a scroll that I normally treat as merchant fodder.
@Gotural, nice work there. Did your crew just take down 'tougher' Thaxxy? If so, then that's quite an achievement. Since I started playing with the tougher SCS dragons I've never had the guts to fight any of them before returning from Spellhold.
Re: your comment on my interpretation of the no-reload concept, you're right. I sometimes wish I saw things differently, but a character that falls somehow loses their magic for me, even if their fall is due to factors beyond my control. This kind of happened with Belle, my Swashbuckler, a few days ago when a real life distraction (girlfriend, so no hard feelings lol) took my focus from the game for a brief while, enough for Belle to be PW:Stunned by a Yuan-Ti Mage in the old tunnels below Athkatla.
@semiticgod, nice work at the Arnise Hold. In vanilla I found that quest one of the easiest. It would be one of the first my characters would embark on. But in SCS, it's a different story... I hope your team has successfully coped with the remainder of the Keep.
So Belle is sadly gone, but I'm still eager for a 'successfulish' playthrough. (I don't expect myself to complete a no-reload trilogy run but it would be nice to have another character reach ToB and make me feel like we're actually contenders for the throne). I rolled several new chars. The girlfriend liked a Human Invoker named Evangeline the best. Being a single-class wizard, she's not really a character I can see myself getting very far with, as I have much more affinity with rogues or rogue hybrids. One of the other chars I rolled, a pretty much min-maxed Gnome Illusionist/Thief, surely has better odds. On the plus side, it's good to leave one's comfort zone once in a while, and besides I really like Evangeline's portrait (by Magali Villeneuve).
Here is Evangeline, Human Invoker:As you can see she has a great (manually rolled) stat total of 93, but her stats aren't really min-maxed. Her starting proficiency was Darts and her starting spells were Find Familiar, Shield, and - since Sleep ain't available to Invokers - Grease.
The former spell would prove a wise pick when Evangeline and Imoen found themselves in an early bandit ambush and Evangeline was succesfully targeted by some of the bandits before she could put up a Shield.Btw Imoen convinced the wizard to travel together (against my original idea of having her embark on a solo adventure). A role-play element I came up with is that Evangeline is to become Imoen's mentor in the magical arts.
Simply put, the early game consisted of mere survival, mostly in the wilds. Imoen's arrows and Evangeline's darts and Grease spells were slow but sure means of killing monsters and wild animals like larcenous Hobgoblins and Ogres, a Ghast, Wolves, Huge Spiders, etc.During this early stage the ladies worked very hard on their reputation and refused to spend any gold except on bare necessities (basically ammo). The reputation quests they completed were: Firebead's book, Dudley necklace, Joia's ring, Charleston Nib's excavation, Captain Brage's disappearance, Tenya's bowl, Bjornin's Half-Ogres, the Dryad of the Cloudpeaks' tree, and Drienne's cat, while in Nashkel Minsc briefly joined the ladies to tell Oublek he wasn't Greywolf. They also got rid of twenty zombies up north, but discovered that this didn't increase their rep.
Difficult fights, such as those in the Cloudpeaks areas, in the fisherman lake area, and with the bounty hunters in Beregost and Nashkel, were postponed.
The girls' parsimony paid off, because with Lord Foreshadow's Ring of Human Influence and Algernon's Cloak (obtained by Imoen with the help of a potion of master thievery from Erdane), the two could afford two ioun stones - Deep Red with +1 Dex for Imoen, and Purple with Infravision for Evangeline - and a variety of spell scrolls from Thalantyr. Evangeline quaffed one potion of genius and one of mind focusing. She still flunked a couple of scribing attempts but in the end her spell book was enriched with the following spells (obtained either from Thalantyr or during adventuring): Armor, Blindness, Burning Hands, Chill Touch, Identify, Larloch's Minor Drain, Magic Missile, Protection from Evil, Protection from Petrification, Shield, Detect Invisibility, Horror, Invisibility, Mirror Image, Resist Fear, Strength, Flame Arrow, Minor Spell Deflection, Protection from Fire, Skull Trap, and Vampiric Touch.
The diciest moment the two, especially Imoen, had to go through, was their encounter with Tarnesh. Imoen made a rather poor backstab attempt, dealing 4 damage, wasted a Wand of Missiles charge on a mirror image of the wizard, and was soon put to Sleep by the latter. Meanwhile Evangeline and the guards tried to stop Tarnesh from killing Imoen, but Evangeline had to cease her efforts when she got Horrored by her foe.Thankfully the guards managed to slay the mage before he could beat away Imoen's last two HPs.
At the moment Evangeline (lvl 4) and Imoen (lvl 5) are relaxing at Feldepost's Inn. Imoen has been studying Tarnesh's spell book.I intend to dual her at level 7, as per BG2 canon.
Evangeline is gone. In the Basilisk area, she thought she was going to kill severely injured Peter with her Wand of Frost and further injure Lindin (the others were already dead), but apparently the wand works differently in BGEE, namely as a single target weapon. In the original game the wand inflicts AoE frost damage. It only hit Lindin, allowing Peter to Hold Evangeline, and later Imoen...
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30
As you can see in my screenshots, my whole party but Korgan is unharmed so you can see it is quite an easy encounter. However it is in my opinion the only easy Dragon because Fiirkraag is a very different story ...
My party is also at level 12 which help of course.
Its sad to see Evangeline gone so soon, I hope you are going to play this Gnome Illusionist/Thief of yours and I'm sure you will do an excellent run with him !
Not everyone plays all the sessions, so there're usually vacant places
We usually play on working days, from Monday to Friday (although it can be not each day), from 17:00 GMT, for about 2-3 hours.
I was kind of wary about dealing with TorGal with this party, since his melee damage is so high and he has so much HP and regeneration. It took some thought before I even decided to take him on. Eventually, though, I decided to give it a shot.
I set up a group of seven traps in the room near TorGal and then enter while invisible to bring TorGal out, luring him into the traps and setting up a choke point by the doorway. But for once, TorGal tells his buddies to help him out, and so we have several other enemies moving about, where normally TorGal would have rushed off to fight us on our own.
Our traps are wasted.
I had hoped to score a major blow against TorGal early on. This is no longer possible. We retreat, and find that TorGal's entourage is larger than I realized.
Azorre is hurt pretty bad, but we can't escape just yet. Our Efreeti keeps the rest of the enemies busy, but TorGal can see through invisibility.
Also, he throws boulders.
He runs out quickly and engages in melee, but not before draining a lot of our healing power. We shut the door behind us and attack him together. Called Shot's THAC0 penalties fail to keep us safe.
That's the especially troubling part of this fight: we have no escape options whatsoever. We can't flee the area until TorGal is dead--the exit is disabled--and the other way out of this room is crawling with enemies, including mages. And since TorGal can see through invisibility, both Hide With No Sight and Potions of Invisibility are precious little help to us, only granting us a temporary THAC0 boost for our monks.
With Called Shot making little impact, Xiaohei switches to the Flail of Ages.
With TorGal slightly weakened, Xiaohei moves back and switches to a stronger weapon--her darts--while our thieves bring out new traps.
TorGal is taking lots of damage very fast. Then, his buddies come in to join the fight, forcing open the door. Our thieves barely escape being targeted.
Things are getting complicated. We've got multiple enemies bearing down on us, but we can't divert attention from TorGal or he'll regenerate and we'll lose the progress we've made.
But letting those enemies live exposes us to even more damage output.
We struggle along, focusing on bringing down TorGal. He lingers at Near Death... he won't go down. When he starts calling for help, I'm sure he's about to fall.
He does not.
The pressure builds on our party. A Yuan-ti Elite targets Nibidda and he fails to hide. A potion saves him.
Even blind thieves can benefit from Potions of Invisibility. Everyone can.
To my frustration, TorGal refuses to collapse. His friends collapse before he does, even though they've been here less time, and we've put most of our pressure on TorGal.
He just won't fall down. I do the math. We should have brought him to 1 HP long ago. Azorre nearly dies, and has to run, but even when TorGal is divorced from his target and should no longer be distracted, he refuses to fall down.
At the same time, a new threat enters the stage.
I consider reloading. I was willing to lose a few extra potions to a battle-lengthening bug, but not the entire party. I decide to keep going, just to see if we survive the mage's spells.
To my disbelief, TorGal once again shouts for help. This guy not only refuses to fall down at Near Death; he has the gall to announce that he's at Near Death. This is definitely a bug.
TorGal calls for help at least three times over the course of the fight. He should have fallen down long ago.
A Sphere of Chaos enters the field. We scatter.
One monk is dead, the other is about to die, both thieves are disabled, and our Archers are low on health.
Even when Azorre dies, TorGal will not fall. I know Trolls will sometimes fail to fall down if they're being attacked, but there's no excuse here. TorGal had multiple opportunities over many rounds to fall down, but would not.
After counting the potions we drank over the course of the fight, I grant myself a reload. And out of total disrespect for TorGal as an opponent, I refuse to even fight him this time.
He finally goes down. Turns out all you have to do to kill TorGal is deal thousands of damage to him in a single round. The Efreeti finishes him off.
This way we get the XP. The idea is to emulate the end result had TorGal fallen soon after he called for help. Accordingly, I drop as many potions of each type as I drank during the previous fight--probably a few thousand's worth of gold in potion, in the end.
What bothers me about the bug is that that (not by bug, but by design) BP2 or SCS also made it impossible to run away from the battle before TorGal was dead. We had to kill TorGal before we could leave the area--but he could not be killed in the first place.
I had a similar problem with Tor'Gal recently when I fought him in my last update but I'm not sure it is a bug.
I don't know if one of my mods or the last patch of BG2:EE fixed the Troll's issue but during the entire De'Arnise Keep, every Trolls I encountered went down in about one or two seconds at most when focused by my entire party, I didn't need to stop attacking them at Near Death to allow them to fall.
I was surprised but happy to see that this "famous" bug didn't occur in my game.
Then I fought Tor'Gal.
First I killed the others baddies swiftly. In the end it was my entire party versus him alone and I brang him down to Near Death status.
Note that at this stage, my party is doing a lot of damage and is, hopefully, outdamaging Tor'Gal's regeneration.
But then he refused to die, he called for help/healing even though everyone else was dead and then he started to regenerate ... very ... very fast.
In about 2 rounds, he went from Near Death to Badly Injured to Injured and so on, while my entire party fully buffed plus my summons were still dealing damage to him.
After he was back to full health, his overwhelming regeneration stopped, I brang him back to Near Death status one more time and the same thing happened. He started to regenerate ten times as fast as usual until back to Uninjured.
At this point I thought of a bug, but I continued to fight, and this time when I brang him to Near Death, he finally died.
In total I dealt him about 500 damages before he finally went down.
After the fight, I wasn't sure it was a bug anymore because in my case, he didn't survived the whole fight at "Near Death" while everyone was ganging on him, instead he regenerated his way back to Uninjured, multiples times. So I think that SCS gives him some kind of super strong regeneration when low on health that must be overcome a few times before you can finally kill him.
This is under SCSv30, improved D'arness Keep without Tactics Spirit Trolls. So I'd look at either SCS or the EEs to find the source of this one, though the staircase locking is definitely BP2.
@Neverused I had the same install, SCS v30 improved De'Arnise without the Tactics Spirit Trolls. Maybe he was immune to my damage after bringing him to Near Death, I didn't look closely enough. It could explain the "incredible regeneration while I was hitting him".
By the way, you could try using a Finger of Death or Disintegrate on TorGal to see if that works. I believe it works in EE without SCS but I wouldn't know about what SCS does to trolls.
Xiaohei can easily break through this with her +5 darts. But traps steal the kill before she gets a chance.
What about Mae'Var? A bad saving throw breaks the entire challenge.
Right about here is where I remember that thieves can't side with Bodhi. Since Zalos is a Bounty Hunter, we're stuck with the Shadow Thieves. We get the thief stronghold, which is very profitable if you push your charges to take risks, but it means we have to fight SCS vampires without any spellcasters.
This could be kind of tough. Our main damage dealers are our thieves, but they can't achieve immunity to level drain, and our stealth abilities aren't rock solid. Bad moves on our part could end the run.
We scour Athkatla for Protection from Undead scrolls. We visit the temples of Ilmater in the Promenade and Slums, the Temples of Helm in the Temple District and the Bridge District, the temple of Oghma in the Docks, and the Temples of Lathander and Talos in the Temple District. Altogether, Athkatla has 14 or 15 such scrolls.
That's a lot, but we may have to ration them. I'm not confident this party can really handle SCS vampires... we'll just have to see.
I decide to deal with Mencar Pennypincher in the Promenade. I want the Cloak of Non-Detection from Amon. Traps do most of the work. We even manage to disrupt Smelly Porkslicer's rage spell.
Next, we go kill Valygar and enter the Planar Sphere.
This place has lots of major threats. The halfling cannibals, with priest and mage spells as well as psionic abilities and melee power, are one of my primary concerns. After preparing some traps, we rush up and fustigate Togan early on.
Kayardi is the greater problem, however, as he likes to throw out high-level disablers and summon Bone Fiends who see through invisibility and cast Cone of Cold. Gloomwort pesters Kayardi with arrows.
We then retreat and use Kitty as a decoy. She doesn't last very long.
We replace her with a Berserk Warrior. He doesn't last long, either.
The Efreeti is our only true strong summons, so I prefer to only let him out after the bigger spells have been spent. Gelimbi sneaks out to drain more enemy spells. Mogadish brings out a dangerous spell the moment Gelimbi appears, so I have Gelimbi fade from sight.
I wait it out and punish Mogadish for resorting to self-defense.
Now that we've cost the enemy some of their short-duration prebuffs, I bring Gelimbi back to the group. Kayardi throws out an 8th-level disabler, and Gelimbi has no defense against it.
Then, Gelimbi gets hit by a true threat. Greater Malison made him really vulnerable.
But Gelimbi is not the core of our strength. That would be our thieves. We finally bring them out to rescue Gelimbi. They crush the enemy halflings.
Necre and Taibela, the other halfling group, aren't as strong, but I underestimate them. Zalos gets hit by a fear effect.
Mercifully, she chooses to run away from the fight rather than towards it, but in the process of trying to keep the enemy focused on the rest of the party, we expose our front line to the enemy's spells.
Monks don't get MR until level 14. And their saves aren't very reliable before then. Our monks get disabled. Gelimbi is doomed.
Nibidda, our second Bounty Hunter, tries to intervene and save Azorre. Even without Zalos' assistance, his traps are devastating.
Xiaohei and Gloomwort also contribute using Darts of Wounding and Bolts of Biting. This shuts down their spellcasting more reliably than trap damage (though the traps don't offer a save), and helps push the halflings along.
Gloomwort is lost and has to be brought back with the Rod of Resurrection, but we keep Zalos away from the fight and manage to crush the opposition once poison damage shuts down the enemy's spellcasting.
Rather than fuss with the golems nearby, Azorre uses stealth to avoid the fight.
Clay Golems are very bad for our party, particularly now. We don't have a Remove Curse spell to cure their Cursed Wound effect, without which an afflicted character cannot heal.
We can always rest for an extra long period of time to heal up... but time is passing in the sphere, and if we take too long, we will lose the thief stronghold, as we won't be there to pay Renal's dues. Clay Golems are an unacceptable risk.
Lavok is up next... a mage with HLAs and immunity to all disablers.
Today we had only me, @Tresset and @Gotural playing for 2 hours. Because of some problems with the Internet connection we couldn't continue.
First, we decided to spen some money. The group had more than 50k gp, after all.
With the mines completed, we went to recruit Dorn and complete his quests, so that Tyndor could get a good sword. Other magical items looked tempting too.
The fights agains Kryll and Simmeon went smoothly thanks to Llolnae casting Haste. It's such an important spell in BG1.
During his short time in the party, Dorn stated he suspected not everyone was loyal to the Bhaalspawn, but it turned out in the MP game he couldn't name anyone.
The last place for buying stuff was Sorcerous Sundries.
We're playing without prebuffs, so we couldn't just go and attack the wizards on the second floor of Sorcerous Sundries.
Instead, we chose to detect evil first, then to cast several buffing spells (including Invis 10 Radius), locate everyone in case the group of wizards decided to attack, and then...
A crash happened. A soon as we loaded the game, everyone appeared to lose all their buffs. The party was right next to the enemies, completely vulnerable. This is why several troubles happened. But thankfully we prevailed.
Also, we encountered a bug when Gotural, after he equipped The Claw of Kazgaroth, got his HPs higher, not lower, after every reload: