Stacking of circles can happen in other situations in v2.5, but I agree teleport is a danger (you also don't want to get too close to Draconis when he changes to dragon as the larger circle will then be on top of you).
is bandit camp bugged guys ??? i infiltrated went in each tent and silently killed the named guys and gnoll cave all the way to main tent before i even enter that 1 the charmed guy says something about seeing me sniffling arround in the tents and goes hostile > whole camp came on me so i fled the scene! upon returning to the map everything is still coming towards me lol im surrounded everytime by like 40 bandits ?
what are my options as a level 7 fighter lol (and dont say, run invis take scrolls and leave the place haha) but seriously the whole map fixed on me even on leaving and re entering the map thats crazy
If you flee, then return the map invisible, they should home on to you from everywhere. But if you return without invisibility they shouldn't come to you until they see you. What I usually do is charm Taurgosz, invisibility, lead him down south to get killed. Take his stuff and escape to the south, this should deposit most of the forces there. Then come back from the west visible, and casually walk to the tent and pick up the scolls. One other method for a fighter which I've used is, run circles with max ac vs missiles, and blast fireballs from One Gift Lost to the mass of enemies. It probably needs to be recharged at least once to kill all though.
is bandit camp bugged guys ??? i infiltrated went in each tent and silently killed the named guys and gnoll cave all the way to main tent before i even enter that 1 the charmed guy says something about seeing me sniffling arround in the tents and goes hostile > whole camp came on me so i fled the scene! upon returning to the map everything is still coming towards me lol im surrounded everytime by like 40 bandits ?
what are my options as a level 7 fighter lol (and dont say, run invis take scrolls and leave the place haha) but seriously the whole map fixed on me even on leaving and re entering the map thats crazy
If you flee, then return the map invisible, they should home on to you from everywhere. But if you return without invisibility they shouldn't come to you until they see you. What I usually do is charm Taurgosz, invisibility, lead him down south to get killed. Take his stuff and escape to the south, this should deposit most of the forces there. Then come back from the west visible, and casually walk to the tent and pick up the scolls. One other method for a fighter which I've used is, run circles with max ac vs missiles, and blast fireballs from One Gift Lost to the mass of enemies. It probably needs to be recharged at least once to kill all though.
I wouldn't rely on this tactic. My installation doesn't behave like that and I'm pretty sure others have had the same experience as me. In my installation most of the enemies in the Bandit Camp have what I call 'follow-me' scripts. That means that, once any enemy has seen you and the alarm is raised, they will home in on you anywhere on the map irrespective of whether you're visible or not, irrespective of whether you've rested and irrespective of whether you've travelled to other areas.
@Grond0 Hmm, I did test it again and got mixed results. When I led Taurgosz south, and enemies attacked him, they lost the homing beacon on me, even after Taurgosz was killed. Going out of the map without them homing, and coming back visible made them homing. But when I came back invisible they didn't home on me. So I don't know...
EDIT: tested some more, charmed Taurgosz visible so he sounds the alarm, everybody follows us south, invisibility, and everybody attacked Taurgosz who got killed. This loses the homing beacon. I can then loot him by pausing the game, picking up the full plate and applying invisibility potion before unpausing the game. Now I can casually loot the tent without anybody following.
@Mr_Salty I agree that behavior is challenging. I rarely use buffs and don't allow healing, so do tend to leave the map and come back to kill a few enemies before leaving again. As an alternative you could use potions to boost HPs, defenses etc (don't forget the shield amulet against the horde or arrows) and then conduct a running fight to avoid being surrounded. You'll find Venkt using haste and potentially casting nasty things at you though, so it's not an easy solution.
To be honest the simplest way to deal with the Bandit Camp is just to go invisibly into the tent, grab the letters and run (with a fighter I wouldn't bother using another invisibility, though you could do that to be even safer).
what i did was very boring and not satisfying (<if i spelled this right ) charm 1 let them figth run arround when he dies leave map rest up go back in charm another one let him die change map come back ........ this seemed to be the only way for me as a fighter to do it and i realy disliked this way of doing it haha
@Grond0 Hmm, I did test it again and got mixed results. When I led Taurgosz south, and enemies attacked him, they lost the homing beacon on me, even after Taurgosz was killed. Going out of the map without them homing, and coming back visible made them homing. But when I came back invisible they didn't home on me. So I don't know...
EDIT: tested some more, charmed Taurgosz visible so he sounds the alarm, everybody follows us south, invisibility, and everybody attacked Taurgosz who got killed. This loses the homing beacon. I can then loot him by pausing the game, picking up the full plate and applying invisibility potion before unpausing the game. Now I can casually loot the tent without anybody following.
I agree that works if all the enemies see Taurgosz before he dies. You can then pick up his equipment without using another invisibility potion by right-clicking to move onto his equipment and using the inventory screen to transfer it.
Activated the fight invisible, this time attacking right side. Used PfM on Abazigal, then lured him, Gromnir and Sarevok to bottom right pool. Charmed Sarevok, then acked Gromnir and Abazigal to low health and left them there. Although Gromnir started wandering the place. Lured Yaga and Illasera to top right pool and hacked them low health. Then used PfM on Sendai after her defensive triggers went off and hacked her to low health. Now all being in low health I deposited uninjured Sarevok on the place where Melissan spawns.
Then started murdering the Big Six, Abazigal, Gromnir, Sendai, Illasera and Yaga were hacked out in no time. Melissan arrived and after some time Sarevok was dead, so Melissan made herself mortal again by her own hands, the fool. Then I used the Rift Device on her which dropped her health to 629 hp.
With BMU and Reflection Shield for Fallen Solars, I could tank Melissan easily. But I had a problem, among the hundred summons were Cambions who quickly pwned my Thac0 which made Melissan heal faster than I could hit her. This was going nowhere. Then I remembered Dimension Door, started using that until I was surrounded by mostly skelis and lesser enemies who couldn't hit me. Noticed that even though Melissan teleports inside your circle, you can hit her most of the time. This was perfect situation. It took some time but eventually Melissan could hold no more and fell.
So good old Big Meal Unit hack&slash remains the best option for fighter type in the end battle. With Crom Fayer and Reflection Shield combo, so Illasera nor Fallen Solars hit you. The two PfM's are necessary to save for the end battle, so Abazigal and Sendai can be neutered. Also bothering to smuggle the Rift Device out paid on here.
i am struggling so hard in my playthrough its impossible to do this purely as a fighter > with charm keep trying to look up videos on how people do this but there is no one that has a video about a pure fighter BG 1 lob scs solo (do people cheat their way a little ? to get it done haha i feel like) tried getting the durlags goblet and man o man o man so many traps so many mobs that u cant charm... cant dmg monsters in fog either cause the SCS makes them come out to get me i need some guidance here! and my level 8 fighter sure cant tank any mobs
@Mr_Salty You can use invisibility to pass most opponents getting the Durlag's Goblet. You can try first fighting them, but if they're too tough, just pass them. Really only one you need to fight is Love, one of the wardens, because he has the key to the next level. This is one of the trickiest fights in BG1. My advice is to activate the battle, invisibility, try to get Love to wander with One Gift Lost or something, and lure him out of the level, so you can attack him straight on. It will take some time to learn the right tactic to lure him out, but when he's alone, you can then take him one on one. Remember to use Greenstone Amulet to protect from his spells.
Updated SCS to 32v9 and rolled Badbog a Half-Orc Fighter/Thief. I don't usually play thieves so this is welcomed change, fighter being the insurance policy.
weidu.log
// 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]
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v32 RC9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: v8
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #1070 // Faydark's Abilities Auto-Roller/GrimLefourbe's BG2 UI: 3.0
I've been doing the usual starting procedures, killed Vitiare with 270 arrows so I could get the Master Thief Potion, to steal Algernon's cloak. Dushai I had to kill for the free action ring, Zurlong too for the Boots of Stealth. Charmed Meilum wasted Kahrk for 3.5k xp and then he was fed to the kobbos. Hit level 3/3. One funny event was when I charmed the Joias ring hobgoblin, it took probably as long as the Drizzt fight for the other two hobos to kill him, because the difference in AC and Thac0.
Hit 20/20 economy and bought Sandthief ring for 12k. Mulahey fed to the kobbos, level 4/4. Guards wasted Nimbul. Bought 17 Stone to Flesh scrolls, 6 Potions of Mirrored Eyes, and green scroll of Protection from Petrification. Which were enough to get me to the max level 7/8 with xp-looping Basilisks. After my pet had done his work, he still petrified Kirian's mob and Mutamin for the loot. Didn't kill him, but left him to rule the Mutamin Garden, such a nice pet.
Tranzig charmed, wasted his spells and then casually hacked. Charmed Taurgosz and led everybody south, Taurgosz got killed and everyone stopped following me. Right click looted him thanks to @Grond0 tip without losing my invisibility and casually looted the tent. Had to sleep because I wanted Hakt's bow, so I used Invisibility potion and slept 8 hours. This made the follow script active again, but I noticed one great thing about it. It's only follow until found script. As soon as they touch you and stop, they lose the script. So I could basically disperse them through the map with tactical stopping. Then charmed Hakt for his +3 bow.
Recharged Sandthief ring for 13k and went to Cloakwood. Nothing really interesting happened before Davaeorn except the usual charm killing of Drasus for his boots. Davaeorn battle was fast as it's pretty straightforward now. Charm the guard, lure battle horrors to me, I continue to lure them in top room, invisibility and leave them there. The guard can then casually hack Davaeorn.
Found good tactics against Ragefast and Ramazith too. Got behind the rubble, positioned myself so that I only saw the Nymph who I then charmed. The Nymph then casually hit Ragefast unconsious, and I then came out from the rubble to finish him. It takes a long time, but it's risk free. Same with Ramazith, before talking to him, I charmed him, wasted his spells, cast two skelis who then casually hacked him.
In previous versions of the game you could use quick-loot without breaking invisibility and I still sometime struggle to remember that's changed in v2.5. There's the same sort of problem using a shaman, where quick-loot now breaks the instruction to dance. At least one of my LoB runs in this thread ended with me dying when I wasn't expecting my spirit summons to suddenly disappear .
Lots of summons to use up his spells. If you don't have summons and don't want to use a scroll of PfM you can just avoid spells by waiting for him to start casting and then using the stairs. Once he's out of spells you can just beat him up.
Lots of summons to use up his spells. If you don't have summons and don't want to use a scroll of PfM you can just avoid spells by waiting for him to start casting and then using the stairs. Once he's out of spells you can just beat him up.
i had him webbed before he started going hostile and then attacked him with my xbow of armyscythe that did not dmg him then i switched over to my weapon Varscona wich i got from greywolf together with Harrower and tryed to hurt him with that and it saying weapon ineffective
Lots of summons to use up his spells. If you don't have summons and don't want to use a scroll of PfM you can just avoid spells by waiting for him to start casting and then using the stairs. Once he's out of spells you can just beat him up.
i had him webbed before he started going hostile and then attacked him with my xbow of armyscythe that did not dmg him then i switched over to my weapon Varscona wich i got from greywolf together with Harrower and tryed to hurt him with that and it saying weapon ineffective
You were probably trying to hit him while he still had PfMW or equivalent active.
After looting Durlag's Tower upstairs Badbog kited the ghasts in the basement. With invisibility fetched the various items and activated the warders. Avarice is pain in the ass, so I let him find me, and lured him to the basement. Fear will always hug Love, so I hit them with fireball which made them wander. After finding Love further on alone, I jumped on him, Heroism, Cloud, Speed, Green Stone and after a while he was killed. Middle statue, fetch 3 ward stones, right statue, durlag's goblet, done.
Again recharged Sandthief with 13k. Marek probably didn't know what hit him.
Iron Throne was whole lot of charming and resting. Casually hacked Thaldorn. Charmed Diyab who lured new face Kaalos (assassin) and Shennara backstage to be killed. Shennara actually got better of Diayb so I had to waste her. Charmed Naaman, slept, charmed Aasim who then killed Naaman. Slept and charmed Alai who killed Aasim, although Aasim's skeli then killled Alai. Found that when you pit two charmed Iron Throne against each other, they don't agro the rest of them. This is how you arrange fight club Baeloth!
Charmed Gardush and emissary who attacked Zhalimar. Before dying they got Zhalimar near death and I then jumped on him, which actually resurrected the emissary. But this was too little too late and I cleaned up.
Candle Keep passed with invisibility looting the good stuff. Quenash charmed and fed for Slythe, who had nothing on Larze.
Palace Ambush, charmed the mage, slept and charmed the shaman. Activated the battle and jumped on the assassin. After a while doppelgangers were dead and no-one good got killed. Waited first the mage to appear for killing, and then the shaman.
Sarevok was the usual, with One Gift Lost burned Semaj (25), Angelo (28), Diarmid (32) and Tazok (39). Didn't bother with the skelis but used a PfU. Hit Sarevok with 59 fireballs which got him to 474 hp, then with 6 Potion of Fire Breaths which reduced his health to 343. Time for some one on one, Heroism, Storm, Speed, Clarity, 2x Mind Focus, Duhm, couple invisibilities and 10 Durlag's Goblet and Sarevok was dead.
Korlasz crypt was quickly done, PfU, invisibility, buffed dexterity and after alternating dispel and acid arrows few times Korlasz surrendered.
Chapter 8. Didn't remember that Stone Ally needed 16 int, oh well that's easily rectified with int potions. Dwarves of Dumathoin really seem to be stronger in 2.5, I've had no trouble beating the undead. Didn't bother with the xp collecting with the undead, but just pawned the lich with Secret Revealed. Only needed one PfU in the crypt and got the help of the Dwarves. In the parlay hid behind the tent.
Chapter 9. Morentherene daggered, Ziatar burned, and Akanna charmed as a food for Neothelid. Surrendered the fort and hacked the bridge mage before she blew the place up.
Chapter 10. Collected various items, did the guests getting to max level of 9/11. Escaped the Hephernaan basement with invisibility and speed. Time for crusader attacks, I had all 97 of the arrows of detonation. Prebuffed with 2x FR, 2x PR, 2x INT, 2x Mind, Storm, Invul, Speed and Clarity.
Troll wave took 15 detonators and one Myconid army, mage wave 18 and two, palading wave 18 and one. The final wave took little over 20 detonators, and I was left with 9 charges of the goblet. Detonators really are the easiest tactic in this fight, and I only had 3 apr instead of 4.
Ashatiel didn't have a chance against Badbog, and after tricking Trix in the hell she's currently resting before Belhifet. Should be passable as a Fighter/Thief.
Hey Guys is there a known bug about the cloakwood mines ? this is my 2nd time that the mines is not appearing on the map after dealing with the bandit camp and then going through 4 cloakwood maps except the mines its not showing up
Did you definitely get the chapter change at the Bandit Camp? It's easy to pick up the letters from the chest and exit the tent before the chapter change kicks in. If you then have a mod component that opens up access to the Cloakwood before the next chapter you might get the situation you describe.
If you're sure you should have access you could just use the console to travel there. You can now do that without even entering commands - just look at the list of areas on the left hand side when you open up the console.
yea i have first cloakwood unlocked with tweak mod i believe just because of Gurke cloak quest
when i looted the chest (btw i killed everyone inside there) without getting whole bandit camp on my ass so that was nice once i looted the chest i got the screen popup after that i talked to the guy next to the chest
then i went to cloak wood but at the 4th cloakwood going east did not unlocked the mine
Hey Guys is there a known bug about the cloakwood mines ? this is my 2nd time that the mines is not appearing on the map after dealing with the bandit camp and then going through 4 cloakwood maps except the mines its not showing up
I had that problem with my previous run. Played two runs with SCS 32v8 and the second one it didn't spawn Nimbul nor Tranzig, and didn't show cloakwood on the map. Don't know what caused it, but I had to use C:MoveToArea("") commands to advance. Worked this time with SCS 32v9 though.
Red Potion for 50 MDR (24 hours)
Violet Potion (24 hours)
2x FR/ER/CR/AR (12 hours)
2x PR (6 hours)
Insight (6 hours) just because
2x Mind Focus (6 hours)
Agility (3 hours)
Fortitude (3 hours)
2x Magic Resistance (2 hours)
Speed (1 hour)
Clarity (1 hour)
2x Invulnerability (1 hour)
During first wave I drank 10 Heroism Potions, second wave, 15 Heroism Potions and third wave 10 Heroism Potions and 4 Power Potions to a cool 600 hp. With last break I refreshed Speed, Clarity and 2x Invulnerability.
First fight actually didn't go as planned, it took too long and I got held after I forgot to refresh invulnerability. Another attempt, and this time changed Golden Girdle to Cloverleaf to get +1 Thac0 and used Detect Illusion constantly to dispel Belhifets Improved Invisibility. He casts that over and over again, which is fine as it gives little breather from his hacking. Still it took a long time, had to refresh my 1 hours buffs once, and continued drinking last 9 Power Potions. In the end I only had 4 Durlag's Goblet left. F/T is no Cavalier.
Any advice for how to allocate thieving abilities? I have 100 Detect Illusions which is max I think? Then I have 100 Move Silently and 135 Hide in Shadows. I take it I should continue to rise those two, but which is more important? Do I need 100 Set Traps to lay Spike Traps?
weidu.log for BG2
// 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]
~ASCENSION/ASCENSION.TP2~ #0 #0 // Ascension: 1.7.2
~ASCENSION/ASCENSION.TP2~ #0 #103 // Restored Bhaalspawn Powers by David Gaider: 1.7.2
~ASCENSION/ASCENSION.TP2~ #0 #1 // Tougher Abazigal: 1.7.2
~ASCENSION/ASCENSION.TP2~ #0 #2 // Tougher Demogorgon ( Original Bioware Design ): 1.7.2
~ASCENSION/ASCENSION.TP2~ #0 #3 // Tougher Gromnir: 1.7.2
~ASCENSION/ASCENSION.TP2~ #0 #4 // Tougher Illasera: 1.7.2
~ASCENSION/ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura: 1.7.2
~ASCENSION/ASCENSION.TP2~ #0 #104 // Extended Epilogues for original Bioware NPCs by shawne: 1.7.2
~ASCENSION/ASCENSION.TP2~ #0 #105 // Extended Epilogues for additional Beamdog NPCs by shawne: 1.7.2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: v8
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v32 RC9
~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): v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCS scripts and abilities: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCS scripts and abilities: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix): v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v32 RC9
@histamiini Spike Traps are automatically sucessful, no Set Traps needed.
edit: hm wiki says only bard doesn't need set snare.
This kinda sounds weird to me but I might never had spike traps on anyone but bard. (which I kinda doubt, but maybe I leveled set snare on thieves..)
Hey Guys is there a known bug about the cloakwood mines ? this is my 2nd time that the mines is not appearing on the map after dealing with the bandit camp and then going through 4 cloakwood maps except the mines its not showing up
I had that problem with my previous run. Played two runs with SCS 32v8 and the second one it didn't spawn Nimbul nor Tranzig, and didn't show cloakwood on the map. Don't know what caused it, but I had to use C:MoveToArea("") commands to advance. Worked this time with SCS 32v9 though.
i dont see SCS 32v9 on gibberling where u getting this ? and is it safe ?
@histamiini Spike Traps are automatically sucessful, no Set Traps needed.
edit: hm wiki says only bard doesn't need set snare.
This kinda sounds weird to me but I might never had spike traps on anyone but bard. (which I kinda doubt, but maybe I leveled set snare on thieves..)
I'll will still get 450 points, so I'm able to max out Set Traps too. Although I'll get spike traps before I get the best snares, but that save vs. death snare is something I'm interested in testing.
Comments
I wouldn't rely on this tactic. My installation doesn't behave like that and I'm pretty sure others have had the same experience as me. In my installation most of the enemies in the Bandit Camp have what I call 'follow-me' scripts. That means that, once any enemy has seen you and the alarm is raised, they will home in on you anywhere on the map irrespective of whether you're visible or not, irrespective of whether you've rested and irrespective of whether you've travelled to other areas.
EDIT: tested some more, charmed Taurgosz visible so he sounds the alarm, everybody follows us south, invisibility, and everybody attacked Taurgosz who got killed. This loses the homing beacon. I can then loot him by pausing the game, picking up the full plate and applying invisibility potion before unpausing the game. Now I can casually loot the tent without anybody following.
what i did was very boring and not satisfying (<if i spelled this right ) charm 1 let them figth run arround when he dies leave map rest up go back in charm another one let him die change map come back ........ this seemed to be the only way for me as a fighter to do it and i realy disliked this way of doing it haha
I agree that works if all the enemies see Taurgosz before he dies. You can then pick up his equipment without using another invisibility potion by right-clicking to move onto his equipment and using the inventory screen to transfer it.
Activated the fight invisible, this time attacking right side. Used PfM on Abazigal, then lured him, Gromnir and Sarevok to bottom right pool. Charmed Sarevok, then acked Gromnir and Abazigal to low health and left them there. Although Gromnir started wandering the place. Lured Yaga and Illasera to top right pool and hacked them low health. Then used PfM on Sendai after her defensive triggers went off and hacked her to low health. Now all being in low health I deposited uninjured Sarevok on the place where Melissan spawns.
Then started murdering the Big Six, Abazigal, Gromnir, Sendai, Illasera and Yaga were hacked out in no time. Melissan arrived and after some time Sarevok was dead, so Melissan made herself mortal again by her own hands, the fool. Then I used the Rift Device on her which dropped her health to 629 hp.
With BMU and Reflection Shield for Fallen Solars, I could tank Melissan easily. But I had a problem, among the hundred summons were Cambions who quickly pwned my Thac0 which made Melissan heal faster than I could hit her. This was going nowhere. Then I remembered Dimension Door, started using that until I was surrounded by mostly skelis and lesser enemies who couldn't hit me. Noticed that even though Melissan teleports inside your circle, you can hit her most of the time. This was perfect situation. It took some time but eventually Melissan could hold no more and fell.
So good old Big Meal Unit hack&slash remains the best option for fighter type in the end battle. With Crom Fayer and Reflection Shield combo, so Illasera nor Fallen Solars hit you. The two PfM's are necessary to save for the end battle, so Abazigal and Sendai can be neutered. Also bothering to smuggle the Rift Device out paid on here.
weidu.log
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v32 RC9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: v8
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #1070 // Faydark's Abilities Auto-Roller/GrimLefourbe's BG2 UI: 3.0
Hit 20/20 economy and bought Sandthief ring for 12k. Mulahey fed to the kobbos, level 4/4. Guards wasted Nimbul. Bought 17 Stone to Flesh scrolls, 6 Potions of Mirrored Eyes, and green scroll of Protection from Petrification. Which were enough to get me to the max level 7/8 with xp-looping Basilisks. After my pet had done his work, he still petrified Kirian's mob and Mutamin for the loot. Didn't kill him, but left him to rule the Mutamin Garden, such a nice pet.
Tranzig charmed, wasted his spells and then casually hacked. Charmed Taurgosz and led everybody south, Taurgosz got killed and everyone stopped following me. Right click looted him thanks to @Grond0 tip without losing my invisibility and casually looted the tent. Had to sleep because I wanted Hakt's bow, so I used Invisibility potion and slept 8 hours. This made the follow script active again, but I noticed one great thing about it. It's only follow until found script. As soon as they touch you and stop, they lose the script. So I could basically disperse them through the map with tactical stopping. Then charmed Hakt for his +3 bow.
Recharged Sandthief ring for 13k and went to Cloakwood. Nothing really interesting happened before Davaeorn except the usual charm killing of Drasus for his boots. Davaeorn battle was fast as it's pretty straightforward now. Charm the guard, lure battle horrors to me, I continue to lure them in top room, invisibility and leave them there. The guard can then casually hack Davaeorn.
Found good tactics against Ragefast and Ramazith too. Got behind the rubble, positioned myself so that I only saw the Nymph who I then charmed. The Nymph then casually hit Ragefast unconsious, and I then came out from the rubble to finish him. It takes a long time, but it's risk free. Same with Ramazith, before talking to him, I charmed him, wasted his spells, cast two skelis who then casually hacked him.
Next I'm thinking fetching the Durlag's Goblet.
i tried this in the game right after i readed this and i cant loot anything without breaking invisibility, care to explain it to me how that works ?
Edit i found it out by right clicking on the item then going backpack and drag it from there into inventory
GENIUS!
You were probably trying to hit him while he still had PfMW or equivalent active.
Again recharged Sandthief with 13k. Marek probably didn't know what hit him.
Iron Throne was whole lot of charming and resting. Casually hacked Thaldorn. Charmed Diyab who lured new face Kaalos (assassin) and Shennara backstage to be killed. Shennara actually got better of Diayb so I had to waste her. Charmed Naaman, slept, charmed Aasim who then killed Naaman. Slept and charmed Alai who killed Aasim, although Aasim's skeli then killled Alai. Found that when you pit two charmed Iron Throne against each other, they don't agro the rest of them. This is how you arrange fight club Baeloth!
Charmed Gardush and emissary who attacked Zhalimar. Before dying they got Zhalimar near death and I then jumped on him, which actually resurrected the emissary. But this was too little too late and I cleaned up.
Candle Keep passed with invisibility looting the good stuff. Quenash charmed and fed for Slythe, who had nothing on Larze.
Palace Ambush, charmed the mage, slept and charmed the shaman. Activated the battle and jumped on the assassin. After a while doppelgangers were dead and no-one good got killed. Waited first the mage to appear for killing, and then the shaman.
Sarevok was the usual, with One Gift Lost burned Semaj (25), Angelo (28), Diarmid (32) and Tazok (39). Didn't bother with the skelis but used a PfU. Hit Sarevok with 59 fireballs which got him to 474 hp, then with 6 Potion of Fire Breaths which reduced his health to 343. Time for some one on one, Heroism, Storm, Speed, Clarity, 2x Mind Focus, Duhm, couple invisibilities and 10 Durlag's Goblet and Sarevok was dead.
Onto Korlasz!
Chapter 8. Didn't remember that Stone Ally needed 16 int, oh well that's easily rectified with int potions. Dwarves of Dumathoin really seem to be stronger in 2.5, I've had no trouble beating the undead. Didn't bother with the xp collecting with the undead, but just pawned the lich with Secret Revealed. Only needed one PfU in the crypt and got the help of the Dwarves. In the parlay hid behind the tent.
Chapter 9. Morentherene daggered, Ziatar burned, and Akanna charmed as a food for Neothelid. Surrendered the fort and hacked the bridge mage before she blew the place up.
Chapter 10. Collected various items, did the guests getting to max level of 9/11. Escaped the Hephernaan basement with invisibility and speed. Time for crusader attacks, I had all 97 of the arrows of detonation. Prebuffed with 2x FR, 2x PR, 2x INT, 2x Mind, Storm, Invul, Speed and Clarity.
Troll wave took 15 detonators and one Myconid army, mage wave 18 and two, palading wave 18 and one. The final wave took little over 20 detonators, and I was left with 9 charges of the goblet. Detonators really are the easiest tactic in this fight, and I only had 3 apr instead of 4.
Ashatiel didn't have a chance against Badbog, and after tricking Trix in the hell she's currently resting before Belhifet. Should be passable as a Fighter/Thief.
If you're sure you should have access you could just use the console to travel there. You can now do that without even entering commands - just look at the list of areas on the left hand side when you open up the console.
when i looted the chest (btw i killed everyone inside there) without getting whole bandit camp on my ass so that was nice once i looted the chest i got the screen popup after that i talked to the guy next to the chest
then i went to cloak wood but at the 4th cloakwood going east did not unlocked the mine
Prebuffs
Red Potion for 50 MDR (24 hours)
Violet Potion (24 hours)
2x FR/ER/CR/AR (12 hours)
2x PR (6 hours)
Insight (6 hours) just because
2x Mind Focus (6 hours)
Agility (3 hours)
Fortitude (3 hours)
2x Magic Resistance (2 hours)
Speed (1 hour)
Clarity (1 hour)
2x Invulnerability (1 hour)
During first wave I drank 10 Heroism Potions, second wave, 15 Heroism Potions and third wave 10 Heroism Potions and 4 Power Potions to a cool 600 hp. With last break I refreshed Speed, Clarity and 2x Invulnerability.
First fight actually didn't go as planned, it took too long and I got held after I forgot to refresh invulnerability. Another attempt, and this time changed Golden Girdle to Cloverleaf to get +1 Thac0 and used Detect Illusion constantly to dispel Belhifets Improved Invisibility. He casts that over and over again, which is fine as it gives little breather from his hacking. Still it took a long time, had to refresh my 1 hours buffs once, and continued drinking last 9 Power Potions. In the end I only had 4 Durlag's Goblet left. F/T is no Cavalier.
Any advice for how to allocate thieving abilities? I have 100 Detect Illusions which is max I think? Then I have 100 Move Silently and 135 Hide in Shadows. I take it I should continue to rise those two, but which is more important? Do I need 100 Set Traps to lay Spike Traps?
weidu.log for BG2
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~ASCENSION/ASCENSION.TP2~ #0 #0 // Ascension: 1.7.2
~ASCENSION/ASCENSION.TP2~ #0 #103 // Restored Bhaalspawn Powers by David Gaider: 1.7.2
~ASCENSION/ASCENSION.TP2~ #0 #1 // Tougher Abazigal: 1.7.2
~ASCENSION/ASCENSION.TP2~ #0 #2 // Tougher Demogorgon ( Original Bioware Design ): 1.7.2
~ASCENSION/ASCENSION.TP2~ #0 #3 // Tougher Gromnir: 1.7.2
~ASCENSION/ASCENSION.TP2~ #0 #4 // Tougher Illasera: 1.7.2
~ASCENSION/ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura: 1.7.2
~ASCENSION/ASCENSION.TP2~ #0 #104 // Extended Epilogues for original Bioware NPCs by shawne: 1.7.2
~ASCENSION/ASCENSION.TP2~ #0 #105 // Extended Epilogues for additional Beamdog NPCs by shawne: 1.7.2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: v8
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: v8
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v32 RC9
~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): v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCS scripts and abilities: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCS scripts and abilities: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix): v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v32 RC9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v32 RC9
edit: hm wiki says only bard doesn't need set snare.
This kinda sounds weird to me but I might never had spike traps on anyone but bard. (which I kinda doubt, but maybe I leveled set snare on thieves..)
i dont see SCS 32v9 on gibberling where u getting this ? and is it safe ?