IR-SR-SCS No-Reload attempt no.999 or so
Aasim
Member Posts: 591
Posting here not to spam No-Reload thread with my overly long post, balance ideas, hundereds of screenshots (converted to jpg for ur viewing pleasure).
Party setup:
Protagonist:
F/m/c multiclass, bit weak but whatever. Focus on sword & shield style (tweaked, so each point adds +1 to generic AC so this style is actually wortj somewhat); party front-line tank.
...and 3 customs:
My archero, dps. And my ticket to fast ride through BG1+SoD. High strenght is for using composite long bows and carrying around corpses in BG1.
Shapeshifter. I haven't explored much options with this class, but seems nice on paper. And given I have to test all SR spells I need a druid. Hence, this was born. Not too high on physical stats, but it's irrelevant since shapehifting sets stats anyway. Summon/insects oriented.
I round up things with a generic sorcerer. Low WIS is so that I can't use Wish since I'd be tempted to cheese my way through.
Weidu:
Basically, EET; IR with some tweaks I added (potions are dispellable), SR (updated; not yet available tho) and SCSv32.
BG1
Fisrt things first - get some levels. W/o critical hit immunity, there's a high dying chance - hence I avoid melee. Sunscorch proves useful for it's blinding effect or high powered critters of BG1.
Sell the Ring of Wizardry (EET replaces the IR version with vanilla, thus giving u 9k gold) and buy Robe of Battlemage. With it's +2AC, +2THAC0 and a whooping +10HP is Asya's robe for the rest of the game. Next, small Beregost quests, including Silke's. With IR reputation doesn't have effect on store prices, so I go the bad route and help her for some XP and Defence potions. It's generic +4 AC bonus is huge, and you get 3 of them.
Next, Nashkel (again, EET replaces Ankheg armor with it's own version), carnival, buy Pro Alterations scroll and Shield amulet (+2 AC) + Pro Acid green scroll for Ankhegs. Even if Asya has over 30HP now (familiar + robe) crit can istakill her; but I risk it anyway. Had one mishap, but all was fine. Killed Dushai and got her ring.
Tweaked now with IR (same goes for all Free Action stuff) - Stun immunity is gone. It made the item quite a bit too powerful imo.
We did level up, Asya being the last one as we delivered the bowl to Tenya.
Now, basilisk. Unlike previous versions, they now detect Potion of Mirrored eyes and will attack in melee. They do not detect Pro Alterations (or Pro Petrification in vanilla) green scroll, so it's still kinda abusable.
Be that as it may, levels pile up quickly. Mutamin managed to get his Dispel of but died to Wand of Fire.
Kirian's party got webbed and slain. With SCS now, fighter/mages love True Strike. Combined with no critical hit immunity; this makes them rather dangerous - so disabling them is an imperative.
I will probably buff the spell a bit, adding an extra 5% crit chance.
With Ring of Free Action, we take on Vampiric Wolves near temple for some more easy XP (webs+fire traps+lighting)
That done, Durlags. Battle Horrors are scorched. IR adds a slight "pause" to Aganazar scorcher, so protecting with mirror images/AC is pretty useful.
Cleared the basilisk on top with my archer; using both Oils of speed I had.
Ghasts were deal with Spike Growth + Web.
Spike Growth I tweaked a bit - it's fully ineffective vs anybody under Free Action, is incorporal or has nature affinity. Druids and Rangers can walk through it as they please. (same applies to Entangle). This only applies on Enhanced Editons however.
I didn't want to venture further into Durlag, so I explored some wilderness, gathering items and XP. All fights were done in the same way - Web+Spike Growth + eventual casting of some damaging spell.
This Icelance spell is druid's trump card over mages in SR, at least if they don't have spell protections. It forces a save vs Death, unlike most of other disables - and if failed, it paralyzes for 3 rounds.
In some cases, it kills outright with BG1 HP pools.
Killing Droth finally gives me critical hit immunity. He didn't survive the web.
One interesting battle was Bassilus. With concentreation tweak on spell disruption + defensive spells from SR; high-level priests can cause great trouble. Using physical mirror makes him arrow immune, and every round he can block one attack, either magical or melee. With no breach available, we gring our teeth and pucnh through it. Poison from my druid worked great. Archer had to focus on Aerial Servant.
With him gone, delivered his Holy symbol to temple, killed everyone there (priest used Blade Barrier, but w/o Physical mirror archer demolished him) and returned to Durlag. Dopes were webbed; they're too fast otherwise. Note that they have exellent saves, so fighting under 3-4 webs isn't a guaranteed disable.
SR now includes stuff from my own mini-mod Blazing Inferno. This is farily systematic and it includes traps/spells/various abilities etc. since I'm a Virgo.
It's cool and I'm very happy with it. Yes, it's better than what Beamdog did.
Did the whole Durlag floor up to Pride, Avarice etc. Fear is bugged and won't die, so I avoided that battle. It's also quite hard, so decided not to go further down.
With most of wilderness explored BG1 becomes quite straightforward. Mulahey's goons were dealt with some Leapoards
while he suffered from a morale failure after using Cause wounds attack. Priests seem to love these spells.
Amazons - web & spike Growth.
With Nimbul I noticed a bug in current SR version. He buffs with Non-Detection, which should make him immune to Divinations.
However, Asya's Detect Illusion goes right through it.
Fixed locally. Not that he would be a threat anyway.
Druids in Larswood are dangerous. Now they seem to be trigger-happy with Ice Storm. Combined with bears and insects, this can get ugly very quickly. I did manage to disrupt insects, making the battle much easier.
Bandit Camp was Cloud - killed. Asya was buffed with Neutrilize Poison spell from my druid; the spell gives 100% poison immunity for 1 turn/level, hence enjoyed the cloud while enemies melted around.
In Cloakwood, noticed a bug with IR Spider's Bane - doesn't protect vs Web Tangle. Fixed.
Cloakwood mine; another bug. Detonation arrows explosion has a power level of 3, meaning MGoI blocks it. Set to 0, but aftet I alrerady wasted 2 of those I had available from Durlag.
Kysus is the first mage to use Dispelling Screen.
They dispel my archer asap and cast Emotion:Despair. This spell doesnt put you to sleep, but incurs massive THAC0/AC penalty instead. It's now tweaked; and doesn't affect wildlife anymore.
We hold the line with our summons, but the mages are proving very troublesome. We can't dispel them, THAC0 isn't good enough to hit them or get through stoneskins, and they keep bombarding with spells.
The message is displayed ("Kysus:Vitriolic Sphere - x" for each person affected).
We kill Genthore, but loose the druid. Vitriolic Sphere has an ongoing tick damage which killed her.
Some time later, they expend most of their spells and start summoning. SR introduces mage summons at each level, and AI uses that so you can get swarmed quickly. They still die; costing us some potions in the process but all is fine.
I gave my archer a Pro Magic scroll vs Daveorn. And I used a lot of summons. He did clear those quickly however.
Since archers are innefective vs Horrors, they were killed with spells.
He teleported away quickly, and archer pummeled him with Acid arrows while Asya and summons held the guards at the entrance.
With newest SCS, IR makes him even more dangerous and annoying - he wears Robe of Arcane Might; adding +2 to his saves, +20% magic damage reduction and +2 to caster level. Using Pro Magic here is almost mandatory.
Be that as it may, druid hit level 9. Now she gains Werewolf token and access to level 5 spells.
Insect Plague had a bug in it - it was supposed to make targets berserk, but this effect had 0 probability to happen. Fixed locally.
Probably the hardest fight was vs Desreta. Her backstabs were crazy.
I had to use invis potion on my archer to keep him alive.
Iron Throne flucks weren't remotely difficult as Desreta. We enter invisible to avoid unnececary violence, then let loose with Detonation arrows, Web, Fireball and Insect Plague. Mayham ensured.
We had no problems in Candlekeep tombs, so the next big battle was Krystin & Slythe. Slythe got himself killed quickly due to arrow fire, while Krystin is a bit more resilient.
She's also the first enemy to use Secret Word.
She was apperantly a Conjurer, and kept on summoning.
I had some of my own thou - and mine were better.
Krystin tried to hide, but was in vain.
Dopes were insect plagued and succesfully dispelled beforehand; making this a short endeavor.
Liaa disintegrated one of them. Epic.
Well played, Liaa. WP.
Underdark party - Insects + Detonation arrows.
Vitriolic Sphere almost killed archer and sorcerer, but it was the last thing Shaldrissa had for offensive spells.
It was all summons from her. The whole battlefield was filled with them.
For Sarevok, archer get Pro Magic scroll and bombards the goons with Detonation arrows. 2.5 Pathfinding bug trapped Angelo and he couldn't move.
Kinda lame, but I can't fix that.
With him gone, summons hold Sarevok and it's all over quickly.
We enter SoD with 175k XP.
Party setup:
Protagonist:
F/m/c multiclass, bit weak but whatever. Focus on sword & shield style (tweaked, so each point adds +1 to generic AC so this style is actually wortj somewhat); party front-line tank.
...and 3 customs:
My archero, dps. And my ticket to fast ride through BG1+SoD. High strenght is for using composite long bows and carrying around corpses in BG1.
Shapeshifter. I haven't explored much options with this class, but seems nice on paper. And given I have to test all SR spells I need a druid. Hence, this was born. Not too high on physical stats, but it's irrelevant since shapehifting sets stats anyway. Summon/insects oriented.
I round up things with a generic sorcerer. Low WIS is so that I can't use Wish since I'd be tempted to cheese my way through.
Weidu:
// 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]
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #100 // FThief1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #110 // FThief2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #120 // F_Barb: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #130 // F_Bard: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #140 // F_Drow: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #150 // F_Fgt01: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #160 // F_Fgt02: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #170 // F_Fgt03: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #180 // F_Fgt04: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #190 // F_Fgt05: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #200 // F_HOrc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #210 // F_HoW1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #220 // F_HoW2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #230 // F_HoW3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #240 // F_Mage1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #250 // F_Mage2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #260 // F_Mage3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #270 // F_Mage4: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #280 // F_Mage5: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #290 // F_Monk1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #300 // F_Sorc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #310 // MThief1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #320 // MThief2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #330 // M_Barb: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #340 // M_Bard: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #350 // M_Drow: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #360 // M_Fgt01: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #370 // M_Fgt02: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #380 // M_Fgt03: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #390 // M_Fgt04: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #400 // M_Fgt05: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #410 // M_HOrc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #420 // M_HoW1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #430 // M_HoW2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #440 // M_HoW3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #450 // M_Mage1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #460 // M_Mage2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #470 // M_Mage3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #480 // M_Mage4: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #490 // M_Mage5: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #500 // M_Monk1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #510 // M_Sorc1: 1.01
~EET/EET.TP2~ #0 #0 // EET core - resource importation: 1.0 RC11
~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.3
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1091 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics and Druids: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1071 // Potions can be Dispelled: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1072 // Display Portrait Icons Where Applicable: V4 Beta 10
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #65 // Revised Warrior HLAs: v4 Beta 16
~EET_END.TP2~ #0 #0 // EET end - last mod in install order
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity assassins: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v32.2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Blur Effect from Items, e.g. Cloack of Displacement: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1225 // Adjust Cromwell's Forging Time -> Instant forging (original BG2 default): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3020 // Identify All Items: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3120 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Are Never Angry About Reputation: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3191 // Disable Non-Hostile Rest Spawns: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3194 // Alter Hostile Rest Spawns -> Disable completely: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v9
~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
~PPE/SETUP-PPE.TP2~ #0 #150 // Category Portraits (Recommended) -> Random: 1.01
~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #100 // FThief1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #110 // FThief2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #120 // F_Barb: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #130 // F_Bard: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #140 // F_Drow: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #150 // F_Fgt01: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #160 // F_Fgt02: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #170 // F_Fgt03: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #180 // F_Fgt04: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #190 // F_Fgt05: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #200 // F_HOrc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #210 // F_HoW1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #220 // F_HoW2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #230 // F_HoW3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #240 // F_Mage1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #250 // F_Mage2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #260 // F_Mage3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #270 // F_Mage4: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #280 // F_Mage5: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #290 // F_Monk1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #300 // F_Sorc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #310 // MThief1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #320 // MThief2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #330 // M_Barb: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #340 // M_Bard: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #350 // M_Drow: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #360 // M_Fgt01: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #370 // M_Fgt02: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #380 // M_Fgt03: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #390 // M_Fgt04: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #400 // M_Fgt05: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #410 // M_HOrc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #420 // M_HoW1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #430 // M_HoW2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #440 // M_HoW3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #450 // M_Mage1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #460 // M_Mage2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #470 // M_Mage3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #480 // M_Mage4: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #490 // M_Mage5: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #500 // M_Monk1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #510 // M_Sorc1: 1.01
~EET/EET.TP2~ #0 #0 // EET core - resource importation: 1.0 RC11
~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.3
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.3
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1091 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics and Druids: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1071 // Potions can be Dispelled: V4 Beta 10
~ITEM_REV/ITEM_REV.TP2~ #0 #1072 // Display Portrait Icons Where Applicable: V4 Beta 10
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #65 // Revised Warrior HLAs: v4 Beta 16
~EET_END.TP2~ #0 #0 // EET end - last mod in install order
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity assassins: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v32.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v32.2
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Blur Effect from Items, e.g. Cloack of Displacement: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1225 // Adjust Cromwell's Forging Time -> Instant forging (original BG2 default): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3020 // Identify All Items: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3120 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Are Never Angry About Reputation: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3191 // Disable Non-Hostile Rest Spawns: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3194 // Alter Hostile Rest Spawns -> Disable completely: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v9
~PPE/SETUP-PPE.TP2~ #0 #0 // Portraits Portraits Everywhere (PPE) - core component: 1.01
~PPE/SETUP-PPE.TP2~ #0 #150 // Category Portraits (Recommended) -> Random: 1.01
~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6
Basically, EET; IR with some tweaks I added (potions are dispellable), SR (updated; not yet available tho) and SCSv32.
BG1
Fisrt things first - get some levels. W/o critical hit immunity, there's a high dying chance - hence I avoid melee. Sunscorch proves useful for it's blinding effect or high powered critters of BG1.
Sell the Ring of Wizardry (EET replaces the IR version with vanilla, thus giving u 9k gold) and buy Robe of Battlemage. With it's +2AC, +2THAC0 and a whooping +10HP is Asya's robe for the rest of the game. Next, small Beregost quests, including Silke's. With IR reputation doesn't have effect on store prices, so I go the bad route and help her for some XP and Defence potions. It's generic +4 AC bonus is huge, and you get 3 of them.
Next, Nashkel (again, EET replaces Ankheg armor with it's own version), carnival, buy Pro Alterations scroll and Shield amulet (+2 AC) + Pro Acid green scroll for Ankhegs. Even if Asya has over 30HP now (familiar + robe) crit can istakill her; but I risk it anyway. Had one mishap, but all was fine. Killed Dushai and got her ring.
Tweaked now with IR (same goes for all Free Action stuff) - Stun immunity is gone. It made the item quite a bit too powerful imo.
We did level up, Asya being the last one as we delivered the bowl to Tenya.
Now, basilisk. Unlike previous versions, they now detect Potion of Mirrored eyes and will attack in melee. They do not detect Pro Alterations (or Pro Petrification in vanilla) green scroll, so it's still kinda abusable.
Be that as it may, levels pile up quickly. Mutamin managed to get his Dispel of but died to Wand of Fire.
Kirian's party got webbed and slain. With SCS now, fighter/mages love True Strike. Combined with no critical hit immunity; this makes them rather dangerous - so disabling them is an imperative.
I will probably buff the spell a bit, adding an extra 5% crit chance.
With Ring of Free Action, we take on Vampiric Wolves near temple for some more easy XP (webs+fire traps+lighting)
That done, Durlags. Battle Horrors are scorched. IR adds a slight "pause" to Aganazar scorcher, so protecting with mirror images/AC is pretty useful.
Cleared the basilisk on top with my archer; using both Oils of speed I had.
Ghasts were deal with Spike Growth + Web.
Spike Growth I tweaked a bit - it's fully ineffective vs anybody under Free Action, is incorporal or has nature affinity. Druids and Rangers can walk through it as they please. (same applies to Entangle). This only applies on Enhanced Editons however.
I didn't want to venture further into Durlag, so I explored some wilderness, gathering items and XP. All fights were done in the same way - Web+Spike Growth + eventual casting of some damaging spell.
This Icelance spell is druid's trump card over mages in SR, at least if they don't have spell protections. It forces a save vs Death, unlike most of other disables - and if failed, it paralyzes for 3 rounds.
In some cases, it kills outright with BG1 HP pools.
Killing Droth finally gives me critical hit immunity. He didn't survive the web.
One interesting battle was Bassilus. With concentreation tweak on spell disruption + defensive spells from SR; high-level priests can cause great trouble. Using physical mirror makes him arrow immune, and every round he can block one attack, either magical or melee. With no breach available, we gring our teeth and pucnh through it. Poison from my druid worked great. Archer had to focus on Aerial Servant.
With him gone, delivered his Holy symbol to temple, killed everyone there (priest used Blade Barrier, but w/o Physical mirror archer demolished him) and returned to Durlag. Dopes were webbed; they're too fast otherwise. Note that they have exellent saves, so fighting under 3-4 webs isn't a guaranteed disable.
SR now includes stuff from my own mini-mod Blazing Inferno. This is farily systematic and it includes traps/spells/various abilities etc. since I'm a Virgo.
It's cool and I'm very happy with it. Yes, it's better than what Beamdog did.
Did the whole Durlag floor up to Pride, Avarice etc. Fear is bugged and won't die, so I avoided that battle. It's also quite hard, so decided not to go further down.
With most of wilderness explored BG1 becomes quite straightforward. Mulahey's goons were dealt with some Leapoards
while he suffered from a morale failure after using Cause wounds attack. Priests seem to love these spells.
Amazons - web & spike Growth.
With Nimbul I noticed a bug in current SR version. He buffs with Non-Detection, which should make him immune to Divinations.
However, Asya's Detect Illusion goes right through it.
Fixed locally. Not that he would be a threat anyway.
Druids in Larswood are dangerous. Now they seem to be trigger-happy with Ice Storm. Combined with bears and insects, this can get ugly very quickly. I did manage to disrupt insects, making the battle much easier.
Bandit Camp was Cloud - killed. Asya was buffed with Neutrilize Poison spell from my druid; the spell gives 100% poison immunity for 1 turn/level, hence enjoyed the cloud while enemies melted around.
In Cloakwood, noticed a bug with IR Spider's Bane - doesn't protect vs Web Tangle. Fixed.
Cloakwood mine; another bug. Detonation arrows explosion has a power level of 3, meaning MGoI blocks it. Set to 0, but aftet I alrerady wasted 2 of those I had available from Durlag.
Kysus is the first mage to use Dispelling Screen.
They dispel my archer asap and cast Emotion:Despair. This spell doesnt put you to sleep, but incurs massive THAC0/AC penalty instead. It's now tweaked; and doesn't affect wildlife anymore.
We hold the line with our summons, but the mages are proving very troublesome. We can't dispel them, THAC0 isn't good enough to hit them or get through stoneskins, and they keep bombarding with spells.
The message is displayed ("Kysus:Vitriolic Sphere - x" for each person affected).
We kill Genthore, but loose the druid. Vitriolic Sphere has an ongoing tick damage which killed her.
Some time later, they expend most of their spells and start summoning. SR introduces mage summons at each level, and AI uses that so you can get swarmed quickly. They still die; costing us some potions in the process but all is fine.
I gave my archer a Pro Magic scroll vs Daveorn. And I used a lot of summons. He did clear those quickly however.
Since archers are innefective vs Horrors, they were killed with spells.
He teleported away quickly, and archer pummeled him with Acid arrows while Asya and summons held the guards at the entrance.
With newest SCS, IR makes him even more dangerous and annoying - he wears Robe of Arcane Might; adding +2 to his saves, +20% magic damage reduction and +2 to caster level. Using Pro Magic here is almost mandatory.
Be that as it may, druid hit level 9. Now she gains Werewolf token and access to level 5 spells.
Insect Plague had a bug in it - it was supposed to make targets berserk, but this effect had 0 probability to happen. Fixed locally.
Probably the hardest fight was vs Desreta. Her backstabs were crazy.
I had to use invis potion on my archer to keep him alive.
Iron Throne flucks weren't remotely difficult as Desreta. We enter invisible to avoid unnececary violence, then let loose with Detonation arrows, Web, Fireball and Insect Plague. Mayham ensured.
We had no problems in Candlekeep tombs, so the next big battle was Krystin & Slythe. Slythe got himself killed quickly due to arrow fire, while Krystin is a bit more resilient.
She's also the first enemy to use Secret Word.
She was apperantly a Conjurer, and kept on summoning.
I had some of my own thou - and mine were better.
Krystin tried to hide, but was in vain.
Dopes were insect plagued and succesfully dispelled beforehand; making this a short endeavor.
Liaa disintegrated one of them. Epic.
Well played, Liaa. WP.
Underdark party - Insects + Detonation arrows.
Vitriolic Sphere almost killed archer and sorcerer, but it was the last thing Shaldrissa had for offensive spells.
It was all summons from her. The whole battlefield was filled with them.
For Sarevok, archer get Pro Magic scroll and bombards the goons with Detonation arrows. 2.5 Pathfinding bug trapped Angelo and he couldn't move.
Kinda lame, but I can't fix that.
With him gone, summons hold Sarevok and it's all over quickly.
We enter SoD with 175k XP.
4
Comments
IR replaces Pro Undead sroll with a version that gives level drain immunity, meaning SoD can be a handful. That's why before finishing BG1 I buy all Detonation arrows available. With that, we pummel our way through SoD strat dungeon.
Note that I play Insane w/o extra damage, so SoD is filled with enemies.
More enemies = more XP.
I did loose my archer to Korlazs since he ate a stun dart, but it didin't helo them much.
I don't bother with small quests since I want to get to BG2 asap. Sell loot I don't need, buy all Detonation and some Piercing (with IR they're +3) arrows and out of the city we go, off to a wonderful start.
The undead cave is long, tiresome and fairly boring. Druid had access to level 6 spells here, so False Dawn could be used along with Detonation arrows. Still very, very long.
Be that as it may, Lich was killed, and we were well on our way to hack & slash through SoD.
I didn't bother with Khalid's fort quests, but just attacked the crusaders. Web the gates, Ice Storms + Spike Growths and done. The rest was a mop up.
Mage on the bridge was rushed and killed before he started anything nasty.
We only had issues with Cabal, as the dragon killed my sorceress before the jar was broken.
Not only that, but the undead forces to the right joined in. Jar couldn't have broken in a better timing.
As per Hephernan, I don Full Plate on Asya. She and archer both use Pro Magic srolls.
I lure all enemies first....
....summon some crap near the entrance...
.... and turn the battlefield into a death trap filled with Cloudkill, Ice Storms, webs and skull traps.
Insects make people berserk, adding more chaos into the mix.
Round 2:
I cast invis 10' radius and exit the place. Attacks on the camp were quite easy, and we assault the castle. Actually, my Archer does this alone. Coupled with 40 Detonations I had left, he single-handedly kills dozens of them. I don't take 1v1 vs Ashaitiel. Nothing personal - I just want XP.
As per 1st trip to Hell, no problems there. Since there's little use of saving resources for BG2, it's Magic Shielding potions galore. No demon survived the meeting, Belhifet included.
All die, and we're off to BG2.
XP at start of BG2 - 690k.
Used Dungeon b Gone to exit the dungeon.
Druid leveled up on exit, aquiring Greater Werewolf token. This is nuts for early BG1, and she can solo many enemies herself.
That's base -4 AC! Only IR armor giving you that is Blue Dragon Plate, but you need to kill Abazigal to get it. This is start of BG2 - and it makes my druid a legit monster in melee combat.
Damage is kinda low; but who cares since she cannot be killed..
Kalah & Mencar were the first to taste the fury.
After them, CC & Slavers
And I pay up 15k to Gaelan Balyle asap. I messed up city traveling, and clicked on Temple District (going to Goverment - city gates - Valygar allows you to skip Suna encounter).
Not that it mattered much in the long run; my sorcerer already had Imp.Haste access by this point. Since I was already in Temple, I decided to do Tarnor HAtchetman in the sewers.
Used the same tactic as in BG1 - Web + Ice Storm. This is rather risky since Asya no longer has RoFA, but it worked as summoned Leopards took the blows.
Gaius had few tricks up his sleeve - but alone he's no match.
There are several differences in how AI behaves in contrast to "old" SCS installs.
One, every mage seems to have Dispelling Screen active.
Two, every mage seems to have Pro Missiles
Three; they're way more eager to use several Dispel magics.
Four; defensive sequencers are much more often.
Priests are also dangerous. Touch attack galore; all the way.
Also did Rakshasa in sewers and got the gem for Haer'dalis. Upon exiting Temple District, Suna ambush was bound to happen. Expected, so no bad surprises there.
Opened with a Dispel; followed by Invisibility purge.
Asya looks totally badass charging forward.
Finishing that, I trigger the poisoned harper ambush, and deliver him back. With Spell Revisions, you no longer need to see spinning globes over party member heads when they're failing save vs harper Deathsong ability - it's completely ineffective by fear immunity.
BE that as it may, I finish harper quests, fallen paladins, skinner murderer and go to docks to finish thief quests; first one being the killing of Rayic Gethras.
He starts with a huge ammount of buffs:
Note that he's fully invisible (that's Asya in the screenshot). SCS "hides" even animations under invisibility. His Non-Detection renders all divinations useless.
(this was just to test if it's working as it should - it is).
He opens with Dispel that removes oor Dscreen, which my sorcerer refreshes; I'm not yet sure what kind of mage he is - I'm worried about Disintegration the most. I summon some animals as he hits us with a Malison. Given this incurs a -1 Luck penalty, a failed save vs Disintegrate will likely kill any of my party members.
He uses another Dispel (thwarted by screen again) and summons an Efreeti. Meaning - he's a Conjurer. I summon skeletons to keep him busy at least a round.
Rayic's Prismatic Mantle expires the following round, and he dies under focus fire.
Efreeti almost proved more troublesome than Rayic; tbh. Both him and Genie are not regular summons, so you cannot banish them. And Malison + Fireball hurts.
My had to expend 4 Dispel casting to succesfully dispel Mae'var. He died moments later; with my sorceress having no more 3rd level spells available.
NExt, I exit town, run from a dopelganger ambush and go to WK. Had some wraith spawns, but nothing we couldn't handle - I only take returning dart, Paladin bracers (with IR, usable by clerics also) and leave the area for now.
Back to city, pay for magic licence, buy Robe of Arcane might for sorceress and Robe of Battlemage for Asya, and I'm all out of money again - thus we travel to Nalia's keep to kill some trolls.
Trolls work much better with SCS now. There' s no more "invulnerable" period if you're hitting them with Acid or Fire, so overall annoyance level is drastically reduced.
The only worthwile moments here were vs Torgal.
With two Yuan-ti mages and an Elder Umber Hulk, this is always a challenge.
Anyhow - we start fully buffed, with an Earth and Fire elemental at our side. Sorceress opens with Web which doesn't do anything, and enemies' buffs fly off. Both Yuan-ti are under MGoI; Dispel Screen; Pro Missiles and Non-Detection. There's no debuffing that yet - so we focus on what we can do instead - kill Umber hulk.
Unfortunately, sorceress gets confused by him.
Yuan-ti use Banishment. My summons are gone. I pull Asya away - if both yuan-ti choose to use Dispel or Breach in a round, her buffs are gone and she might get stcuk in web.
Also, PW:Silence is farily commonly used. Torgal dies, just as Asya gets silenced.
And as I figured - Asya eats a Dispel followed by Breach.
It's really good that Torgal is dead. But troubles don't end there - my sorceress is still confused; and Yuan-ti start some high-level summoning. I don't have Banishment available; so these need to be killed in combat.
They even had level 7 summons - Otyughs. These are ugly and annoying, but fairly slow.
At least the sorceress is free from confusion. She casts Imp.Haste on archer, as Yuan-ti throw fireballs. These hurt both us and enemy summons, clearing the area.
Efreeti join the mayham of this battle; throwing their own fireball into the fray.
Asya runs out of stoneskins, so I retreat through the door.
Yuan-ti still summon, and throw Vitriolic Spheres at us - killing their own summons in the process.
Imp.invis. expires on yuan-ti. We take the opportunity to land a Breach.
He responds with defensive sequencer asap:
Few rounds later; they run out of spells to cast and are limited to magic missiles. They also summon slimes, but these are hardly an issue anymore. They die.
Flail of Ages is now in Asya's hands. I refuse the keep since I have no patience for Nalia's crap.
Next, Umar hills. I have a bug there (I'm not sure if EET or SCS mess this up) - I cannot get the temple on my map after aquiring the map.
Journal displays : "Wallag". WTF?
The temple is missing from world map :
I CLUA myself there. The area is farily straightforward, up untill Shade Lord. Note that I use Pro Electricity on my archer here - Patrick has IR Cloak of Vengeance, which strikes attackers with electricity - and he's the one who will attack him. This damage adds up quickly, so it's best avoided alltogether.
Asya takes Shade in melee, summons take the altar, while archer kills Patrick. All party members not protected by NPP take distance not to get level drained.
4 rounds into the battle, Shade's PFMW expires. His next spell is disrupted, and he doesn't get a chance to cast again.
Done. Now, back to WK to finish level 1 and 2 up to Chromatic demon - no problems there even with potion-drinking statues.
My archer finally gets a magical bow. I forgot to take Elven bow from Nalia's keep, and the area is reset after you finish the quest.
Druid gets level 14 now; we clear level 2 of WK, cast Luck on everybody, trigger the demon and exit the place. He's unkillable for now; and level 3 is beyond our capabilities anyway.
That done, Unseeing Eye quest. I have a few issues fighting Beholders in this install; and Unseeing ended a few of my runs already, so I was extra careful.
First, you don't have easy access to skeleton warriors which are high MR summons - in SR, they're level 6 spell. And my sorceress doesn't know it.
Second, Balduran shield doesn't do anything vs Beholders (gives MR instead, but 10% won't do much)
Finally, SR makes saving throws worse than vanilla game. And Beholders use instakill spells.
All that aside, they're really not that hard - provided you do kill them quickly.
Strategy - toss a few summons. They'll die almost immediately, but maybe a few spells will go off. I don't use off-screen casting so this can kill your characters, but I'm fine with it for as long as my pc remains alive.
First Beholder batch - archer died, other than that; lovely.
If you buff your character, they'll use anti-magic ray; giving you a round of immunity. For archer backed up with some AoE magic, usually enough.
For Unseeing, I use a bunch of summons to keep him occupied for few rounds. Skeletons are perfect since they're cold immune. Next I throw 3x Ice storm sequencer on him, followed by Creeping Doom. Pull everyone out, and let archer do the dirty work. Beholders actually dispel insects from each other! Crazy
They did eat through his stoneskins, and few ranged hits do him
...but what would be Unseeing w/o at least one of your characters dying?
Meh.
Next, Planar Prison. All was fine until Master of Thralls. A mage below used Teleport field, and for some odd reason Asya got teleported right next to him - already debuffed from fighting the female mage below. Not cool. The rest of the group were busy with some crap summons the mage kept throwing at them.
Asya held the Master for a while - enough to kill the mage, and then she succumbs to Paralyzation aura he seems to emit.
Not long enough for my PC to die however.
As per Warden - I cannot go scout past him since he sees through invisibility. I send Asya to talk to him. This is a *bad* habit for No-reloads, but I just like to play PCs that are party tanks.
Well, could have been worse I guess.
I had a Bansihment scroll found in this very area, so I retreat a bit and use it - it will only kill Nishruu but that thing is very difficult to kill otherwise
Charge! Skeletons keep Genies busy, while Asya runs to Warden to see if I'll have to fight Yuan-ti mages as well. Here being high-level works for you - game seems to rate Umber Hulks as a "higher threat" than yuan-ti.....definitely not true with SCS - but I'll take it.
I retreat to my main group, and the battle starts - summons, insects, I throw everything. Warden is busy removing our protections.
He's Imp.Invisible, and I can't debuff him w/o True seeing
One more....
He buys himself some more time with sequencer, but it's over now.
This was, all things considerered, rather easy. W/o Yuan-ti mages, Warden can't really debuff us before we do the same to him.
Also, he didn't use HLAs. I checked him with NI, I see he has a Dark Planetar, I play on insane difficulty - so he *should* have summoned it I guess. @DavidW ?
Now Firkraag. I had a bad play there vs Vampires, since my druid got charmed just as she was casting Creeping Doom. Given how this spell works, it would now affect Asya....
Ah well..
Given I don't really need any of Firkraag items; I was thinking about leaving him for later; but given I already buffed for his mage; I gave it a shot. Np there - I refresh my Dispel Screen as he removes it, while archer pummels him with Acid arrows.
He did manage to Lower Fire resistance on my druid, but that's not enough.
Conster was quite resilient, but eventually debuffed
Mages seem to love casting Ice Storms now.
All the power to this spell; but unless paired with some movement disable, it's not that great.
I sell the loot, sell the scales, take Valygar and return to the city. Planar Sphere is next.
It's only fair, since I get them.
Anyways; I'll make long story short.
Asya is no more.
Things done;
Planar Sphere - had one memorable moment vs Necre there. She had a 3x Icelance sequencer, pretty much killing my archer instantly. Lovely play.
Rest of the sphere was rather easy, given enemy mages didn't use HLAs due to point described above. I was looking forward to Conster's Planetar and all I got was devils.
But his prebuff is epic. LOL.
He's immune to all mind-affecting spells, stuns, immune to all 3rd level and lower spells, has protection vs 1st dispel/breach attempt at him, can absorb 99 spell levels of all spells cast at him, untargetable by spells, undetectable by *any* means bar True seeing, will block first anti-magic attack cast at him, is immune to missile fire and has - 10 generic and additional -20 ac vs weapon types. And has stoneskin and shield as well.
Probably has more, but doesn't fit in the screen.
Also, this is often now used in v32 - 3xDispel sequencer, ensuring your buffs are gone.
Still, he was rather easy, same as Lavok.
Of the "harder" battles I'd point out Mind Flayers - unless you have magic damage resistance, these hurt.
Alhoon seems a tad bit weaker than in previous versions imo. He didn't use Tesners (with SR it doesn't stop spellcasting) so he's more of an annoyance than danger. And he behaves more like a real "mage". previously, he's Tenser's and eat ur brain out. I liked it more before.
Be that as it may, I left for Spellhold at cca 2,500,000XP. Had a bug there since captian Golin wouldn't spawn so I CLUAed him in.
Bhaal in the dream uses potions, which is quite weird.
As per Spellhold, the most intersting meeting was the Lich. The first lich we met. Bravely as always, Asya buffs, casts False Dawn and charges forward.
AI seems to love using Death Knights. These have an ugly tendency to use some disease on you which won't heal naturally - you have to remove it with curing.
I'm happy to see AI using this spell. It's quite a summon.
Other than that, how do you deal with a lich? First, know your limits. Asya retreats as she starts taking damage, she's done her job - eating debuffs, surviving a time stop - and deliviering some damage as well. My druid now takes the front as sorceress casts Pierce Shield at the Lich.
(off-topic; this spell is a bit imbalanced so I'm gonna tweak it a bit). Here's why
- it dispels both spell and combat protections as well as Dispelling screen while not being blocked by it; all at once. Paired with True Seeing it's the only anti-magic you ever need- so I'll tweak it. It should be powerful at level 8, but it does change the flavour of anti-magic system bit too much.
Mages can still protect themselves (and they do)
...but it's still too much rolled into a single spell.
I've also noticed one of my spells failed even if I wasn't taking damage - that's Wail of Banshee effect - it's missing a portrait icon for spell failure, will fix.
Anyways, my drid got imprisonmented (the spell haas a rather weird hold opcode used, will check what'sup with that) but otherwise works as intended and 5 rounds later my druid was free from her cell and dead, as was lich.
Irenicus was also a tad dissapointing w/o Planetar; and was quickly taken care of - tnx to Pierce Shield again.
Ofc, this battle can be much uglier depending on your party. I remember playing this with an AC-based Cavalier; his clone was pretty-much unkillable.
Unbuffed f/m/c however, dies easilly.
We got our first HLAs in Sahaugin city. Killed a lot of Drow a Sahaugin. My sorceress' 1st pick for 9th level spells is always Meteor Swarm. This spell comes with a massive save penalty, and while not being party friendly - kills everything not fire immune. It bypasses MR; and damage is usually around 100.
Demon Knights were great and very challenging. They hit often, have magic, have Dispels, and overall nice battle.
I lost my druid and had to tank with my sorceress, but we move on.
My archer had some fun using Detonation arrows + Greater Deathblow on beholders; but I didn't get near Hive Mother. That thing was insane before, and I didn't want to risk failure.
I did nail the Elder orb, but had a Planetar along for the job.
Also did Mind Flayer lair, but that's a tad too easy - big brain should be much more challenging imo.
Anyhow, that done, did Bodhi - noticed that IR rework on Amulet of Power makes Drizzt vulnerable to level drain (lol....). Fun battle, but by sorceress nearly solo won it under Alacrity and Meteor Swarm spam.
Blazing Inferno!
Also; Bodhi's Cloud of bats seems to actually cast Creeping Doom (probably due to SR Aoe Deflection component). Afaik, Weimer intended this not to be "blockable" by anything; I'm sure there's a line in Tactics readme about that. Currently it's blockable, making the fearsome ability moot.
When my sorc runs out of spells, Asya takes the heat while druid blasts away with Fire storms.
Easy-peasy.
And yes, Slayer transformation seems to be rather viable now. This is what Asya got before elven city (I was going there for elven armor, then planning on retuning to kill Kangaxx...but...)
Effective AC of -9! Dispel on hit! Immunity to pretty much everything! Holy crap! That's a real panick button right there.
Be that as it may, we work our way to the dragon, kill it (seems to weak, I can't say if he benefits from smart dragons component) - oddly enough, I forgot about what his breath actually does. Acid? Poison? I buffed to be protected vs both, just to be on the safe side...
Now, why rush Suldanesselar dragon? Well, this ;
-1 to casting speed means instant for some key spells like PfMW, stoneskin etc. Also, it frees up a level 4 slot from armor. For Asya, a dream come true.
Dream didn't last however.
Now, this really took my by surprise - in previous SCS versions, Rakshasa were wimps. Now?
Fully-buffed creatures of destruction, abusing their low-level spells immunity and mazing/PWording everbody. And they use anti-magic as well. I really didn't see this coming.
The moment Asya gets out of Maze; whack-whack-PW:Stun; done.
GG, WP.
Overall, best SCS experience so far. I did miss out on enemy HLAs, had a few bugs (mostly on SR side), but overall a pleasurable experience. If I didn't underestimate Rakshasa (and meeting those in Demin's house should have been a clue about them) Asya could have gone far indeed. Maybe next time...
Tnx. Me too!
Wait for new SR update. Next week probably. I've reworked a lot of stuff.
Not really. You can't really pick a "bad" spell with SR, they're all good. One thing you do *need* is True Seeing. Otherwise, forget about debuffing any mage under Non-Detection (virtually all of them in BG2). And no, a thief with Detect Illusion won't help you against that.
An alternative is to remove Non-Detection, but that may take a while. Or just wait out PfMWs/use Dispel.
IR is a nice mod. There are still very powerful item/class combinations. Money becomes a problem quickly, so a sorcerer ends up being much more useful then a mage since you don't need to waste money on scrolls. There's no way you'll buy 9th level spell scrolls with IR. You might buy 2-3, but it's not possible to stockpile them.
There aren't "uber" items in IR, but most of them are useful for certain situations. That's good. The bad thing is that you won't be willing to sell them.
And Celestial Fury is almost untouched, so....
I'd say overall difficulty is a bit higher than a non-IR run; but not that much - certain IR weapons are much more powerful than vanilla counterparts (check Sword of Grief or Silver sword for an example).
SR otoh does make the game harder provided you use SCS. For vanilla game it's irrelevent, likely it would make it easier. It also depends on the class you're playing. Mages did get the s**t end of the stick, but I like it that way. MAge multiclasses are hit even harder.
Clerics are great. In fact, I'd say a f/m/c is a much more viable class for a No-Reload than a dual or multi F/m - for sole reason that he can use Shield of Archons, which is probably the best spell protection in the entire game with a casting speed of 1 and ability to absorb 99 spell levels - meaning you can "dodge" stuff with it. Not even mages can do that.
Fighter-cleric multiclass is arguably the most viable no-reload protagonist in SR. In between heavy armor, dwarven +3 to Death, Wand and Spell save, Physical Mirror, Archons and Armor of Faith - they got everything covered.
Druids are in a weird place. They can contribute to every battle since all insect spells bypass MR; and elemental summons are great. Barkskin is fantastic, and they get access to a lot of elemenal damage spells in BG1, taking some pressure of mages.
Their level progression is odd; adding more to incentive that a single class druid is a waste. Either multi or dual (fighter7-druid or druid15-fighter) should work much better.
Otoh, level 7 spells for them simply aren't as good. They are neat, but lack some real hard-hitting stuff later on.
Well, the facts I can work with are this:
- most succesfull solo no-reload vanilla BGT run - fighter/illusionist - killed by Abazigal (mazed, to be precise). I do give myself some slack here, since it was a long time after playing SCS so I forgot how vanilla game works, and it was a 24 hour challenge.
- non-Revisions runs + SCS; most succesful Ascenison finale (2 barbarians, archer and Helm priest) - archer chunked and game crashed, succesfully done on reload but it wasn't a no-reload anymore
- Revisions run - Asecnsion finale (Cavalier, barbarian, archer, wizard slayer, cleric/mage, sorcerer) - died in the first few rounds since I didn't prebuff (tought you could do it there).
I'd say Revisions don't alter the difficulty that much as advertised, apart from solo runs. Then again, given I made a lot of SR changes I guess my opinion could differ from a regular player. Also, I'm used to be playing in a certain way. I rarely use Dispel Arrows anyway, so IR nerfs to them I don't care about. I don't stack multiple spell immunity spells in vanilla game, so I don't care much about SR changes to them. Project Image I never cast.
So all these things which are "nerfed" are kinda irrelevant for my runs.
Agreed.
I can't log to G3.
I'd assume you'd just run away and put buffs on again. Or you could have the target of the sequencer move away from your other party members so that only one character gets debuffed.
Lost password, no account? G3 also allows guest posting.
Given I wrote SR's Dispelling Screen code I should be, I guess.
Depends. With Item Revisions, potions are undispellable. I made a component (optional) that makes them dispellable again, but you can use potion buffs if so you desire. Personally, I don't like undispellable potions so I use my tweak. I do understand why Demi made them this way, but now you've got Dispel Screen to keep your buffs safe for a while.
In SR's context, note that all Spell Deflection spells and Spell Trap are not affected by Dispel Magic. And they protect you even against AoE magic. So your mages can be safe with something like Greater spell deflection/Trap +Spell Shield to absorb an anti-magic attack and any hostile spells. You will need PfMW/stoneskins raised asap thou.
Additionaly, Dispel isn't a guaranteed sucess. Don't believe what people write on the forums that "SCS mages always succesfully dispel you". That's nonsense. Sure, some boss-types like Lavok will have a succesful dispel cca 90% of times. But most of the "generic" mages have a much lower success chance.
"Tracers work both ways." AI suffers the same fate, but seems fairly potent. You have contingencies/sequencers, potions, movement, invisibility, deflections, summons, positioning etc.
Look at it this way - in this run above, I've never used Imp.Invisibility or any cheesy stuff like running through door when a spell will hit you etc. Yet, I almost finished entire BG2 w/o dying.
Best advice I can give is to be agressive. Rather than dancing to enemy tune, make them dance to your own. Debuff them asap, make them play defense. You'll probably want more than one dedicated mage for that however.
Dispelling Screen isn't a "late-game" spell. It has it's place, just don't rely on it too much.
Ofc, when you've got several mages clumped together (i.e.Rakshasa in Suldanesselar) you r kinda sce*ed; but that's fairly realistic imo. (on a more serious note - play with a balanced party. Few single class fighters, 2 mages; single or dual, a healer and last spot can be either a druid of sorts or a thief or whatever - provided you're careful you'll breeze through most of the fights)
I had a video of Odamaron fight in SR/SCS install (unfortunately Youtube deleted it). My party ate about a half a dozen dispels in first 2 rounds of combat (ofc, under Time stop so forget about moving your party around).
That fight is insane in this install, mostly because there's a lot of stuff you need to worry about - Lich, his simulacrum, Vampire Mage(s), Vampires, and I do have a vague memory of a bunch of skeletons and at least 2 Planetars. So : spells from a very high level Lich, level drain, insect spells, vorpal hits, Fear aura, vampire charms, melee damage and a few traps on the stairs.
And that's one of the battles you will get dispelled with an almost 100% probability; so you better have those Contingencies/Triggers ready.
Lost. Again. Mike restored it a year ago. I'm deeply ashamed to ask such a thing again.