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"Maybe this time" [NO-RELOAD THREAD]: "The Tale of TEN THOUSAND Trials"

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Comments

  • StromaelStromael Member Posts: 183
    @semiticgod glad to see your F/M/C getting air-time!

    Wise_GrimwaldCrevsDaak
  • semiticgodsemiticgod Member, Moderator Posts: 13,830
    edited February 6
    Does anyone know what the intended Ascension behavior is for Melissan regarding healing herself? I was under the impression that her Heal spells weren't supposed to be accompanied by dialog; I thought that was only a vanilla thing, related to her pre-Ascension behavior of entering the energy pillar to heal herself.

    I ask because I think my solo LoB run involved some weird behavior in which Melissan healed herself, which I dismissed as a bug, and though my memory might be inaccurate, it might be the case that my Archer/Mage would have fallen at the Throne--or at least had to use another Called Shot in order to succeed--due to the Better Stat Drain mod, which only would have brought Melissan to 1 HP once due to how the mod was designed.

    I guess it's academic, though, since the Better Stat Drain mod was intended to imitate instant death effects accurately, and failing to kill a target who otherwise would have died would itself constitute a bug.

  • FlashburnFlashburn Member Posts: 1,727
    @semiticgod
    In my version of Ascension, Melissan will deliver the mortality dialogue after the Five are all dead, then she'll heal herself, and either gate in a ton of demons or cast Time Stop.

    Ascension's final boss fight is just a crapshoot that works correctly maybe half the time.  One time in my install, she faced the throne's energy pillar and complained about how she needed more power and just waved her arm around, doing nothing.  In my run with the Rejects, she even cloned herself and brought back Sarevok for the fourth time: a behavior that I've never seen before, ever.

    semiticgod
  • semiticgodsemiticgod Member, Moderator Posts: 13,830
    That's good news for my run, then. The heal I was thinking of in my solo LoB run didn't coincide with the death of the Five, and looking back, it came with a clearly vanilla dialog line.

  • StromaelStromael Member Posts: 183
    @semiticgod, another overwhelmingly impressive ending. You show off the fundamental necessity of planning, which allows you to deal with essentially any adverse outcome thrown at you. "If you know the enemy and know yourself, you need not fear the result of a hundred battles."

    Any reflections on the run, and on the F/M/C? Maybe I missed the earlier post, but why did you choose Bioware NPCs this time? Was it that your Bhaalspawn was so OP that they could carry the team's lack of powergaming optimisation? ;)

    Corey_RussellCrevsDaak
  • semiticgodsemiticgod Member, Moderator Posts: 13,830
    Stromael wrote: »
    @semiticgod, another overwhelmingly impressive ending. You show off the fundamental necessity of planning, which allows you to deal with essentially any adverse outcome thrown at you. "If you know the enemy and know yourself, you need not fear the result of a hundred battles."

    Any reflections on the run, and on the F/M/C? Maybe I missed the earlier post, but why did you choose Bioware NPCs this time? Was it that your Bhaalspawn was so OP that they could carry the team's lack of powergaming optimisation? ;)
    I didn't really learn much from this run. The idea was to play one game where I didn't rely on any exploits or glitches whatsoever, simply because I had never done such a run. I also refrained from "cheesy" stuff like using Protection from Magic scrolls on enemies or attacking mages before their pre-buffs activated, and, in keeping with that spirit, also refrained from creating more than one character, instead relying on NPCs. It was supposed to be a standard, by-the-books, "play by the rules" no-reload run.

    Turns out that it's not much different from the other runs I've done. Both the basic principles and the technical strategy behind no-reload gameplay are the same whether or not you resort to exploits. Exploits make certain parts of the game easier, but unless you're using many different types of them, or you're using one of the more versatile exploits like the Shadowdancer trick or the Wand of Lightning trick, you still need to know how to handle ordinary gameplay so you can survive the encounters where a certain exploit won't help you.

    My only reflection on the FMC is that it's really, really, really good for no-reload runs. With all of its defensive options, it's one of the harder-to-kill classes in the game, and there's not really any time or any situation where the FMC really struggles. It's up there with Cleric/Illusionists, Berserkers, Berserker/Mages, Shadowdancers, Shadowdancer/Mages, Fighter/Illusionists, Illusionist/Thieves, Barbarians, and Dwarven Defenders as the safest and sturdiest character builds. It's notable that I frequently put my FMC out at the front of the party, where normally my Charnames sit at the back where it's safe.

    Otherwise, the main thing I learned is that there's really no reason not to cram a bunch of fighters into your party in ToB. Mages are nice, but mage HLAs don't actually scale that well, and Ascension bosses can easily survive a planetar. I think the ideal party for ToB, at least with SCS and Ascension, might have only one single- or dual-classed mage, one character with 9 cleric levels to cast Chaotic Commands, Death Ward, and Remove Fear, and the rest of the team would consist of fighter types.

    Mantis37Grond0CrevsDaak
  • semiticgodsemiticgod Member, Moderator Posts: 13,830
    edited February 8
    WeiDU log for the BG1/SoD install:
    // 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]
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow (plainab/grogerson): v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Blur Effect from Items, e.g. Cloack of Displacement: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1075 // Send BioWare NPCs to an Inn (DavidW/Zed Nocear): v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry 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
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3191 // Disable Non-Hostile Rest Spawns: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3310 // Start New Games with Party AI Turned Off: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3330 // Make party members less likely to die irreversibly: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4025 // Allow NPC pairs to separate: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4170 // Ensure Shar-Teel doesn't die in the original challenge: v8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v31
    ~BETTERENCHANTEDWEAPON/BETTERENCHANTEDWEAPON.TP2~ #0 #0 // Better Enchanted Weapon: 1.0
    WeiDU log for the BG2/ToB install:
    // 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 #20 // Change Imoen's Avatar to Mage: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow (plainab/grogerson): v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry 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
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3191 // Disable Non-Hostile Rest Spawns: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3310 // Start New Games with Party AI Turned Off: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3330 // Make party members less likely to die irreversibly: v8
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2050 // Allow individual versions of Spell Immunity to be placed into Contingencies and Spell Triggers: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3110 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4216 // Remove unrealistically convenient ammunition from certain areas -> Only remove nonmagical ammo from random containers: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6024 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal and Shadows of Amn get HLAs (very challenging and not really recommended!): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6561 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids can see through invisibility (matches Tactics mod): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCS scripts and abilities: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCS scripts and abilities: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8041 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8081 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v31
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #156 // Fiendish gating: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #160 // PnP Undead: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #191 // Increase the Hit Dice of Elemental Princes: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #241 // Revised Bhaalpowers -> Only standardize the Bhaalpowers' casting time: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.53
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #0 // Fix Sunfire power levels: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #2 // Shield of Reflection works on SCS Flame Arrows: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #3 // Fix Smarter Abazigal: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #4 // Fix Smarter Irenicus at the Throne: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #5 // Remove entourage from Ascension Fallen Solars: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #100 // Check for and fix incorrect spell animations: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #400 // Prevent silent prebuffs: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #201 // Add spell school notifications to the combat log -> All spells with a casting time greater than 1: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #300 // Add expiration notifications for buffs: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #600 // Add expiration notifications for item buffs: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #500 // Reveal all hidden doors: v2.5
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #700 // Allow Spell Shield to block Wish Breach and Mordenkainen's Disjunction: v2.5
    ~BETTERENCHANTEDWEAPON/BETTERENCHANTEDWEAPON.TP2~ #0 #0 // Better Enchanted Weapon: 1.0
    ~LILARCOR_NPC/LILARCOR_NPC.TP2~ #0 #0 // Lilarcor NPC Mod: 1.0
    ~SHAPECHANGERKIT/SHAPECHANGERKIT.TP2~ #0 #0 // Shapechanger Kit: 1.0
    I'm not using the Lilarcor NPC or Shapechanger kit mods in this run; I just used the same install to design them.

  • Grond0Grond0 Member Posts: 5,425
    Sounds like an interesting run @semiticgod - best of luck. When I started reading your post I thought your party selection seemed strange as I interpreted your restriction against player-created magical items as ruling out Enchanted Weapon. With that though, the archer makes perfect sense >:). I would have gone with a shaman rather than cleric of helm, for the increased spell flexibility and the potential for unlimited summons (and the latter might then have tempted me to reduce the arcane component of your party). However, I know I have a soft spot for shamans ...

    semiticgodCorey_Russell
  • semiticgodsemiticgod Member, Moderator Posts: 13,830
    @Grond0: Are you not working with the more recent EE updates? In the newer versions, Enchanted Weapon does not create new weapons anymore; it just makes existing weapons strike as +3 (or plus whatever, for the Better Enchanted Weapon mod).

  • StromaelStromael Member Posts: 183
    @semiticgod, I like where you're going with Frisky Bits' latest incarnation. The Gnome F/I is my personal candidate for the godliest class, with epic saving throws and extra spells on top of the already godly F/M synergy. Very interesting play limitations (although I wouldn't personally have classed Harm as a magic weapon). I look forward to seeing things unfold.

    Your analysis of the F/M/C agrees well with what I'd predicted (I planned to attempt my first no-reload with one!), although I was concerned about the relatively low HP: was it ever an issue?

    And you're spot on about Fighters in ToB. Once you're there there's little that can compete with pure physical damage output, which is why some incredibly strong SoA candidates like the Ken/Berk -> Mage drop off in power in the sequel. It also opens the door to some cunning switched-role dual-classing: take a non-Fighter kit with useful/powerful low-level perks then dual to Fighter later on for the DPS.

    semiticgod
  • semiticgodsemiticgod Member, Moderator Posts: 13,830
    @Stromael: My FMC actually had pretty decent HP for much of the game. I don't know exactly how the game calculates HP for multi-classes, but Frisky Bits' HP was distinctly higher than most of our characters in BG1, only being lower than Yeslick's and eventually Baeloth's, if only by a few points. By the time we got to SoD and Frisky Bits only had average HP for the party, their numerous Mirror Image and Stoneskin spells made their HP generally irrelevant.

    StromaelBlind_Visionary
  • CharlestonianTemplarCharlestonianTemplar Member Posts: 726
    Ugh, Gilrach died in a gibberling ambush... extra hitpoints from his familiar regardless.
    d6vtbqazp2qn.jpg

    I've never lost a character to a gibberling before. Probably time to wrap it up for today


    Wow. That's rough... but considering all the stupid ways my PCs have passed away - I still own the Hall of Shame. :)

    semiticgodBlackravenBlind_VisionaryCrevsDaak
  • semiticgodsemiticgod Member, Moderator Posts: 13,830
    @Blind_Visionary: Very wise to lose a run at the beginning of BG1 instead of the end of BG2. :wink:

    Grond0BlackravenBlind_VisionaryCrevsDaak
  • Grond0Grond0 Member Posts: 5,425
    Ugh, Gilrach died in a gibberling ambush... extra hitpoints from his familiar regardless.
    d6vtbqazp2qn.jpg

    I've never lost a character to a gibberling before. Probably time to wrap it up for today


    Wow. That's rough... but considering all the stupid ways my PCs have passed away - I still own the Hall of Shame. :)

    I must be a contender in there with a few of my characters :p. In relation to gibberlings I had a max-level sorcerer with something like 62 HPs who was one-shotted by one of those (playing LoB and as usual trying to dodge past things with a sling equipped).

    BlackravenBlind_VisionaryCrevsDaak
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