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Demivrgvs Weidu Log - Bug Reports - Suggestions


Demivrgvs

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// 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

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1 // BG2 Fixpack - Game Text Update

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #105 // Additional Hero Quests in Trademeet Wait Until Hero is Officially Named

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes

~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)

~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)

~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)

~SETUP-OVERSIGHT.TP2~ #0 #0 // Tougher Sendai (TOB Required)

~KELSEY.TP2~ #0 #0 // Kelsey v2.1: for BG2 - SoA

~SETUP-KELSEYTOB.TP2~ #0 #0 // Kelsey: ToB - Version 2

~SETUP-KELSEYTOB.TP2~ #0 #2 // Ascension-specific dialogue (Requires WeiDU Ascension, v1.4.12 or greater recommended)

~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements

~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements

~SETUP-D0QUESTPACK.TP2~ #0 #2 // Creature & Area Improvements -> All Creature Improvements

~SETUP-D0QUESTPACK.TP2~ #0 #3 // Creature & Area Improvements -> Boss Improvements Only

~SETUP-D0QUESTPACK.TP2~ #0 #4 // Alternative Harper/Xzar Plot

~SETUP-D0QUESTPACK.TP2~ #0 #5 // Extended Reynald Sequence

~SETUP-D0QUESTPACK.TP2~ #0 #6 // Intrigue In The Copper Coronet

~SETUP-D0QUESTPACK.TP2~ #0 #7 // Rahul Kanakia's Potion Quest

~SETUP-D0QUESTPACK.TP2~ #0 #8 // Revised Hell Trials

~SETUP-D0QUESTPACK.TP2~ #0 #11 // Saving Sanik In Brynnlaw

~SETUP-D0QUESTPACK.TP2~ #0 #12 // Burglary Of The Bookkeeper

~SETUP-D0QUESTPACK.TP2~ #0 #13 // New Fate For The Dryads' Acorns

~SETUP-D0QUESTPACK.TP2~ #0 #14 // The Tragedy Of Besamen

~SETUP-D0QUESTPACK.TP2~ #0 #15 // Further Slaver Involvement

~SETUP-D0QUESTPACK.TP2~ #0 #16 // Sending The Solamnic Knights Home

~SETUP-D0QUESTPACK.TP2~ #0 #17 // Nazariel The Lich

~SETUP-D0QUESTPACK.TP2~ #0 #18 // Reward Negotiation

~SETUP-D0QUESTPACK.TP2~ #0 #19 // Infernal Thievery

~SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities

~SETUP-REFINEMENTS.TP2~ #0 #22 // "SwashImoen" -> "SwashImoen", points in Detect Illusions rather than Set Traps.

~SETUP-REFINEMENTS.TP2~ #0 #30 // Shapeshifting fix -> Heal on shifting back to human (Default)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2130 // Alter Item Descriptions for 'Allow Arcane Spellcasting in Armor' Component

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grand Mastery (Weimer)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2294 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With PnP Druid/Cleric Spell Table

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3071 // Change Effect of Reputation on Store Prices -> Reputation Has No Effect, Stores Price Fixed at 100% (Luiz)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3141 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Non-Silly Version

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Staffs, Clubs, and Slings (Icelus)

~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn

~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal

~SETUP-NPCFLIRT.TP2~ #0 #0 // Aerie Flirt Pack For SOA

~SETUP-NPCFLIRT.TP2~ #0 #2 // Aerie Flirt Pack For TOB

~SETUP-NPCFLIRT.TP2~ #0 #4 // Jaheira Flirt Pack for SOA

~SETUP-NPCFLIRT.TP2~ #0 #6 // Jaheira Flirt Pack for TOB

~SETUP-NPCFLIRT.TP2~ #0 #8 // Viconia Flirt Pack for SOA

~SETUP-NPCFLIRT.TP2~ #0 #10 // Viconia Flirt Pack for TOB

~SETUP-VALHORN.TP2~ #0 #0 // Improved Horns of Valhalla v1.2

~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs

~KITS_REV/KITS_REV.TP2~ #0 #0 // Kits Revisions by Demivrgvs

// Recently Uninstalled: ~ADPACK/SETUP-ADPACK.TP2~ #0 #0 // Shared files (required)

// Recently Uninstalled: ~ADPACK/SETUP-ADPACK.TP2~ #0 #1 // Divine spells lvl 1-8

// Recently Uninstalled: ~ADPACK/SETUP-ADPACK.TP2~ #0 #2 // Arcane spells lvl 1-10

~SCSII/SETUP-SCSII.TP2~ #0 #10 // Detectable spells and effects (required for most other components)

~SCSII/SETUP-SCSII.TP2~ #0 #140 // Move Vhailor's Helm into Throne of Bhaal

~SCSII/SETUP-SCSII.TP2~ #0 #150 // Move the Robe of Vecna into Throne of Bhaal

~SCSII/SETUP-SCSII.TP2~ #0 #160 // Remove unrealistically helpful items from certain areas

~SCSII/SETUP-SCSII.TP2~ #0 #170 // Remove unrealistically convenient ammunition from certain areas

~SCSII/SETUP-SCSII.TP2~ #0 #180 // Increase the price asked by Gaylan Baele -> Gaylan wants 40,000 gold pieces

~SCSII/SETUP-SCSII.TP2~ #0 #220 // Improved general AI

~SCSII/SETUP-SCSII.TP2~ #0 #230 // Improved calls for help

~SCSII/SETUP-SCSII.TP2~ #0 #235 // Potions for NPCs

~SCSII/SETUP-SCSII.TP2~ #0 #238 // Improved Spiders

~SCSII/SETUP-SCSII.TP2~ #0 #240 // Improved fiends -> Fiends have fast, uninterruptable innate magic

~SCSII/SETUP-SCSII.TP2~ #0 #251 // Smarter genies -> Genies cast spells like normal wizards

~SCSII/SETUP-SCSII.TP2~ #0 #260 // Smarter celestials -> Celestials have fast, uninterruptable innate magic

~SCSII/SETUP-SCSII.TP2~ #0 #270 // Smarter dragons -> Dragons have fast, uninterruptable innate magic

~SCSII/SETUP-SCSII.TP2~ #0 #281 // Smarter beholders -> Upgrade the beholders found in the hive in the Underdark (borrowed from Quest Pack)

~SCSII/SETUP-SCSII.TP2~ #0 #290 // Smarter mind flayers

~SCSII/SETUP-SCSII.TP2~ #0 #300 // Smarter githyanki

~SCSII/SETUP-SCSII.TP2~ #0 #310 // Enemy mages use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages)

~SCSII/SETUP-SCSII.TP2~ #0 #320 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting

~SCSII/SETUP-SCSII.TP2~ #0 #330 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting

~SCSII/SETUP-SCSII.TP2~ #0 #340 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs

~SCSII/SETUP-SCSII.TP2~ #0 #350 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priestss get HLAs

~SCSII/SETUP-SCSII.TP2~ #0 #360 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs

~SCSII/SETUP-SCSII.TP2~ #0 #370 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priestss get HLAs

~SCSII/SETUP-SCSII.TP2~ #0 #380 // Improved d'Arnise Keep ("Tactics Remix")

~SCSII/SETUP-SCSII.TP2~ #0 #385 // Enhanced Sendai's Enclave

~SCSII/SETUP-SCSII.TP2~ #0 #402 // Increase difficulty of level-dependent monster groupings -> Maximum difficulty

~SCSII/SETUP-SCSII.TP2~ #0 #410 // Improved minor encounters [almost no content yet]

~SCSII/SETUP-SCSII.TP2~ #0 #415 // Give SCS II style AI to Ascension enemies

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I had previously installed a mod (namely A&D) but with it installed in any order of installation as soon as the fight with Ilych starts the game freeze.

I'll make a little search myself for incompatibility... (could it be some problem with detectable spell and effects?).

 

The game run with a slight slowdown but i have an old 2400 with 1024 Ram...

 

The Ogre Magi cause a little slowdown too when created but fought well...except the fact that it took me 5 minutes to wear down his stoneskin protection (how many skins have him?).

 

The two goblin who can use potion of invisibility do so even from time to time when you're far way from them (not really a problem) but in my game they where closed in a corner of the library and therefore they miss the "big" fight.

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Circus Tent

 

No bug found.

 

Suggestions:

1) What about making the genie (not the one making the question but the second one) a good fight? Right now he is nothing more than an useless pop-up.

 

Slaver Quest

 

No bug found.

 

Nalia's Keep

 

Bugs:

1) The Yuan-Ti mage on second floor (the one guarding the key) had some odd behaviour. I backstabbed him with Yoshimo and he chose to fight in melee instead of using arcane magic.

 

Suggestions:

1) I propose to lower the duration of the strenght damage inflicted by Spirit Trolls...i had to wait an eternity for it to wear down before being able to continue the mission.

2) What about making Torgal a Spirit troll like it was in the Tactics mod? It would make him a lot more difficult but can be really fun in my opinion.

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Shade Lord

 

No bug found.

 

Suggestions:

1) I had a party of lvl 8-9 characters and found the two liches nearly impossible. Is their spawn related to the component that decide how hard are the level dependent monsters?

2) The Shade Lord himself was ridiculously easy...my archer killed him in 2 round...he should have some contingency i suppose. (NB i've chosen the option"mages don't cast short duration pre buff")

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Planar Sphere

 

No bug found.

 

Suggestions:

1) Mages (all of them!) cast too often multiple glabrezu and i think that casting mordankainen swords, efreeti, nishruu, invisible stalkers,... would be more appropriate for roleplaying (summoning Demons should be very rare because they're eager to destroy their own summoner in PnP) and a lot more fun. I personlly would leave only liches to cast Demons.

2) Speaking of Demons...they are more fun to fight now but i personally hate the mirror image effect on them.

3) When a contingency is fired there's a 1-2 seconds of slowdown (and it happens everytime a fight starts)...isn't it evitable? Can it can be related to the scripts for simulacrums, misleads or project images...

4) I personally modified spell immunities so that only one immunity at a time can be used...multiple immunities are really too powerful...aren't they? Like for example Mislead+Spell Immunity to Divination & Abiuration

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Okay, thanks lots for this (bugs and suggestions both - I haven't gone with all the suggestions but it's very helpful even so!)

 

I had previously installed a mod (namely A&D) but with it installed in any order of installation as soon as the fight with Ilych starts the game freeze.

I'll make a little search myself for incompatibility... (could it be some problem with detectable spell and effects?).

 

Could be, though I doubt it - depends how your mod works though. Sorry not to be more specific!

 

The game run with a slight slowdown but i have an old 2400 with 1024 Ram...

 

I rather feared that... a lot of long scripts. I gather it's still playable even on an oldish machine though?

 

The Ogre Magi cause a little slowdown too when created but fought well...except the fact that it took me 5 minutes to wear down his stoneskin protection (how many skins have him?).

Should be the normal amount (I haven't modified the spell), but there's some possibility it's an oddity caused by a different minor bug (now fixed) with the ogre mage.

 

The two goblin who can use potion of invisibility do so even from time to time when you're far way from them (not really a problem) but in my game they where closed in a corner of the library and therefore they miss the "big" fight.

I've actually taken them off invisibility for now (nice idea in principle, but as it is it looks a bit silly (they backstab with their fists) and I don't really want to spend the time (not now at any rate) thoroughly restructuring them to get around this.

 

1) The mage whose fighting the vampire at second floor remained neutral against her and din't do a thing. After i've killed the vampire she became ostile and fought quite well.

Fixed now; she'll fight Ulvaryl, then the party.

 

1) What about making the genie (not the one making the question but the second one) a good fight? Right now he is nothing more than an useless pop-up.

It's an interesting thought, but on balance I'd rather not, just because a general theme of SCS(II) is that it doesn't muck around with the basic structure of the plot. In the vanilla game that genie is just there to taunt you (and his dialog supports that) - I'd rather not change that.

 

1) The Yuan-Ti mage on second floor (the one guarding the key) had some odd behaviour. I backstabbed him with Yoshimo and he chose to fight in melee instead of using arcane magic.

I can't reproduce this, unfortunately. Let me know if you see anything like it again.

 

1) I propose to lower the duration of the strenght damage inflicted by Spirit Trolls...i had to wait an eternity for it to wear down before being able to continue the mission.

I think this is a bit outside the scope of SCS - it's like that in the vanilla game too.

 

2) What about making Torgal a Spirit troll like it was in the Tactics mod? It would make him a lot more difficult but can be really fun in my opinion.

Maybe I'm missing something, but what difference would this make? (Invisibility, I guess? - yes, I could do that if it seems a good idea. Will think about it.)

 

1) I had a party of lvl 8-9 characters and found the two liches nearly impossible. Is their spawn related to the component that decide how hard are the level dependent monsters?

Yep. In the vanilla game, you get liches from around L15-L17. You've got the "maximum difficulty" subcomponent of the level-dependent SCSII component installed, so you get them at L8. Reinstall that component at a lower difficulty if it's giving you too much trouble.

 

If there's general agreement, I might make liches an exception to the general rule for that component, though - they're much more lethal than most other random spawns.

 

2) The Shade Lord himself was ridiculously easy...my archer killed him in 2 round...he should have some contingency i suppose. (NB i've chosen the option"mages don't cast short duration pre buff")

I haven't touched him (it?) at all, actually. I haven't had time to write something specific and I didn't really want yet another generic mage/lich. It's on the to-do list.

 

1) Mages (all of them!) cast too often multiple glabrezu and i think that casting mordankainen swords, efreeti, nishruu, invisible stalkers,... would be more appropriate for roleplaying (summoning Demons should be very rare because they're eager to destroy their own summoner in PnP) and a lot more fun. I personlly would leave only liches to cast Demons.

 

Well, that's one interpretation, but I'm not sure I agree - there are plenty of living demonologists in fiction, and a few living demon-summoners even in the vanilla game. I can use the spell less if people find them annoying or suboptimal, though - but I can't swap it for any of the spells you suggest because the levels are wrong. The main reason I summon quite a few demons is that it makes a change from endless Horrid Wiltings, plus it gives the meleers in the party something to do while the mages are taking down the enemy's defences!

 

2) Speaking of Demons...they are more fun to fight now but i personally hate the mirror image effect on them.

 

Truesight is your friend. (They're smart enough to notice you casting it and not waste time with MI any more, but at least you don't have to go through the images themselves).

(It's a generic 2nd edition D&D glabrezu power, as a point of interest.)

 

3) When a contingency is fired there's a 1-2 seconds of slowdown (and it happens everytime a fight starts)...isn't it evitable? Can it can be related to the scripts for simulacrums, misleads or project images...

Not exactly. It's because whenever a creature is created, there's a slowdown proportional to the length of its script. (I guess it's probably being loaded into memory or something). Because SCSII scripts are very long, it's more noticeable than in the vanilla game. A Simulacrum is another created creature, so you get that delay again. (You may have notice that the delay is a second or two shorter when the mages happen not to create clones).

 

4) I personally modified spell immunities so that only one immunity at a time can be used...multiple immunities are really too powerful...aren't they? Like for example Mislead+Spell Immunity to Divination & Abiuration

 

That's your call, but I've been trying to minimise rule-system changes. (I agree it's a bit subjective what is and isn't a good change). I think multiple immunities are pretty useful but not overwhelming - spellstrike + truesight, or warding whip + truesight, will strip all that stuff away in one go, for instance.

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Mae'Var's quests

No real bug found. Mae'Var's fight was brilliant but i've quest pack installed too and i think that many modifications could be from that mod, am i wrong? For example the Shadow Armor he's wearing isn't dropped at the end of the fight...

 

Trademeet

 

No bug found.

 

Suggestions:

1) What about making Faldorn a little more powerful? ;)

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Hooray, no bugs!

 

I don't know what Quest Pack does to Maevar. SCSII gives him a new script, rearranges his spells, and (I think) removes his armour altogether so he can actually cast.

 

Faldorn: yes, agreed in principle. In practice it probably won't make the first release. (I can't just give her a standard druid script because there are some pitfight-specific things to allow for.)

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For Mae'Var i've changed his armor in order to allow spellcasting without failure.

 

It's not really a problem if some components won't be in the first release cause the mod still offers the best AI i've ever played for BGII. Anyway i think that components like improved Nalia's Keep would be really great and bosses like Faldorn or the Shade Lord should benefit a lot from particular attentions. I know you have a different approach than Tactics or IA and you don't want to change things in the game but situations like Bodhi's Lair or escaping Ust'Natha can be and deserve to be made truly epic and i've heard you've done something similar with Sendai's Enclave.

 

I've another exam on the 3rd of October but now i think i can play some more...i'm really sorry it's taking so long.

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For Mae'Var i've changed his armor in order to allow spellcasting without failure.

 

It's not really a problem if some components won't be in the first release cause the mod still offers the best AI i've ever played for BGII. Anyway i think that components like improved Nalia's Keep would be really great and bosses like Faldorn or the Shade Lord should benefit a lot from particular attentions. I know you have a different approach than Tactics or IA and you don't want to change things in the game but situations like Bodhi's Lair or escaping Ust'Natha can be and deserve to be made truly epic and i've heard you've done something similar with Sendai's Enclave.

 

I've another exam on the 3rd of October but now i think i can play some more...i'm really sorry it's taking so long.

 

Not a problem! (It normally takes me about eight months to play thru the whole thing...)

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Mencar Pubblecrusher party

 

Bugs:

1) The warrior who's holding the Cursed Berserking Sword seems to equip it several times (the sound keeps repeating)...don't know if it causes any problems.

 

Bodhi's Lair (before Spellhold)

 

Bugs:

1) Tanova reaches the main entrance where you meet the mage (i think responding to a call for help) which can be good...but she uses only a panic effect that doesn't seem to work even if characters fail the save (the portrait shows the icon but no effects is really affecting the character) and then she went melee dying in a matter of seconds (it's a pity for a powerful vampire/spellcaster!).

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DavidW,

 

since SCS II intertwines itself with Ascension as well and since Ascension has not been updated for a very long time, I was wondering if you might be so kind to make an attempt to fixing some of its bugs or if you even have already done it while coding SCS II.

 

Thanks and sorry again for not having been able to be of help with the betatesting.

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Brynnlaw

 

Bugs: none.

 

Suggestions:

1) By having all mages share the same script something odd could happen...Vadek left Galvena alone entering the room nearby when walking here and there...so i dispatched her and then fought him alone. Shoudn't be better to have some mages run their own script? It can make them better suited to their surroundings and it can allow to take into account if they have allies...and i suppose the game may also run faster.

 

Spellhold

 

Bugs:

1) A goblin commando in the first room of the "test" (the one with kobold or goblin archers), precisely the one on the north-west corner remain invisible even when attacking...i've spent five minutes searching for him and then i had to kill him with a fireball.

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