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Soloing a Sorceror through SCS II V.6.


Ilyich

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This topic is a review of sorts of SCS II and its components. I'm currently soloing a Dwarf Berserker through the game, and progress is surprisingly good. The WeiDU log for my game is below.

 

// 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]

~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 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations

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

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes

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

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers

~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

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun

~SETUP-ITEMUPGRADE.TP2~ #0 #0 // Shadows Of Amn Item Upgrades

~SETUP-ITEMUPGRADE.TP2~ #0 #1 // Throne Of Bhaal Item Upgrades

~SETUP-TACTICS.TP2~ #0 #1 // The Ritual (requires ToB)

~SETUP-TACTICS.TP2~ #0 #3 // Improved Sahuagin City

~SETUP-TACTICS.TP2~ #0 #6 // Improved Guarded Compound in the Temple District

~SETUP-TACTICS.TP2~ #0 #7 // Improved Twisted Rune

~SETUP-TACTICS.TP2~ #0 #11 // Gebhard Blucher's Lich in the Docks

~SETUP-TACTICS.TP2~ #0 #14 // Kensai Ryu's Gnome Fighter/Illusionist in the Docks

~SETUP-TACTICS.TP2~ #0 #15 // Kensai Ryu's Improved Crypt King

~SETUP-TACTICS.TP2~ #0 #20 // Improved Golems

~SETUP-TACTICS.TP2~ #0 #26 // Fighter-Class Archer Kit

~SETUP-TACTICS.TP2~ #0 #27 // Anti-Paladin Kit

~SETUP-TACTICS.TP2~ #0 #28 // Göran Rimén's Improved Nymphs

~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 #5 // Extended Reynald Sequence

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

~SETUP-D0QUESTPACK.TP2~ #0 #9 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement

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

~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-OVERSIGHT.TP2~ #0 #1 // Alignment Correction

~SETUP-OVERSIGHT.TP2~ #0 #2 // Class Tweaks/Fixes

~SETUP-OVERSIGHT.TP2~ #0 #3 // Altered Spells

~SETUP-OVERSIGHT.TP2~ #0 #4 // Improved Continuity

~SETUP-OVERSIGHT.TP2~ #0 #5 // Cleric Kits

~SETUP-OVERSIGHT.TP2~ #0 #6 // Monk High Level Abilities

~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v3.9

~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v3.9

~RR/SETUP-RR.TP2~ #0 #2 // Bard kit revisions: v3.9

~RR/SETUP-RR.TP2~ #0 #3 // Bard High Level Ability revisions: v3.9

~RR/SETUP-RR.TP2~ #0 #4 // Proper spell progression for Bards: v3.9

~RR/SETUP-RR.TP2~ #0 #5 // Additional equipment for Thieves and Bards: v3.9

~RR/SETUP-RR.TP2~ #0 #6 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v3.9

~RR/SETUP-RR.TP2~ #0 #8 // Chosen of Cyric encounter: v3.9

~RR/SETUP-RR.TP2~ #0 #9 // Shadow Thief Improvements: v3.9

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

~SCSII/SETUP-SCSII.TP2~ #0 #20 // Allow Spellstrike to take down a Protection from Magic scroll

~SCSII/SETUP-SCSII.TP2~ #0 #30 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning)

~SCSII/SETUP-SCSII.TP2~ #0 #40 // Antimagic attacks penetrate improved invisibility

~SCSII/SETUP-SCSII.TP2~ #0 #50 // Iron Skins behaves like Stoneskin (can be brought down by Breach)

~SCSII/SETUP-SCSII.TP2~ #0 #61 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy and player Harm spells both do 150 hp of damage

~SCSII/SETUP-SCSII.TP2~ #0 #70 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.

~SCSII/SETUP-SCSII.TP2~ #0 #80 // Revert Greater Restoration back to only affecting one creature

~SCSII/SETUP-SCSII.TP2~ #0 #90 // Blade Barrier and Globe of Blades only affect hostile creatures

~SCSII/SETUP-SCSII.TP2~ #0 #100 // Cap damage done by Skull Trap at 12d6

~SCSII/SETUP-SCSII.TP2~ #0 #105 // Make Power-Word: Blind single-target

~SCSII/SETUP-SCSII.TP2~ #0 #110 // Make Minute Meteors into +2 weapons

~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 #155 // Replace +1 magical weapons with Fine ones

~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 #175 // Faster Bears

~SCSII/SETUP-SCSII.TP2~ #0 #181 // Increase the price asked by Gaylan Baele -> Gaylan wants 60,000 gold pieces

~SCSII/SETUP-SCSII.TP2~ #0 #195 // Retrieve Dropped Items from Hell

~SCSII/SETUP-SCSII.TP2~ #0 #201 // Prevent party members from dying irreversibly

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

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

~SCSII/SETUP-SCSII.TP2~ #0 #235 // Potions for NPCs -> All unused potions on dead enemies are retrievable by the party

~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 #250 // Smarter genies -> Genies have fast, uninterruptable innate magic

~SCSII/SETUP-SCSII.TP2~ #0 #260 // Smarter celestials -> Celestials 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 -> Illithids have only original-game resistances; Illithids can see through invisibility

~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 #335 // Spellcasting Demiliches

~SCSII/SETUP-SCSII.TP2~ #0 #341 // Add high-level abilities (HLAs) to ToB mages -> All ToB mages who can cast 9th-level spells get HLAs

~SCSII/SETUP-SCSII.TP2~ #0 #351 // Add high-level abilities (HLAs) to ToB priests -> All ToB priests who can cast 9th-level spells get HLAs

~SCSII/SETUP-SCSII.TP2~ #0 #361 // Add high-level abilities (HLAs) to SoA mages -> All SoA mages who can cast 9th-level spells get HLAs

~SCSII/SETUP-SCSII.TP2~ #0 #371 // Add high-level abilities (HLAs) to SoA priests -> All SoA priests who can cast 9th-level spells get HLAs

~SCSII/SETUP-SCSII.TP2~ #0 #380 // Improved d'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics)

~SCSII/SETUP-SCSII.TP2~ #0 #383 // Improved Fire Giant temple

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

~SCSII/SETUP-SCSII.TP2~ #0 #386 // Improved Abazigal's Lair

~SCSII/SETUP-SCSII.TP2~ #0 #387 // Improved Shade Lord

~SCSII/SETUP-SCSII.TP2~ #0 #392 // Party's items are taken from them in Spellhold

~SCSII/SETUP-SCSII.TP2~ #0 #396 // Slightly improved Faldorn

~SCSII/SETUP-SCSII.TP2~ #0 #397 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting

~SCSII/SETUP-SCSII.TP2~ #0 #399 // Improved Vampires

~SCSII/SETUP-SCSII.TP2~ #0 #402 // Increase difficulty of level-dependent monster groupings -> Almost-maximum difficulty (maximum for everything except liches)

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

~SCSII/SETUP-SCSII.TP2~ #0 #412 // Improved Random Encounters

~SCSII/SETUP-SCSII.TP2~ #0 #420 // Ease-of-use party AI

~SCSII/SETUP-SCSII.TP2~ #0 #430 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic)

~SCSII/SETUP-SCSII.TP2~ #0 #440 // Move Boo into Minsc's pack

~SETUP-D0TWEAK.TP2~ #0 #0 // Enhanced Goodberries

~SETUP-D0TWEAK.TP2~ #0 #1 // Corrected Summoned Demon Behaviour

~SETUP-D0TWEAK.TP2~ #0 #2 // Corrected Demon Animations

~SETUP-D0TWEAK.TP2~ #0 #4 // Tweaked Weapon Enchantments

~SETUP-D0TWEAK.TP2~ #0 #5 // Additional Racial Enemies

~SETUP-D0TWEAK.TP2~ #0 #11 // Visual Ioun Stones

~SETUP-D0TWEAK.TP2~ #0 #13 // Kensai Ryu's Restored Drow Innate Abilities

~SETUP-D0TWEAK.TP2~ #0 #15 // Remove Quayle Portrait

~SETUP-D0TWEAK.TP2~ #0 #17 // Sensible Lore Table

~SETUP-D0TWEAK.TP2~ #0 #18 // Improved Backstabbing

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr)

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

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game

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

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues

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

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1160 // Multiple Strongholds (Baldurdash) -> No Restrictions (Baldurdash)

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

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2050 // Description Updates for Universal Clubs Component

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

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor

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

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions

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

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods

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

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3020 // Identify All Items

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3120 // Happy Patch (Party NPCs do not fight or complain about reputation) -> NPCs are never angry about reputation

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

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3183 // Romance Cheats

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3210 // Minimum Stats Cheat

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil

 

 

Smarter Dragons didn't install for some reason, so I can't comment on that.

 

Component reviews. I will comment on each component as I encounter them, so I can't comment on Demons for example, as I have purposely avoided them so far.

 

Spell Tweaks

Not really noticable, due to me using a Berserker. I'll likely comment more when I solo a Mage or Sorceror through the game.

 

Item and Gameplay Tweaks

Not much to say, as they don't effect gameplay that much. I have no problems with any of the components I installed. As for the 2 I didn't install, I need all the help I can get. :suspect:

 

Tactical and AI enhancements.

Smarter AI, Calls for help and Potions are all excellent. Just one minor annoyance, Thieves will go invisible and then move around, only attacking if you move to their location.

 

Smarter Genies. I've encountered two, both summoned by Liches in the Temple Ruins. They just stood still and did nothing.

 

Smarter Mages and Mages use High-level Illusions. The final sequencer for mages is undispellable for Fighter classes. (Admittedly this one is my fault) Apart from that, I've encountered no problems with this so far. No mages have used Simulacrum or Project Image yet.

 

Smarter Priests. No problems with this so far.

 

Add HLA's. I didn't notice that much difference to the two Liches in the Temple Ruins, Horrid Wilting did more damage than Dragon's Breath, and I was fortunate to be out of sight when they cast Wish.

 

Improved De'Arnise Keep. This is brilliant. The Spirit Trolls and Yuan-Ti mages are tough, and you took away the worst part of the Tactics original, the ridiculously overpowered Tor'Gal.

 

Improved Shade Lord. A fun fight, although he is rightly nowhere near as tough as the Shadow Dragon, which I somehow managed to defeat before fighting him. His new powers were interesting, although he never actually hit me with a melee attack once. BTW, what does his "Darkling Aura" do?

 

Improved Minor and Random encounters. No problems with these so far. They are a welcome challenge.

 

Apologies for the length of this.

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Thanks for that - it's very helpful. Glad you're enjoying it.

 

Smarter Dragons didn't install for some reason, so I can't comment on that.

Known incompatibility with Quest Pack Revised Hell Trials; needs fixing.

 

Tactical and AI enhancements.

Smarter AI, Calls for help and Potions are all excellent. Just one minor annoyance, Thieves will go invisible and then move around, only attacking if you move to their location.

Yeah, there are some glitches in the v5 thief scripts; should be fixed in v6 (out next week with luck).

 

Smarter Genies. I've encountered two, both summoned by Liches in the Temple Ruins. They just stood still and did nothing.

Haven't seen that; it might be related to the thief problems.

 

Smarter Mages and Mages use High-level Illusions. The final sequencer for mages is undispellable for Fighter classes. (Admittedly this one is my fault)

Which one?

 

Apart from that, I've encountered no problems with this so far. No mages have used Simulacrum or Project Image yet.

They won't until you start meeting archmages; then it's about 50% chance per time.

 

Improved De'Arnise Keep. This is brilliant. The Spirit Trolls and Yuan-Ti mages are tough, and you took away the worst part of the Tactics original, the ridiculously overpowered Tor'Gal.

Glad to hear it.

 

Improved Shade Lord. A fun fight, although he is rightly nowhere near as tough as the Shadow Dragon, which I somehow managed to defeat before fighting him. His new powers were interesting, although he never actually hit me with a melee attack once. BTW, what does his "Darkling Aura" do?

Having checked, his vanilla THAC0 is terrible, and should probably be increased.

Darkling Aura drains levels, so I guess you wouldn't have noticed it playing a solo Berserker.

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I think the genie problem is an incompatibility with quest pack's improved ai. I had this problem also, but its no longer present without the quest pack improved ai.

 

Another incompatibility i have noticed is with the restored hell minions of unfinished business, since that changes the balors into pit fiends, which scsii responds badly to.

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I think the genie problem is an incompatibility with quest pack's improved ai. I had this problem also, but its no longer present without the quest pack improved ai.

 

Another incompatibility i have noticed is with the restored hell minions of unfinished business, since that changes the balors into pit fiends, which scsii responds badly to.

Yes, I've found that one locally too...fixed for v6. (It was almost funny before...)

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The last sequencer I refer to is Mirror Image and Invisibility.

Makes sense.

 

I'm half inclined to say "why would any sane mage, when out of spells and confronted with a berserker, go to melee" but I can see it's annoying in practice.

 

Also regarding V6, would I be able to install it over V5 without a fresh re-install of the game?

Yes.

If so, how?

Uninstall v5. Delete the SCSII folder in your BG2 folder (that step's optional but it's probably a good idea.) Install v6.

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Ok, some more progress has been made, although I have only encountered 4 new components.

 

Smarter Beholders I noticed them using Anti-Magic Ray on those affected by their reflected rays from the Shield of Balduran (I am totally ashamed to say that I fear Beholders more than any other fight :) ) and I got several messages regarding the loss of their eyestalks. I like the changes, they would be an incredible challenge without the Shield.

 

Smarter Fiends and Celestials are grouped together because I have only seen them in Lich fights. I can't say I noticed the new abilities too much, but 4 attacks per round with a +4 weapon from a 19 Str Berserker will cut through anything ludicrously quickly.

 

Spellcasting Demiliches are the exception to the above. The changes are pretty good. Kangaxx is an incredible challenge, unless you move away before he gets each of his numerous Timestops off. He disappointingly stays completely still (although if he did follow he would rip any party to pieces), casting one after the other until he runs out and starts with the ADHW's, after the 1st of these he starts chasing you around. After several lucky Magic Resistance rolls from the Cloak of Balduran for ADHW and Flame Arrow, he eventually ran out of spells and I beat him to death. I didn't see an Imprisonment spell though, probably because of the "No Imprisonment on the PC" thing. I think I used 5 Whirlwinds (1 regular, 4 greater) and 4 Berserk Rages in the fight.

 

I'd comment on Mae'var, but I don't think he is modified by SCSII.

 

One question: Why do Liches use Cloudkill?

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Mae'var is modified, actually - by the Smarter Mages component.

 

Liches use Cloudkill because they're immune to L5 spells, so they can stand in it with impunity. Does it work?

 

Yes, the Cloudkill strategy works well.

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Okay, I just fought 2 Gauths and a Beholder, and they did nearly 100 HP of damage. Only the Shadow Dragon, Kangaxx and Adamantite Golems have done that much so far. Very impressive. Their non-damaging rays have no effect after a certain level and equipment threshold though, so I propose a save penalty for Beholder (not Gauth) rays which gets harsher for Elder Orbs and even more so for Hive Mothers.

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Okay, I just fought 2 Gauths and a Beholder, and they did nearly 100 HP of damage.

 

I thought you had the Shield of Balduran?

 

I forgot about the spawn (In the Temple Sewers) so I didn't bother to equip it. Besides I was curious about how hard they really were. They weren't difficult to kill, but they certainly dished it out.

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Apologies for the double post, but I have an update.

 

Mind Flayers are, with the exception of the Alhoon, easy to defeat thanks to Greater Deathblow. The Alhoon put up an impressive fight, doing over 100 HP of damage. Some weirdness with the Temple Sewers group of Flayers, though. The Cleric in the 1st group of dominated humans cast Blade Barrier, then went to melee, and the Mage in the same group did literally nothing, not even a pre-buff.

 

Twisted Rune is, as far as I can tell, not improved by SCS II like for instance, De'Arnise Keep, but the AI improvements combined with the excellent Tactics component made for a good fight. Some equipment weirdness here, Revanek had 2 Full Plates, Varscona, a 2-Handed sword , 2 helmets, and a large shield, which by my reckoning is 2 full compliments of gear. Also Layene had 2 Robes of the Evil Archmagi.

 

I also did the Planar Sphere, but it's mainly mage fights, which I have already covered. No problems.

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Update.

 

Lose items in Spellhold I had a real challenge getting through, despite being level 39 when I started. For the most part, this is a good thing, however I lost a potion case for some reason, perhaps I bought one added by BG2 Tweaks. Anyway, as for the challenge, I found a +3 Spear in the 1st area (if this is an oversight from the Remove unrealistically unhelpful items, ignore it, otherwise NO party combination will get through the maze alive, with no way to defend against the vast majority of enemies) which was an immeasurable help combined with the HLA's I chose. Also, the Lich spawn in the 2nd room, I spent 40 minutes watching it use its pre-buff at least 6 times, without resting in a vain hope of killing it, before I realised I had already reached 8 million XP :)

 

As for everything after the 1st two rooms, there was no real challenge, as the enemies are too few and far between to even challenge a rushed soloist, never mind a max level one. Irenicus and Lonk were easy to defeat, as are most mages once you are used to their general tactics.

 

One major problem with Spellhold though, the 1st room after the Bodhi fight, the ambush with the Kobolds and Goblins on the pillars. The Goblins start invisible, making it impossible for non-spellcasting parties to pass without using the cheat console. If it is feasible, perhaps exempt the enemies in this 1st area from the updated AI script that causes them to be stealthed, so all parties can progress without cheating.

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Update.

For the most part, this is a good thing, however I lost a potion case for some reason, perhaps I bought one added by BG2 Tweaks.

Known issue when TweakPack is installed after SCSII.

...(if this is an oversight from the Remove unrealistically unhelpful items, ignore it, otherwise NO party combination will get through the maze alive, with no way to defend against the vast majority of enemies)...

I would have to say I disagree with this assessment (on the off chance it wasn't hyperbole). Simply having a mage/sorcerer in your party is enough to see you through most of the maze (the beholder being the possible exception). Out of the fights that could be argued to be unavoidable, I think it's just the levelled undead spawn outside the library that can produce enemies requiring magical, or even +3 weapons?

In the event you don't already have spellcaster (a cleric or druid could/should be able to deal with the undeads in a satisfactory manner as well) and do not wish to enlist the aid of Imoen for whatever reason, I suppose things could get ugly without the +3 spear. But I guess that's a risk you take when you choose to rely soley on your equipment.

I don't think of the spear as a unrealistically helpful item, though, so I wouldn't be surprised if this is a non-issue.

One major problem with Spellhold though, the 1st room after the Bodhi fight, the ambush with the Kobolds and Goblins on the pillars. The Goblins start invisible, making it impossible for non-spellcasting parties to pass without using the cheat console. If it is feasible, perhaps exempt the enemies in this 1st area from the updated AI script that causes them to be stealthed, so all parties can progress without cheating.

Good catch. I've been experiencing the same issue, but didn't attribute it to SCSII. Though I don't think the issue is caused as much by the invisibility as by the problem where "thieves" just stand around, doing nothing. If they attacked you on sight, like they are supposed to, they'd become visible.

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