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Demivrgvs

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Working on IR v3 I somehow corrupted my old install (I really don't know how, it just ctds whenever I load a game...) thus I'm going to create a new install. I'll use this install to both play a game and continue my work on IR v3 (and KR v1 to a lesser extent) thus it will take quite some time to provide you much feedback on the later stages of the game, but I'd like to contribute as much as I can.

 

Furthermore I'd like to use this topic to discuss SCS + IR/SR "integration".

 

This is how my install looks like:

 

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v8

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1 // BG2 Fixpack - Game Text Update: v8

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v8

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v8

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v8

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v8

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v8

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v8

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v8

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v8

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v8

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v8

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v8

~SETUP-BPV179.TP2~ #0 #15 // Ascension for BP

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

~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

~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #0 // Extended NPC-NPC Interaction SoA: 3.2

~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #1 // Extended Minsc/Aerie Interaction ToB: 3.2

~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #2 // Imoen "Retrospection" dialogue for BGII: ToB: 3.2

~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #3 // Wake-Up dialogue for Anomen Romance: 3.2

~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #4 // NPC Conflict Revisions: 3.2

~YOSHIMO/YOSHIMO.TP2~ #0 #0 // Yoshimo Friendship Mod for BGII: SoA: 1

~VICONIA/SETUP-VICONIA.TP2~ #0 #0 // Viconia Friendship: 2

~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

~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v2

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v7

~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: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3141 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Non-Silly Version: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v7

~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v3

~ITEM_REV/ITEM_REV.TP2~ #0 #3 // Spellcasting in Armor -> Allow Spellcasting in Armor with Casting Speed Penalties: v3

~ITEM_REV/ITEM_REV.TP2~ #0 #6 // Heavy Armor Encumbrance -> Movement Speed and Dexterity Penalties: v3

~ITEM_REV/ITEM_REV.TP2~ #0 #9 // Allow Thieving Skills in Armor: v3

~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: v3

~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: v3

~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: v3

~ITEM_REV/ITEM_REV.TP2~ #0 #14 // Remove Cleric Weapon Restrictions from Multi-Classed Clerics: v3

~ITEM_REV/ITEM_REV.TP2~ #0 #15 // Prevent Druids from Wearing Helmets: v3

~ITEM_REV/ITEM_REV.TP2~ #0 #16 // Restrict Fighter/Druids to Armor that Druids Can Wear: v3

~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: v3

~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Backstabbing Penalties for Inappropriate Weapons -> Backstabbing Penalties Only: v3

~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3

~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3

~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v3

~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v3

~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #40 // Cure Sleep Fix: v3

~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3

~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3

~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Detectable spells (required for most other components): v11

~SCSII/SETUP-SCSII.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing your character's colour: v11

~SCSII/SETUP-SCSII.TP2~ #0 #3020 // Move Vhailor's Helm into Throne of Bhaal: v11

~SCSII/SETUP-SCSII.TP2~ #0 #3030 // Move the Cloak of Mirroring: v11

~SCSII/SETUP-SCSII.TP2~ #0 #3040 // Move the Robe of Vecna into Throne of Bhaal: v11

~SCSII/SETUP-SCSII.TP2~ #0 #3510 // Remove unrealistically helpful items from certain areas: v11

~SCSII/SETUP-SCSII.TP2~ #0 #3522 // Remove unrealistically convenient ammunition from certain areas -> Remove all ammo: v11

~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v11

~SCSII/SETUP-SCSII.TP2~ #0 #3980 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v11

~SCSII/SETUP-SCSII.TP2~ #0 #3990 // Increase the price of a license to practise magic in Athkatla -> License costs 10,000 gp: v11

~SCSII/SETUP-SCSII.TP2~ #0 #4000 // Increase the price asked by Gaylan Baele -> Gaylan wants 40,000 gold pieces: v11

~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v11

~SCSII/SETUP-SCSII.TP2~ #0 #4080 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6040 // Give fiends more staying power by increasing their hit points: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v11

~SCSII/SETUP-SCSII.TP2~ #0 #6111 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6122 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids cannot see invisible enemies: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6152 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6180 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6200 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6162 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6220 // Smarter Yaga-Shura: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6260 // Give Ascension demons SCSII scripts and abilities: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v11

~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7031 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7050 // Improved d'Arnise Keep ("Tactics Remix") -> Spirit trolls as in the original game: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken from them in Spellhold: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v11

~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v11

~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v11

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First few things noticed during pre-installation process.

SCS's Spell Tweaks and Spell Revisions

I'm quite satisfied with the current status. SR makes almost all this part of SCS redundant doing almost exactly the very same things, and the other tweaks such as 'Reduce inquisitor's Dispel Magic' work flawlessly with SR.

 

'More consistent Breach spell' is the only thing we handle in a different way. I'm not going to install your version and let you know how it affects fights against SCS liches and rakshasas.

 

Other than that I've only one doubts, which concerns 'Antimagic attacks penetrate improved invisibility'. Your second option now works almost exactly as per SR except one spell, Spellstrike, but that's not a problem imo, I'll think about it. My doubt is which AI spells bypass II if I don't install this tweak: SS,SW and RRoR only (a la SR and SCS's 2nd option), or all (as per SCS's 1st option)?

 

 

SCS's Item Tweaks and Item Revisions

SCS and IR works very well together imo. Just few things:

- 'Remove the Shield of Balduran from the game'. Why? Aren't you assigning beholders a script to "disarm" players?

- 'Move x item to y place'. What happens if IR v3 already moves such item? This would be especially important for Gromnir who I suppose gets a special script if he has the helm, but I can leave it to Deidre now that I've noticed your component for bonus merchants. At the same time I'd like to know what would happen if I place Cloak of Mirroring on another creature (maybe it's just me, but I can't stand a floating skull wearing a cloak).

 

 

Improved Shapeshifting, Refinements and Spell Revisions

How does it work exactly? Does it "overwrites" the work done by Refinements and/or Spell Revisions?

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Chateau Irenicus (with Improved starting dungeon)

My current party consists of Gabriel (kensai 7), Imoen (swashbuckler 10), Jaheira (fighter 7/druid 7), Minsc (barbarian 8), and Yoshimo (Bounty Hunter 10) as soon as I've reached the 2nd floor.

 

Overview: I haven't played BG since at least a couple of years, but I've found the dungeon really too easy (I didn't rest, not even once, but jaheira started with memorized spells). Replacing the goblins with duergars is a nice touch though, they are slightly more though and make a lot more sense in terms of roleplaying (Irenicus using goblins to guard his hideout was quite silly). I actually don't mind too much if the dungeon isn't too difficult (I suppose most players hate this place), but at least the fight with Ilyich should be a lot more difficult imo, because it felt anti-climatic.

 

Bugs:

- the ogre mage summoned by the djinni doesn't use any spell at all, is it intended? I've reloaded to check if I just killed him too quickly, but even if I stand there immobile he only goes melee.

- the small party facing the vampire on the 2nd floor doesn't move a finger, I don't remember how it worked in vanilla, but Slightly Improved Ilyich mod handled this encounter in a rather cool way.

 

Suggestions:

- in general I'd just suggest you to look at Slightly Improved Ilyich and implement it in a similar way, as you did for many Tactics components.

- Ilyich encounter is really too easy imo. As the above mentioned mod does, I'd make Ilyich a berserker/barbarian and add a low level cleric to the party.

- the Cambion too deserves to be a lot more challenging imo. After all it's completely "optional" to fight him, and there must be a reason if Irenicus keeps him imprisoned in a permanent Otiluke's Resilient Sphere.

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Kalah in circus is also very weak. (no prebuff routine and it seems no script and spells for a illusionist)
Theoretically Kalah could be invisible through out the areas, and thus summon more shadows on all of them, or the like... so the area scripts will summon them, not a .cre as the quest is about revealing Kalah first...

 

Sorry to go of topic, I'll watch this with interest. :thumbsup:

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Kalah in circus is also very weak. (no prebuff routine and it seems no script and spells for a illusionist)
You anticipated my post. :thumbsup:

 

Kalah's Circus

The party now consists of Gabriel (kensai 8), Jaheira (fighter 7/druid 8), Minsc (barbarian 8), Yoshimo (Bounty Hunter 11) and Aerie (cleric 7/mage 7).

 

Overview: well, this is clearly not SCS fault because you didn't do anything about this particular quest, but it's a real shame imo to have such a unique scenario/areas wasted for such an easy and quick quest. Feel free to ignore the following suggestions, because they clearly require you to build a dedicated component. But at least Kalah deserves a decent spellbook even with a plain SCS installation imo.

 

Bugs:

- none

 

Suggestions:

- I'd like the disguised orcs to be a real threat for those who ignore the illusion (which should be dispelled by Detect Illusion, True Seeing an the like). What about having them (or a better type of creature) 'backstab on each hit x2 or x3' as long as they're disguised? ;)

- the 2nd area is incredibly wasted. The concept is great, and I'd like to fight a horde of creatures (half real, half not). A Detect Illusion (thief ability) or similar spell would make the fight a lot easier, but unprepared parties should find it difficult. As of now I really don't care to know which creature is real, they are so few and weak that even Aerie can take them in melee.

- what's the purpose of the djinni/efreeti "guading" the stairs? Another waste if you ask me, but I can live with that.

- Kalah's fight is anti-climatic imo, but the main issue is the one mentioned by DrAzTiK, he doesn't cast a single illusion spell!! Give him a bunch of Spook, Mirror Image, Blur and the like (there's even a "hidden" Phantasmal Killer in the resources, that would be uber-nasty :D ).

 

 

P.S this whole post reminded me I absolutely have to add a few illusion spells to SR such as Phantasmal Killer and a spell to summon illusionary creatures.

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I like the idea of a half real, half illusion horde in the second area... gives a good reason to take detect Illusion and load up spells like that, though if you charge in straight from Chateau Irenicus, it could be rather tricky.

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Random Encounters

The party now consists of Gabriel (kensai 8), Jaheira (fighter 8/druid 8), Minsc (barbarian 9), Yoshimo (Bounty Hunter 11), Aerie (cleric 7/mage 7), and Nalia (swashbuckler 7/mage 8).

 

Overview: well, I thought about doing at least Nalia's Keep before posting another topic but then I run on 4 random encounters (Suna Seni's party, the party with the poisoned guy, a group of thieves in the docks while bringing back the poisoned guy, and another encounter while reaching the keep). Long story short, great job. Mages and clerics seem to use a lot of different spells, with good target selection, and thieves are a real pain (I had to use Minsc as a scout to lure them out, and waste their backstabs else Nalia and Aerie were as good as dead). These encounters are now a real threat to unprepared parties (e.g. wounded party members, few memorized spells, ...). Last but not least: the lag time caused by SCS's long scripts is incredibly less noticeable than previous versions, which is awesome.

 

Regarding SCS and SR integration, I've tried Faerie Fire and Glitterdust a little, and they do seem to work well. Most of the times thieves make the save and are unaffected by the 'no invisibility for 4 rounds' but when they fail the save they switch to melee/ranged and never waste additional Invisibility Potions.

 

Bugs:

- actually I'm not sure if it's a bug or not but few times I've noticed a charmed party memeber does nothing instead of fighting against me. Perhaps it's only 1st lvl Charm Person (and it may be the intened behaviour), because the last party (I tried it at least 3 times) used Dire Charm instead and my kensai always ended up tearing Minsc apart.

 

Suggestions:

- it's an incredibly small thing but I don't like much the "group composition" with orogs and a human party together because I can't see them going along well.

 

P.S SR's Sleep saved my a** knocking out 7-8 orogs!

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Ilyich encounter

Long time ago I've did a mini-mod which without boosting this fellow made a battle against him more difficult. So minor change, but increases Irenicus Chateu difficult level... move Jaheira's cell key to his equipment. You'll have to handle great part of 1st level of dungeouns without party's healer (if your protagonist isn't druid or cleric). But as Demi suggested, adding there cleric (or even replacing duergar's mage) would be quite interesting. Two or three spells like a Strenght of One or Defensive Harmony and this fight wouldn't be so pathetic. And with only three characters? Mhm, sounds intriguing.

 

Cambion

Good point! You don't need to fight against him, so maybe an option of giving him some larger treasure than bastard sword +1 (or rising his xp reward) but granting him some special abilities (Power Word: Stun/Blindeness etc.) and making him a real challenge 'd be a great addition.

 

Kalah

Personally I think that he should be a weak Illusionist, that's plot-based (especially when you have BG2 UB on-board) and he shouldn't be capable of casting anything better than few minor spells (as Demi said, Spook, Mirror's and Invisibility but not 7th level spells!). But "his" illusions of werewolves and these shadows, right, they're too weak. Or there should be really a lot of them. And it shouldn't be so easy to dispel/remove them - but I don't know how to exactly handle it.

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Kalah's Circus

The party now consists of Gabriel (kensai 8), Jaheira (fighter 7/druid 8), Minsc (barbarian 8), Yoshimo (Bounty Hunter 11) and Aerie (cleric 7/mage 7).

 

Overview: well, this is clearly not SCS fault because you didn't do anything about this particular quest, but it's a real shame imo to have such a unique scenario/areas wasted for such an easy and quick quest. Feel free to ignore the following suggestions, because they clearly require you to build a dedicated component. But at least Kalah deserves a decent spellbook even with a plain SCS installation imo.

 

Bugs:

- none

 

Suggestions:

- I'd like the disguised orcs to be a real threat for those who ignore the illusion (which should be dispelled by Detect Illusion, True Seeing an the like). What about having them (or a better type of creature) 'backstab on each hit x2 or x3' as long as they're disguised? :thumbsup:

- the 2nd area is incredibly wasted. The concept is great, and I'd like to fight a horde of creatures (half real, half not). A Detect Illusion (thief ability) or similar spell would make the fight a lot easier, but unprepared parties should find it difficult. As of now I really don't care to know which creature is real, they are so few and weak that even Aerie can take them in melee.

- what's the purpose of the djinni/efreeti "guading" the stairs? Another waste if you ask me, but I can live with that.

- Kalah's fight is anti-climatic imo, but the main issue is the one mentioned by DrAzTiK, he doesn't cast a single illusion spell!! Give him a bunch of Spook, Mirror Image, Blur and the like (there's even a "hidden" Phantasmal Killer in the resources, that would be uber-nasty ;) ).

 

 

P.S this whole post reminded me I absolutely have to add a few illusion spells to SR such as Phantasmal Killer and a spell to summon illusionary creatures.

It's meant to be a begining quest, the first quest you're doing when you step out of Irenicus Lair.

I'm not too fond of revamping the whole place myself.

But i do agree that Kalah should be casting Illusion Spells.

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Nalia's Keep (with More Resilient Trolls)

The party now consists of Gabriel (kensai 8), Jaheira (fighter 8/druid 8), Minsc (barbarian 9), Yoshimo (Bounty Hunter 11), Aerie (cleric 7/mage 7), and Nalia (swashbuckler 7/mage 8).

 

Overview: chosing this as the vey first quest got me an insanely difficult final battle with Torgal. The rest of the keep isn't much more difficult than in previous versions imo but I had 20-30 IR's Arrows of Fire (1d3 fire damage with no save instead of vanilla's 1d2 with save to negate), Jaheira had a couple of Flame Blade memorized and Nalia had three Burning Hands plus a bunch of fire-based spells from scrolls. My party was too weak and especially too poorly equipped (Gabriel still uses a katana +1 paired with a nonmagical wakizashi) to take on all the trolls, thus I had Nalia/Yoshimo do a lot of scouting to avoid the large groups (e.g. there were 7-8 trolls + 2 ice trolls on the walls where you must go to open the gates!!), and I couldn't afford to face the Iron Golem (I forced myself to not sleep during the quest). For roleplaying reasons I didn't kill Nalia's dogs, but thankfully I had the Wand of Cloudkill from Irenicus dungeon to get rid of all the Humber Hulks.

 

As I said the final battle is a completely different matter, and I had to use everything at my disposal to win. Before the battle Aerie and Jaheira summoned a Lesser Earth Elemental, a Nymph (who summoned a couple of Dire Wolves) and a group of Hobgoblin Archers (MSI), Yoshimo placed a bunch of traps and special traps, Gabriel and Minsc consumed a Potion of Defense and a Potion of Speed respectively (both undispellable because of IR v3), and Nalia cast Polymorph Self (SR's Mustard Jelly form in this battle was awesome due to the new ranged acid attack!). Even with such preparation I had to reload twice to win, mainly because the yuan-ti mages were a real pain: their Confusion and Chain Lightning are quite deadly against a mid-low lvl party, and using Web while protected by Minor Globe of Invulnerability is a terrific combo! In fact the key to my victory was a Scroll of Domination which allowed me to control one of the two mages.

 

Bugs:

- it's probably not SCS's fault but the large troll group on the walls was still there after completing the quest

 

Suggestions:

- what about making Nalia not "force her quest" to the party when you meet her? You can simply remove the "walk to charname" part of her script and let her work "a la Anomen" (she talks to you if you approach her). A roleplaying player can find it difficult to not help her right away and do other quests (e.g. Slavers quest) before going to the keep, but for some low lvl parties the final battle may be almost impossible imo.

- what about preventing rest during the quest? To avoid scaring people off you may allow it once (like you did for Irenicus dungeon), but resting more than once is ridiculous imo, and probably makes the whole quests way more easy. You could always add a bunch of healing potions in the armory, the main hall and/or the kitchen.

- if Nalia is in the party the Golems on second floor shouldn't really attack the party imo. That would be a really cool feature.

- in PnP more powerful trolls can take class levels (almost always fallen rangers). Torgal may take advantage of it, or pehaps you could make Spirit Trolls into Stalkers with backstab opportunities.

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Cambion

Good point! You don't need to fight against him, so maybe an option of giving him some larger treasure than bastard sword +1 (or rising his xp reward) but granting him some special abilities (Power Word: Stun/Blindeness etc.) and making him a real challenge 'd be a great addition.

 

Kalah

Personally I think that he should be a weak Illusionist, that's plot-based (especially when you have BG2 UB on-board) and he shouldn't be capable of casting anything better than few minor spells (as Demi said, Spook, Mirror's and Invisibility but not 7th level spells!). But "his" illusions of werewolves and these shadows, right, they're too weak. Or there should be really a lot of them. And it shouldn't be so easy to dispel/remove them - but I don't know how to exactly handle it.

 

The Cambion is modified by Revised Battles, therefore SCSII should take this in consideration (if the RB version has to be changed at all).

 

Kalah could be a bit stronger. The quest itself can be extended by Unfinished Business, which explains the story of the djinn. So the djinn probably should not be modified.

 

Just to mention this because I think that UB and RB are imho mods one uses if one also uses SCSII...

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