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Raj

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I finally gave up on my idea of a no reload run with a bunch of house roleplay rules and no metagaming involved: the two things don't mix very well :devil: and I was tired of doing the first 4-5 chapters over and over, so the former rule had to go. For now.

The funny thing is that this time I was going to succeed if I used my usual mod setup :cringe: Instead, I went for a almost full SCS2 install, including the option 1 for smarter mages that caused my 5 reloads against the Twisted Rune, 3 reloads against the spellcasting Kangaxx ( but one was against his lich form, shame on me ), 2 reloads in the beholder lair and countless ( ok make it a dozen or so, 3 hours of gameplay this morning ) painful deaths against improved Irenicus.

 

// 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]

~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0020

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

~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (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)

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01

~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v2

~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 #40 // Cure Sleep Fix: v3

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

~ITEM_REV/ITEM_REV.TP2~ #0 #1 // Masterwork Weapons: v2

~ITEM_REV/ITEM_REV.TP2~ #0 #4 // Heavy Armor Encumbrance -> Dexterity Penalties in Heavy Armor: v2

~ITEM_REV/ITEM_REV.TP2~ #0 #5 // Allow Thieving Skills in Armor: v2

~ITEM_REV/ITEM_REV.TP2~ #0 #6 // Revised Shield Bonuses: v2

~ITEM_REV/ITEM_REV.TP2~ #0 #7 // Dual Wielding Changes for Light and Heavy Weapons: v2

~ITEM_REV/ITEM_REV.TP2~ #0 #8 // Items of Protection Can Be Worn with Magical Armor: v2

~ITEM_REV/ITEM_REV.TP2~ #0 #9 // Remove Cleric Weapon Restrictions from Multi-classed Clerics: v2

~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Weapon Changes: v2

~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.40

~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.40

~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.40

~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.40

~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.40

~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.40

~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.40

~RR/SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.40

~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.40

~POTION_REV/SETUP-POTION_REV.TP2~ #0 #0 // Potion Revisions by Demivrgvs: Beta 1

~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

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9

~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: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3012 // Maximum HP for NPCs (the bigg) -> For Party-Joinable NPCs Only: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v9

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

~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v17

~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v17

~SCSII/SETUP-SCSII.TP2~ #0 #2019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v17

~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v17

~SCSII/SETUP-SCSII.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v17

~SCSII/SETUP-SCSII.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v17

~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v17

~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v17

~SCSII/SETUP-SCSII.TP2~ #0 #3060 // Remove Arrows of Dispelling from stores: v17

~SCSII/SETUP-SCSII.TP2~ #0 #3510 // Remove unrealistically helpful items from certain areas: v17

~SCSII/SETUP-SCSII.TP2~ #0 #3521 // Remove unrealistically convenient ammunition from certain areas -> Remove ammo up to the +2 level from random containers: v17

~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v17

~SCSII/SETUP-SCSII.TP2~ #0 #3980 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v17

~SCSII/SETUP-SCSII.TP2~ #0 #3992 // Increase the price of a license to practise magic in Athkatla -> License costs 20,000 gp: v17

~SCSII/SETUP-SCSII.TP2~ #0 #4003 // Increase the price asked by Gaylan Baele -> Gaylan wants 100,000 gold pieces: v17

~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v17

~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v17

~SCSII/SETUP-SCSII.TP2~ #0 #4040 // Improved shapeshifting: v17

~SCSII/SETUP-SCSII.TP2~ #0 #4050 // Make party members less likely to die irreversibly: v17

~SCSII/SETUP-SCSII.TP2~ #0 #4055 // Randomise the maze in Watcher's Keep: v17

~SCSII/SETUP-SCSII.TP2~ #0 #4091 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v17

~SCSII/SETUP-SCSII.TP2~ #0 #4100 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v17

~SCSII/SETUP-SCSII.TP2~ #0 #5000 // Ease-of-use party AI: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v17

~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6110 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v17

~SCSII/SETUP-SCSII.TP2~ #0 #6121 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6150 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6180 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6220 // Smarter Yaga-Shura: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6260 // Give Ascension demons SCSII scripts and abilities: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v17

~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7051 // Improved d'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v17

~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7065 // Improved Unseeing Eye: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken from them in Spellhold -> Normal mode (recommended): v17

~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v17

~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v17

~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v17

~SETUP-D0TWEAK.TP2~ #0 #16 // Dream Flag

~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #2600 // Faster Romances: -> Heavy.: TB#Tweaks, V 2.60

~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #8500 // Party Members can facestab too! -> Always: TB#Tweaks, V 2.60

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #117 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can only be scribed at inns and strongholds: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #156 // Fiendish gating: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #241 // Revised Bhaalpowers -> Only standardize the Bhaalpowers' casting time: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #303 // Give Shambling Mounds their proper soundset: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #304 // Give Mariliths their Icewind Dale soundset: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v3.50

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v3.50

~RANDOMISER/RANDOMISER.TP2~ #0 #520 // Kangaxx further sealed away: v6.4

~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: v6.4

~RANDOMISER/RANDOMISER.TP2~ #0 #540 // Randomise the heads of the Flail of Ages: v6.4

~RANDOMISER/RANDOMISER.TP2~ #0 #560 // More Spell Shield scrolls: v6.4

~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: v6.4

~RANDOMISER/RANDOMISER.TP2~ #0 #5005 // Beholders have no items equipped: v6.4

~RANDOMISER/RANDOMISER.TP2~ #0 #5015 // Demi-liches have no items equipped: v6.4

~RANDOMISER/RANDOMISER.TP2~ #0 #5025 // Dragons have no items equipped: v6.4

~RANDOMISER/RANDOMISER.TP2~ #0 #5055 // Golems have no items equipped: v6.4

~RANDOMISER/RANDOMISER.TP2~ #0 #5065 // Master Brains have no items equipped: v6.4

~RANDOMISER/RANDOMISER.TP2~ #0 #5085 // Trolls have no items equipped: v6.4

~RANDOMISER/RANDOMISER.TP2~ #0 #9000 // Cespenar can forge SoA items: v6.4

~RANDOMISER/RANDOMISER.TP2~ #0 #10210 // Duergar merchants: v6.4

~RANDOMISER/RANDOMISER.TP2~ #0 #10300 // Prevent Watcker's Keep statues from disappearing: v6.4

~XAN/SETUP-XAN.TP2~ #0 #0 // Xan NPC MOD for Baldur's Gate II, v9

~XAN/SETUP-XAN.TP2~ #0 #3 // Install alternate class for Xan? -> Change Xan's class to Sorcerer

~TIAX/SETUP-TIAX.TP2~ #0 #0 // Tiax NPC MOD for Baldur's Gate II, v1

~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn: v13

~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #1 // Crossmod Banter Pack for Throne of Bhaal: v13

~1PP_PAPERDOLLS/1PP_PAPERDOLLS.TP2~ #0 #0 // 1PPv3: Paperdolls [in progress]

~SETUP-BANTERPACK.TP2~ #0 #1 // Install SOA Banter Accelerator script? (Increases the frequency of interparty banter)

 

PC fighter/mage, Edwin, Viconia, Korgan, Yoshimo traded for Tiax in Spellhold, Xan who was doomed and has been sacrificed during the Hell trials :laugh: in order to make room for Sarevok; I missed him hugely in the final fight. Bioware npcs were standard, no lvl1NPCs this time. Insert here random praise to kulyok npc mods, both tried for the first time, both well written and bug free.

With a full party, doing all quests I ended the game barely over the SoA cap. I lose a bunch of experience choosing the evil path everytime and all the druids/paladins/cowled/silver dragons/dumb tavern patrons of this game aren't worth enough experience to close the gap with those silly goody two-shoes.

 

 

The option 1 for mages prebuffing made so that even with three party members immediatly ( with a self-imposed delay of 1 sec in order to trigger their scripts ) casting antimagic or aoe spells the enemies could successfully cast their first timestop; liches expecially, thanks to their immunities 'no spellcasting failure on 0 damage taken' component and spell trap + spell shield + SI:Abj + something else were a pain, but overall menageable without reloads; the problems came as I said with the Rune, because there are two high level mages ( Shangalar had 3 time stop this time :) ) but at the same time Vaxali has to go down as first priority, and a buffed beholder needs couple antimagic + pw:blind, all of this with one of the mages under antimagic cone and running away from the vampire. 3 pit fiends and 2 planetars have been summoned in that room as well :devil: . It was painful, but fun: I won't try that in a future no reload run anyway, they deserve some respect.

Kangaxx in lich form was a little problematic as well, and he was immune to pw:silence because of his scripted dialogue so I screwed myself relying on that. The demilich casted shadow door, a spell I had no ways to dispel ( I tried with detect illusions 100% and remove magic as well but nothing worked ) so I had to wait 2 turns before I could target him: he bugged once so that my breaches had no effect and I had to reload.

 

HLA as innates made both those fights truly epic, with lot of high magic involved, so that component has my bless.

 

I had to uninstall the clones component, too much lag when all those scripts fire; I never use simulacrums or projected images in a full party run anyway ( exception: Uth Natha defences, see bottom ).

 

Now that spellcasting is no longer interrupted when 0 damage is taken I'd welcome more AoE spells casted by protected by elements enemies; in addition to the Hell genie, only the lich in the crocked crane used a meteor swarm once, but that is proly a lack of high level evokers; skull traps could use some love outside the lame 3x sequencers.

 

Many wizards wasted their maze/imprisonment on enraged Korgan, don't they have a way to detect it?

 

Viconia with 100% MR proved invaluable, I recall only a couple triggers with 3x Lower Resistance casted at her. Shall wizards memorize one or two lower resistance/pierce magic and use those spells to lower NPC's MR down to acceptable levels in order to have a chance? Even against non-drow with 20-30% MR from gear, or the lvl5 priest spell, it might be worth to use a round to lower the MR before wasting important spells due to bad luck.

 

Smarter Priests: PW:Silence fodder.

They have no way to remove it, and only shield of the archons protects against it, but it just delays by one round their doom.

Maybe an optional component like you did for blindness->true seeing in order to not have a single spell (fast casting and no save too) annihilate a opponent? I'd welcome a ''vocalize selectable for priests'' component for example.

It would be nice to have enemy fighters spawning with a selection between long lasting clerical buffs ( Death Ward, Free Action, Chaotic Commands and similar ) if there is a cleric among them.

 

Dragons with both hp and immunities upgrades were fiercy opponents, I only find their wing buffet to be overused: while being a smart tactic against small opponents, it usually causes NPCs to be throwed toward the lair entrance, on the stairs where the dragons can't go; sometime it could be a smarter choice to keep fighting that 50 hp fighter and kill him in two hits instead of flapping the wings dealing 20ish damage and giving them time to drink a potion.

 

Spiders/Trolls/Bears/Golems/Genies/Celestials/Sahuagins: all fine.

 

I used ATweaks fiends and SCS2 mages made good use of them.

 

Githyanki: I totally forgot to kill Simiaz! Now it's too late :( They could go hostile as soon as you exit the illithid lair ( vanilla oversight, or they wanted you to have a last dialogue with them ).

 

Kuo-Toas are truly poor opponents by the time of chapter 5, expecially compared to the improved beholders and illithids; that poor prince of them has been on the todo list long enough :)

 

Illithids are cool; looks like the Alhoon lacks a help script anyway because I was attacked by his minions as soon as I opened the door, but he didn't join the fight till I had line of sight.

 

Beholders: good job on the PnP antimagic ray; now to be even more PnP what about removing the central eye from the wizards (Elder Orbs)? :mwaha: I improved my death counts against them thanks to the 'new' disintegrate power, but I liked it. Skeleton warriors might be a lil too effective against them, shall their death ray bypass MR against summons?

 

Uth Natha: Impossible without exploits/multiple clones/party over the SoA cap/good cpu. I cleared the city in the past but this time I just ran away, and killed 2-3 spawns when I reached the bazaar before go play with Mrs Ada. Going back to the save for 'fun' I lost hope after 10 or so spawns, too many enemies I coudn't kill fast and huge cpu slowdowns. After all, it's supposed to be impossible and if you play it 'fair' they 'fairly' kick your ass.

All the other Improved Drow components are cool and menageable.

Some mages in Quilue home, the ones that spawn outside of player sight, didn't go hostile, maybe because I killed the priestess too fast? I reloaded and ran toward them before killing her and they went red-circle.

 

Bodhi is still a pushover, I'll try the non-lite variant next time; she just lacks a way to dispel my party buffs and can't harm a berserker or a f/m under pfmw, her fellow minions are very weak for that stage ( two lvl16 mages and some cannon fodder ).

Standard vampires on the other hand proved to be good opponents, with a variety of summons and powers; I received some odd feedback about vampires hiding in shadows everytime I entered a area with some of them, and that was a bit immersion breaking ( e.g. Dace Sontan or Del spawned as soon as I enter their map and I kept getting feedback about their rat form ).

 

If you don't want to waste your time working and earning useless money what about improving Suldanalessar a bit? The place is a drow elven city, not the kind of place that even a 15th level adventuring party stone golem should be able to wipe out. Seriously, there're few and ill assorted enemies and most of them don't pose a threat by this stage of the game. The parassites on the Tree of Life could summon some powerful demon instead of a couple of weak elementals.

Those elven defenders equipped with mundane weapons are silly, and it's worth letting them die in order to collect their many and powerful potions granted by the potions for npcs component ( lil oversight? they don't even drink them, not that would help them ).

Fun Fact: Edwin threw without much convinction a flash to stone to the black dragon who obviously failed his MR and save. So it's still possible to 1-hit-pwn dragons even if they are immune to death magic. It only works when you don't expect it to. Then when I decided to give Edwin the honour of the killing blow I witnessed the sad show of a mage missing over and over a huge stoned dragon in front of him.

 

The first stage of the tactics-like Irenicus battle is funny, a bit immersion breaking for my tastes but funny, till it comes to kill the Selfish Jon that eventually runs out of spells but not of Dimension Doors so that I have to run all over the map trying to catch him, dispell his stoneskin/pfmw/II, deal some damage and then run all over the map again trying to find him before he heals and DD away again. And again. It's time consuming and doesn't pose a challenge: Irenicus himself knows he owns a sixt fragment so that he could die like a man in order to come back and finish me faster because as of now I use this tactic against him taking the time to buff and summon fodder for the last fight.

 

DMWWNoTimestopMelee should be set default at 1 if you ask me.

I menaged to win against Irenicus without altering that but it's hardcore, improved haste + double timestop ( option1 prebuffing means no way to disrupt the spellcasting as well, he had every possible buff on, including ALL protection from elements/magic damage spells where lvl 8 protection from magic would have been enough ) for 25ish dmg/hit, Korgan with 200ish HP was gone in the first timestop, then during the second one pfmw ran out of my mages and I would proly lose another 1 or 2 NPCs. Not fun. But hey, I won!

 

 

Well that's it. Taking a break before ToB.

 

 

Overall SCS2 is THE mod I'd never play BG2 without, I'm just too used to it now. It looks like it's reaching a 'final' bug free stage and I have to think hard when it comes to suggest new components. :thumbsup:

 

Version 20 could even be the ''perfect'' one :goodwork:

 

 

sry for the bad english

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Fantastic. I'll need to think about a lot of this, but it's really helpful.

 

(Just to clarify: I think you know this, but Ust Natha is supposed to be ridiculously difficult?)

 

Yes it's fine as it is.

 

I forgot to post about a issue I noticed during Irenicus final battle: the dragon of Pride breath attack blinded and drained the orb of Fear.

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Guest geg_Ma3gau

Hehe the part about 1 hitting dragons: they can be 1 hitted by disintegration/ flesh to stone/ feeblemind(stand there and look stupid)/ polymorph other(this is dangerous because though they stop fighting like maniacs, they still can breath. Ouch dragon breathing squirrels! well at least their movement is very slowed when they are squirrels maybe too short legs or something).

 

Part about spell interruption when 0 damage dealt: i reckon it was like that in vanilla and in older versions of scs II. It is now the same or its fixed?

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Part about spell interruption when 0 damage dealt: i reckon it was like that in vanilla and in older versions of scs II. It is now the same or its fixed?

afaik this never existed at all until Asc64 implemented it via ToBEx.

I faked it for a few situations (notably evokers using Incendiary Cloud) but basically you're right.

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Hehe the part about 1 hitting dragons: they can be 1 hitted by disintegration/ flesh to stone/ feeblemind(stand there and look stupid)/ polymorph other(this is dangerous because though they stop fighting like maniacs, they still can breath. Ouch dragon breathing squirrels! well at least their movement is very slowed when they are squirrels maybe too short legs or something).

 

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

 

The other options won't work.

Without SR I'd never try vanilla FtS ( or disintegration ) on dragons because I'd lose the loot anyway. Now I didn't install the tb#tweaks component for FtS ( last time I went through ToB I coudn't un-stone those silly adventurers in Abazigail's lair ) but it looks like there was no need, as Nizi dropped everything. The other two spells I regard a bit cheesy and lately I started to give up on cheesy tactics for some more challenge.

 

I had Xan with SR disintegrate because I really like the spell animation ( since the first time I saw it in the Irenicus dungeon cutscene ) but before SR changed it I almost never used it: now it's a fine spell to annihilate a freshly breached lich who recasted pfmw, and handy to have on a sorc in order to deal with mordy swords without wasting room on the book for death spell.

Damage-wise using lvl 6 slots for improved haste is going to help you a lot more, but coolness factor is important :)

I never casted polimorph other or feeblemind so can't give feedback on how those two spell deal with SCS2; given my typical luck save-or-nothing spells aren't that worth memorize if I try to limit reloads.

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Incendiary Cloud has been a fantastic spell; so good that I think I'll remove the visual range decrease that SR grants it, the damage over time is enough.

 

My break didn't last much, just killed Ascension with SCS2 scripting Illasera. Her mage casted a Incendiary Cloud :) Fwiw the mage had pre-casted Spell Shield but then used a trigger with another Spell Shield in it, so I guess one has been wasted.

 

In chap 2-3 in places without many enemy mages dispelling my buffs I used to run around with the party full protected from fire, 2-3 fire elementals and efreetis firing fireballs, and sunfire galore. :)

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I had Xan with SR disintegrate because I really like the spell animation ( since the first time I saw it in the Irenicus dungeon cutscene ) but before SR changed it I almost never used it: now it's a fine spell to annihilate a freshly breached lich who recasted pfmw, and handy to have on a sorc in order to deal with mordy swords without wasting room on the book for death spell.
Glad you like it now, and in particular that you noticed its anti-mordy property. As of now it should almost always destroy the sword, but in V4 I'll make sure it destroyes it with a 100% chance as per PnP.

 

I never casted polimorph other or feeblemind so can't give feedback on how those two spell deal with SCS2; given my typical luck save-or-nothing spells aren't that worth memorize if I try to limit reloads.
I'm curious, why do you consider these two spells "cheesy"? Anyway, the former is obviously tweaked to be less effective on bosses (I do think a 4th lvl spell shouldn't be an insta kill spell on bosses) whereas the latter might receive a secondary effect (e.g. casting speed penalty with no save?) within V4 to try making it appealing.

 

Incendiary Cloud has been a fantastic spell; so good that I think I'll remove the visual range decrease that SR grants it, the damage over time is enough.
Does it mean the AI doesn't handle well the visual range decrease, or you simply think the spell is already appealing without it?
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Guest geg_Ma3gau
Without SR I'd never try vanilla FtS ( or disintegration ) on dragons because I'd lose the loot anyway.

 

He he fts and disint are all about cool factor xD. I once played a fighter/mage dual class against subsequent 4 dragons: the first one was imprisoned, the second died to finger of death, the third was petrified using a scroll(ran out of casts lol), the last one was disintegrated by black blade of disaster(rly best weapon in series).. Now that was awesome xD

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Guest geg_Ma3gau

Tbh, i always found that the problem with save or dies in bg 2 is that there are so many immunities on bosses: you cant kill irenicus or demogorgon or melissan with save or die because they are scripted to talk. Whom do you want to kill with save or die? bosses, not goblins lol.

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Polimorph other is simply unrealistical: even in a world of magic I can't stand a Firkraag squirrel farting fireballs while hiding in his bottom a holy avenger greater than him. I don't like the idea of these squirrels who keep stoneskin and hundreds of hit points that need my whole party to jump on them for the killing blow, while I feel more satisfactory spells that actually finish the job. Personal taste, that is; others might find it funny and don't mind. In vanilla it's a bit too effective because it stands on par with higher level save-or-die spells, and can be put into a 3x sequencer relatively early.

 

With SR+SCS, it became a poor choice because those worth a save-or-else in the early stages of the game are bosses immune to the effect or with too many hd and mages well protected. Level 4 slots share the ''fill this level with stoneskins'' common problem, and there's still plenty of better alternatives: Secret Word, MGoI, II, GM, Confusion, Emotion. If I want some eye-candy effect, before memorize polimorph with the nerfed save ( that means that I'm proly going to not see any cool animation at all ) I'd opt for a teleport field or a ice storm, and now thanks to all the bats/insects flying around and the no casting failure on 0 dmg the fireshields received a huge bump in usefulness.

Later in the game when I have more slots ( a big praise to the tweaked pnp tables and a huge one to DW for taking them in consideration for enemies as well ) and I can add variety to my spellbook then almost everything is too high level to be affected, immune to polimorph or with such high MR and saves that if I'm going to first lower its resistance and drop its saves I might as well use a FtS or FoD.

The spell lacks targets: humanoids are fine, but then you can confuse them as well and they're as good as dead ( + area, + save penality, etc. ). You don't need a permanent disable to win a battle.

With SR installed even Otiluke's sphere and break enchantment proved to be more useful. I used a lot the enchanted weapon, the farsight and wizard eye made for good roleplay scouting, the minor sequencer is always useful... polimorph other is there for the coolness factor, but if I ever menage to squirrel-ize anyone, it's somebody who could have been killed in a thousand different ways and I decided to have my fun out of a scroll after I decided the target didn't pose a threat anymore.

 

That being said, I'd love to see my characters polimorphed by a enemy SCS mage ( evokers who can't cast from ench school ), it would give a incentive memorize dispel over remove magic and afaik in vanilla/IR there's only one item with immunity to polimorph so it's a sensibile spell choice against players in chapters 2-4.

 

 

 

Feeblemind: better than polimorph but again very few targets worth a 5th slot that are not immune; those who are are proly mages, and against them I need the reliable breach/oracle a lot more; if I can hit a mage with a level 5 save-or-else, I'm going to chose Domination every time ( I can use his summons, make him help me and then waste dispels on himself, etc ).

Chaos has a even better effect: you disable a foe and then ignore it till you can deal with it, but with its AoE and no save against lowbies it's hugely more powerful ( and I even reduced the duration to 5 rounds, and halved SR save penalities ).

What is immune to chaos and domination but not to feeblemind and worth a lvl 5 slot? Some poor dragon maybe, but then against them I'm going to deplete my level 5 slots between lower resistance, protection from x element and breaches, and then FtS ends the job more nicely.

 

SCS2 mages use Feeblemind and it's decent against players but it's a enchanter poor choice, Domination and Chaos do wonders.

 

Your suggested penality to casting speed sounds good but then if I can target a mage with a single target spell it means that I removed his invisibility and his antimagic defences, so I could as well throw him a lighting bolt, or a breach, and end the job; or just attempt to dominate him. Miscast magic suffers of the same issue but is lower level and divine so while I don't use it I can't say it's useless or next to.

 

 

 

Incendiary Cloud: it cripples the AI a bit too much when it comes to two of my favourite targets, liches and beholders; the formers are too slow to move outside it, the latters can't dispel it and are doomed; the effect bypass MR so I used it in a past powergaming run where I cleared Uth Natha thanks to it; I never liked much cloud spells because the AI while doing a good job running from them can't use them against players with the same effect if they're not immune to the effect somehow ( liches and rakshasas filling the screen with cloudkills are indeed nasty ) and sit inside of them. Incendiary Cloud is level 8 so a big no for raks and too risky for the enemy mages if they are dispelled or breached. OT: are efreetis immune to it?

Overall the fire damage is plenty, and there's a good competition for level 8 slots.

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In general, restricting visual range is going to be much more problematic for the AI than for players, because players can see through each other's eyes, so to speak, but the computer can't (or at any rate doesn't in SCS) co-ordinate that well.

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Polymorph Other

You do have a point: against bosses it's not so effective, and against weaker opponents other multi purpose spells might be just as effective. I don't see many ways to increase its appeal though. I can't make it more effective against bosses imo because it would lead to a cheap insta-kill spell, and against mid-low lvl opponents it's already as much effective as it can be (the save penalty against them is already very harsh). The only way to improve it would be to go against PnP and add a secondary effect but I'm not sure which one could fit the concept (e.g. target is slowed for x rounds with no save?). :)

 

On a side note, AI mages could instead use it to great effect against players, and I agree it would be fun to have it used to create some diversified threat. Unfortunately I think David doesn't use Transmuters because they lose Abjuration spells, and scripting them to be effective is very tricky (though SR's Polymorph Self and Shapechange can do wonders imo).

 

Feeblemind

Again you're right, Domination pretty much overlaps and outshines it. Both are single target, disabling, mind affecting (aka they both require a save vs spell, and they work against the same targets) save or else spells with the same saving throws penalties and no secondary effect, but taking control of a powerful foe generally is much more appealing than simply disabling him.

 

Hold Monster and Chaos are clearly more appealing too because of their AoE. Save or else spells in general are very unappealing without at least a small AoE or a secondary effect (e.g. Finger of Death's dmg).

 

Long story short, without a secondary effect there's no way this spell can compete with the other enchantments on the same lvl imo. That being said, you do have a point saying that once a caster has been breached you generally go and kill him instead of using a single target disabling spell...thus focusing this spell as an anti spellcaster tool probably isn't going to work. I'll think about it.

 

Incendiary Cloud

@David, do you think it would be better to remove the decreased visual range effect?

 

@Raj, SR's Efreeti is indeed immune to it.

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Incendiary Cloud

@David, do you think it would be better to remove the decreased visual range effect?

 

On balance, yes. It's a cute idea, but in a top-down, tactical party-based game, it's less good in practice than in theory.

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