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Which Edwin portrait do you prefer?


Can "Detect Illusion" replace True Sight?

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Pretty much what the title asks... I've never used this skill properly, but reading it again, an innate always-on true sight would seem really useful.
Or are there specific limitations?

Bastard Swords - a bit disappointing?

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Does anyone else feel that bastard swords are a bit naff? They basically end up as a slow, heavy longsword with no advantages other than a piffling increase to minimum damage.

Just to clarify, this isn't about what magical options are available, but I personally would like to see the basic weapon given a bit more character.
(Not dissimilar to composite bows vs longbows,)

To make them closer to their description, how about gaining extra THAC0/damage if equipped either as single-wield or with a shield (shield is strapped to arm unlike off-hand weapon)... Maybe +2 THAC0 & +2 damage for SWFS, and +1 with a shield?

This would give people a reason to avoid the ubiquitous dual-wield and make sword & shield RP'ing a bit more rewarding.

Character AI scripts...

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It seems to me that fairly often characters assigned an AI script of some sort ignore direct orders and revert to the script - I notice this especially with casters - I cast minimal spells in general so I usually assign the standard attack script to casters and put a ranged weapon in the hands so they will plink away at the nearest enemy unless I tell them to cast something or use a wand.

It seems lately that they tend to ignore these orders to cast and go back to plinking ona fairly regular basis.

I've also noticed that pretty much all my characters seem to ignore my orders to switch enemies more often than not - perhaps more so if they are melee oriented than ranged but both apply.

Finally the wording of the thief "control" script is quite confusing.

Sometimes my current F/T who has the control script (find traps whenever not engaged) stops attacking and start finding traps if the current enemy he is engaged with dies even when he is surrounded by other enemies.

The description of how this is supposed to work is confusing as well - it says the thief will find traps (or hide if toggled) as long as there are no enemies in their line of sight -

then goes on to say that the thief won't defend himself or attack opponents when either of these skills are in use -

So which is it? Will they ONLY find traps when no enemy is in sight or if they are finding traps and an enemy comes into sight will they ignore the enemy unless they are given orders to attack.

And if they are engaging an enemy and it dies while other enemies are in sight (and even in melee range) is the script supposed to revert to finding traps until he gets another order to attack? (or the trap finding/stealth portion is toggled (V) to attack any enemy in sight)?

Your most memorable moments of BG, PS:T and IWD *SPOILERS*

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My first run of BG2 had lots of amazing moments, one of them, I was fighting against the Shadow Dragon, Anomen was lending his armor to Mazzy, I wasn't low level, I DIDN'T HAD A SINGLE GOLD PIECE!! I had like 900 or fewer gold at this time (fuck you Gaelan Bayle and the shadow thieves) so I was doing more quests to buy a full plate armor for Anomen, because he is a knight idiot gave his armor to Mazzy, Charname was in the Traveller's Robe Aerie had, and Hairy D (Haer'Dalis) had a, um, well, he had +2 Chain Mail of the Dead.
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After some months, I won the game, and a week ago I installed Ascension, and I wanted to give the final battle a try, but before doing so, I installed SCS too. Mazzy got chunked by Yaga-Shura after getting at 21 Hit Points by Illasera's arrows (I think she is the deadliest one, 40 DAMAGE WITH A BOW DAMNED BAATOR!!).
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Then, no one could even stay alive, but Charname had a trick in his sleeve, Ur, I mean, he had a Chain Contingency set :P but no one died, their Hit Points are over 200!!! (at least for the fighters).
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But running with the Staff of the Magi didn't save him from the Anger of the Five or either Sarevok, again, damn Illasera for being so tough and Balthazar for having DISPELLING FISTS, still I can't beat them (only tried two times :P) I found this moment of feeling beaten amazingly noobish, and Ascension is a mod worth to try.
But even the PC was dying, then, he won't welcome oblivion, but HE WAS GOING TO DIE! And I couldn't save him :P There was no way to save a M/T with 15 HP and with no protection from those warriors, not to mention that he was dumb enough to sleep in the middle of the fight, he was feeling bad, so he did so.
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I think I will go to give this yet another try!!!

Specialists: List of forbidden spells

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While working on a mod, I gathered a list of forbidden spells for each specialist mage, with their codes (the first digit in the code represents a spell level). Perhaps, it will be useful to someone.

(Also, you can write any spell to a spellbook, by pointing a cursor on a mage and typing a console command: C:AddSpell("spwiXXX"), with XXX being a number from the list.)

List of forbidden spells:
[spoiler]Abjurer (opposed school - alternation):
-SPWI103 - Burning Hands
-SPWI105 - Color Spray
-SPWI115 - Shocking Grasp
-SPWI207 - Knock
-SPWI214 - Strength
-SPWI219 - Vocalize
-SPWI305 - Haste
-SPWI312 - Slow
-SPWI408 - Stoneskin
-SPWI413 - Otiluke's Resilient Sphere
-SPWI415 - Polymorph Other
-SPWI416 - Polymorph Self
-SPWI421 - Teleport Field
-SPWI425 - Wizard Eye
-SPWI603 - Tenser's Transformation
-SPWI604 - Flesh to Stone
-SPWI613 - Improved Haste
-SPWI616 - Disintegrate
-SPWI625 - Stone to Flesh
-SPWI704 - Ruby Ray Of Reversal
-SPWI711 - Sphere of Chaos
-SPWI909 - Time Stop
-SPWI916 - Shapechange

Conjurer (opposed school - divination):
-SPWI110 - Identify
-SPWI111 - Infravision
-SPWI202 - Detect Evil
-SPWI203 - Detect Invisibility
-SPWI208 - Know Alignment
-SPWI301 - Clairvoyance
-SPWI322 - Detect Illusion
-SPWI424 - Farsight
-SPWI515 - Oracle
-SPWI609 - True Sight

Diviner (opposed school - conjuration):
-SPWI101 - Grease
-SPWI102 - Armor
-SPWI123 - Find Familiar
-SPWI211 - Melf's Acid Arrow
-SPWI220 - Power Word, Sleep
-SPWI224 - Glitterdust
-SPWI303 - Flame Arrow
-SPWI309 - Monster Summoning I
-SPWI317 - Ghost Armor
-SPWI407 - Monster Summoning II
-SPWI423 - Spider Spawn
-SPWI504 - Monster Summoning III
-SPWI516 - Conjure Lesser Fire Elemental
-SPWI520 - Conjure Lesser Air Elemental
-SPWI521 - Conjure Lesser Earth Elemental
-SPWI601 - Invisible Stalker
-SPWI612 - Power Word, Silence
-SPWI619 - Wyvern Call
-SPWI620 - Conjure Fire Elemental
-SPWI621 - Conjure Air Elemental
-SPWI622 - Conjure Earth Elemental
-SPWI623 - Carrion Summons
-SPWI624 - Summon Nishruu
-SPWI707 - Cacofiend
-SPWI714 - Prismatic Spray
-SPWI715 - Power Word, Stun
-SPWI717 - Summon Efreeti
-SPWI718 - Summon Djinni
-SPWI719 - Summon Hakeashar
-SPWI807 - Summon Fiend
-SPWI811 - Symbol, Fear
-SPWI813 - Maze
-SPWI815 - Power Word, Blind
-SPWI816 - Symbol, Stun
-SPWI817 - Symbol, Death
-SPWI905 - Gate
-SPWI912 - Power Word, Kill

Enchanter (opposed school - invocation):
-SPWI112 - Magic Missile
-SPWI114 - Shield
-SPWI118 - Chromatic Orb
-SPWI213 - Stinking Cloud
-SPWI215 - Web
-SPWI217 - Agannazar's Scorcher
-SPWI304 - Fireball
-SPWI308 - Lightning Bolt
-SPWI325 - Melf's Minute Meteors
-SPWI403 - Fireshield (Blue)
-SPWI404 - Ice Storm
-SPWI418 - Fireshield (Red)
-SPWI420 - Minor Sequencer
-SPWI502 - Cloudkill
-SPWI503 - Cone of Cold
-SPWI518 - Phantom Blade
-SPWI523 - Sunfire
-SPWI614 - Death Fog
-SPWI615 - Chain Lightning
-SPWI617 - Contingency
-SPWI710 - Spell Sequencer
-SPWI712 - Delayed Blast Fireball
-SPWI716 - Mordenkainen's Sword
-SPWI809 - Spell Trigger
-SPWI810 - Incendiary Cloud
-SPWI818 - Bigby's Clenched Fist
-SPWI908 - Chain Contingency
-SPWI911 - Meteor Swarm
-SPWI915 - Black Blade of Disaster
-SPWI918 - Bigby's Crushing Hand

Illusionist (opposed school - necromancy):
-SPWI117 - Chill Touch
-SPWI119 - Larloch's Minor Drain
-SPWI205 - Horror
-SPWI218 - Ghoul Touch
-SPWI313 - Skull Trap
-SPWI314 - Vampiric Touch
-SPWI324 - Hold Undead
-SPWI409 - Contagion
-SPWI414 - Spirit Armor
-SPWI501 - Animate Dead
-SPWI605 - Death Spell
-SPWI713 - Finger of Death
-SPWI720 - Control Undead
-SPWI812 - Abi-Dalzim's Horrid Wilting
-SPWI913 - Wail of the Banshee
-SPWI914 - Energy Drain

Invoker (opposed school - enchantment):
-SPWI104 - Charm Person
-SPWI107 - Friends
-SPWI116 - Sleep
-SPWI209 - Luck
-SPWI221 - Ray of Enfeeblement
-SPWI306 - Hold Person
-SPWI316 - Dire Charm
-SPWI401 - Confusion
-SPWI411 - Emotion: Hopelessness
-SPWI412 - Greater Malison
-SPWI417 - Enchanted Weapon
-SPWI506 - Domination
-SPWI507 - Hold Monster
-SPWI508 - Chaos
-SPWI509 - Feeblemind

Necromancer (opposed school - illusion):
-SPWI106 - Blindness
-SPWI120 - Reflected Image
-SPWI125 - Spook
-SPWI201 - Blur
-SPWI206 - Invisibility
-SPWI212 - Mirror Image
-SPWI223 - Deafness
-SPWI307 - Invisibility, 10' Radius
-SPWI405 - Improved Invisibility
-SPWI505 - Shadow Door
-SPWI607 - Mislead
-SPWI703 - Project Image
-SPWI721 - Mass Invisibility
-SPWI804 - Simulacrum

Transmuter (opposed school - abjuration):
-SPWI108 - Protection From Petrification
-SPWI113 - Protection From Evil
-SPWI210 - Resist Fear
-SPWI302 - Remove Magic
-SPWI310 - Non-Detection
-SPWI311 - Protection From Normal Missiles
-SPWI318 - Minor Spell Deflection
-SPWI319 - Protection From Fire
-SPWI320 - Protection From Cold
-SPWI321 - Spell Thrust
-SPWI326 - Dispel Magic
-SPWI406 - Minor Globe of Invulnerability
-SPWI410 - Remove Curse
-SPWI419 - Secret Word
-SPWI510 - Spell Immunity
-SPWI511 - Protection From Normal Weapons
-SPWI512 - Protection From Electricity
-SPWI513 - Breach
-SPWI514 - Lower Resistance
-SPWI517 - Protection From Acid
-SPWI519 - Spell Shield
-SPWI522 - Minor Spell Turning
-SPWI602 - Globe of Invulnerability
-SPWI606 - Protection From Magic Energy
-SPWI608 - Pierce Magic
-SPWI611 - Protection From Magical Weapons
-SPWI618 - Spell Deflection
-SPWI701 - Spell Turning
-SPWI702 - Protection From The Elements
-SPWI705 - Khelben's Warding Whip
-SPWI708 - Mantle
-SPWI802 - Spell Deflection
-SPWI803 - Protection From Energy
-SPWI805 - Pierce Shield
-SPWI808 - Improved Mantle
-SPWI902 - Spell Trap
-SPWI903 - Spellstrike
-SPWI907 - Absolute Immunity
-SPWI910 - Imprisonment
-SPWI917 - Freedom[/spoiler]

People always argue over Lawful Good... but how about Lawful Evil???

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I've seen a bunch of debates about what is "Lawful Good". Some people throw all LG characters into a bin together by saying they are alike or depend upon a certain specific set of laws. Yet how about Lawful Evil.

There is a big difference I see between the Edwin and Kagain side of being Lawful Evil and that which is represented by a god like Greyhawk's Hextor (God of Tyranny) and of characters like Tywin Lannister from Game of Thrones/A Song of Ice and Fire. Certainly characters like Aribeth from NWN and Artemis Entreri are very, very different.

It seems like both fervent tyrants and greedy scoundrels are given lawful evil as an alignment. yet the various demon-cults and the Zhentarim can be very different. So which is it: pragmatic evil or belief in order at all costs? A mixture? Or either/or?

What was your most memorable challenge, and how did you defeat it? (Survey #2)

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Tell us the story of a memorable challenge in Baldur's Gate or Baldur's Gate II, and what you did to overcome it.

Was it a fight with a red dragon? A difficult puzzle? Navigating your way through a difficult piece of diplomacy? Tell us your story.

Why are we asking this question?

Throughout the month of December we’ll be asking a lot of questions about your experience with these games. We’ll post a new thread when there’s a new question to answer, and we’ll be reading (though not necessarily commenting on) your responses and discussion.

We're looking for things about Baldur’s Gate: Enhanced Edition that grabbed you, that made you sit up on the edge of your seat, that made you think "Yes, this, give me more of this!"

Me personally, I’m hoping it will make for some interesting holiday reading. But you also never know who might be reading along, looking for ideas…

If They Made a Baldur's Gate Movie: Redux, The Definitive Casting

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Alright, alright, before you roll your eyes at me and sigh, this perennial discussion seems to have resurfaced over in 'Teh Meme' thread again, with some pretty good suggestions too, so rather than clog that thread up with OT stuff let's gather them all here. (Or of course we could summon Xzar to perform thread necromancy on about a dozen other similar threads!

I'll fire the opening salvo and throw George Clooney as a suggestion for casting as Keldorn Firecam, and the no-brainer of Joe Manganiello as Anomen.

Have at it!

Baldur's Gate: Enhanced Holiday Sale!

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Just a heads up for people that haven't bought them yet, or want to buy them as gifts.

BG:EE and BG2:EE are on sale for $14.99 and $19.99 respectively.

Sale ends January 2, 2014.

Dual Class Sorcerer

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Good evening,

Is it possible to dual class from Fighter to Sorcerer(Dragon Disciple)... so say level 2 fighter then dual to sorcerer?

I want my Dragon Disciple to be able to use Long Swords. (I tried using EEkeeper to add Long Sword Proficiency to my charname, as a Dragon Disciple no fighter levels, but even with the proficiency added long swords are still grayed out from use).

If it isn't possible, is it possible to mod this combination into existence using the classes and the EEkeeper?

The Wild Bard

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It seems like a natural bard kit, no? More obvious than wild mages, perhaps, given the tendency of bards to dabble in the arcane without proper training and discipline.

I already have an image of a FR version of Johnny Rotten screaming "Anarchy in the B-Gate" whilst letting loose a wild surge.

If Rasaad would be a Barbarian...

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Rasaad is the least popular EE NPC (not the worst one, but simple unpopular due to several factors) according to the community opinion (polls, topics etc.). But imagine if Rasaad would be a Barbarian class (the only class not represented in EE) in both BG1EE and BG2EE. Do you think he would be a much stronger and more popular NPC and the most important thing - interesting to play?
Or would you like too see a Barbarian EE NPC instead Rasaad the monk from the beginning?

Tenser's Transformation + Offensive Spin

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I recently tried to use this combination, but whilst under the effects of Tenser's Transformation, my Blade could not enter an Offensive Spin.

Is this a bug, or are these supposed to be mutually exclusive?

Also, does Tenser's Transformation work with Haste/IH?

Thanks!

magical difference between sorcerer and wild mage?

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Both sorcerers and wild mages seem to tap into magic without studying like the other mages.

What makes their access to magic different?

Geek question! And I'm sure someone here knows. ^_^

Your favorite level 1 wizard defensive spell

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I've always been curious to find out which spell people prefer to take at level 1 on their wizard.

I figure that whether or not they are a pure class mage, multi, or specialist (dual's usually have a buncha scrolls stored up), but they are likely going to take at least 1 defensive option. So which do you prefer

Thief skills and the 1% failure.

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As per the title, all thief skills theoretically have a 1% failure chance.

With this in mind.... What's the point of increasing your 1-100 skills, such as Set Trap and Detect Illusion, to 100 instead of 99?

Speed Weapons

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So how does everyone feel about speed weapons as implemented in the BG games (actually just BG2)? I was considering making a poll with a they're fine and then other options with various tweaks, but it seemed that there were too many options so discussion form works better.

For me, I wouldn't mind some minor changes. Speed weapons are a little too dominant in the two weapon fighting discussion, and generally dominant in high damage discussions too. I have no idea if any of these tweaks are possible per engine or contract, but I'd venture that a couple are.

One would be making the extra attack only apply to the speed weapon. This is the lightest change, but it does at least mean that it's worthwhile to change from belm off-hand to something else when fighting a critter immune to +2 weapons, and there will be some minor damage loss later game from more attacks from an inferior weapon. A subset of this would be making the extra attack only apply when the weapon is in the main-hand, which does the same thing as above but to a larger degree, and also prevents doubling up on speed weapons.

Another would be taking a page from 3.5 and preventing speed weapons from stacking with haste effects. This would make the weapons have a much more limited window of use (all are available very early), depending on if you're one of the IH always up crowd or not. If you're one who rarely remembers to use a full buff suite before a fight, then they still have a use later too game as they'll offer more damage in the day to day fights where buffs aren't up.

Alternatively, they could introduce more speed weapons, which is sort of counter to what I want, but a nice +3 speed halberd or two hander might be able to compete with an off hand belm two weapon wielder damage wise- it depends a lot on the main hand in question. This would also open whichever weapon categories got speed weapons up more to non fighters, as currently they rely on speed weapons to get good damage since they have limited other options to increase attacks per round. A good speed mace would help pure clerics who want to do their secondary frontliner job, for instance.

So what are your thoughts?

I'm at level ten and my weapon proficiencies HAVE DISAPPEARED

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PLEASE HELP. what is the point of spending all that time lowering your thac0 to have it just vanish like that?

Baldur's Gate Lego

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Hi Friends,

I had some custom Baldur's Gate Lego minifigs created by Saber Scorpion. They were handed out last night at the Beamdog christmas party, check them out:

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Jan, Viconia, Minsc (and Boo), Korgan, Yoshimo, Edwin

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Neera, Baeloth, Hexxat, Dorn, Rasaad

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Sarevok, Melissan, Irenicus, Bodhi

Unfortunately these aren't a retail product that you can purchase, but Saber Scorpion does all manner of custom minifig orders if you've just got to have a Lego-Minsc of your own.
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