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Evil NPCs and Party Reputation.

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Do all NPCs of Evil Alignment have the same tolerance for a Higher Party Reputation or are there some, such as Viconia perhaps, who will stick around longer, particularly if some Quest has been fulfilled.

I am particularly thinking about Shar-Teel dualled to Thief for a Chick-a-boom-boom all female party.

Um, I just killed Tazok in the bandit camp

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As my party was strolling through Peldvale, we came across Raiken and his band of unmerry men. Following Drizzt's advice from earlier in the game, my barbarian leader, Alandra, decided to use guile and intimidation to infiltrate the bandits, rather than attack head-on.

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Soon afterward, we arrived at the bandit camp. When Tazok questioned Alandra as to her motives, Raiken inexplicably interrupted and threatened to "bruise" Tazok - who then even more inexplicably responded by attacking Alandra rather than Raiken.

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Being adept with ranged weapons, my party quickly pelted Tazok with a variety of arrows, bullets, and darts, but Tazok continued to press forward.

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As Tazok walked up to Dorn, I figured that he was about to initiate his dialogue welcoming my party into the camp. But instead, he clubbed Dorn for 12 points of damage! (fortunately, Viconia was standing nearby to heal him) So my party continued to wail away at him.

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By now, both Dorn and my barbarian were standing toe-to-toe with Tazok and clobbering him with all of their collective might, but still Tazok stubbornly refused to welcome them into the camp. Then finally, an arrow by Kivan (fittingly, given his backstory) dealt a fatal blow to Tazok. Curiously, no one in the camp really seemed to mind that their leader had just been slain, and continued to stand about as though nothing had happened.

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The moral of the story?

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Kivan leaves when Dorn tells how he became a Blackguard - a bug?

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I don't know if it's intended or a bug, but in the middle of Dorn's tale about being imprisoned and becoming a blackguard, Kivan left the group.
I have reputation 9 and I was in BG (so I killed the bandits).
I'm playing with iPad.
Is this a bug or not?

So, I just killed Kivan to save Viconia

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First, let me explain that I've always felt that BG1 Viconia was a rather sympathetic character (I emphasize BG1 vs. BG2 Viconia, because I find BG2 Viccy to be a nasty b*tch). To me, she's someone who is unfairly maligned and persecuted because of the color of her skin and perceptions about her race. I know that many people will argue that my perception of this issue is misplaced, because I'm applying modern-day sensibilities to a fantasy game that was never intended to be perceived in that way, but I've always taken the opposite view that the BGs are actually very effective allegories for the modern world.

Anyway, from the moment that I first encounter Viconia, I always feel a sense of responsibility for her, much like when I first save Neera or Aerie. I view her as being persecuted by a rogue officer, who insists that she is a murderer but offers up no other "proof" than the color of her skin, and intends to kill her without allowing her the opportunity for a fair trial. Personally, I've always felt that a good-aligned character is the one that should feel compelled to save Viconia, whereas an evil-aligned one would just be indifferent.

Anyway, getting back to the topic, my party had just rescued Viconia in Peldvale, then teamed up with Raiken to infiltrate the bandit camp. I outlined what happened next in my other thread here: http://forum.baldursgate.com/discussion/34935/um-i-just-killed-tazok-in-the-bandit-camp

As usual, Tazok insisted that my party prove itself in a contest of wills before he would welcome them into the camp. However, in this case, it seems that Tazok simply refused to accept that my scantily clad female barbarian could ever best him in combat, and he ended up fighting to the death because of his stubborn refusal to admit that he was wrong. Fittingly, Kivan delivered the final, fatal blow, thereby avenging the death of his loved on.

Apparently, now that his obsessive quest for vengeance was now over, Kivan decided that he needed a new target for his inner rage, and he turned his attention toward Viconia. Even after Viconia had served us so dutifully thus far, even healing his fellow party members during prior battles, he began to openly question her loyalty to the group.

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Although Viconia tried to assure Kivan that she no longer worshiped Lolth, Kivan persisted in trying to antagonize her. Eventually, after Viconia warned Kivan not to continue harassing her, he took it upon himself to attack her.

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My party acted quickly to try to save Viconia - too quickly, in retrospect. My barbarian sharpshooter dealt him heavy damage with an arrow, Tiax "commanded" him to sleep (which is rather surprising, since elves are supposed to have high resistance to sleep spells), Dorn absorbed his health, and Imoen (dualed to a mage) dealt the coup de grace with an ice wand zap. As a result of that last blow, Kivan was chunked into pieces. In fact, the blow was apparently so deadly, that it cause him to die twice!

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Afterward, Viconia expressed her gratitude for the kindness and understanding that my party has shown her.

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Unfortunately, the fact that I've just chunked Kivan means that I've now lost my party's rearguard and backup archer. I also lost all the items, magical and otherwise, that he was carrying at the time - which included the archery gauntlets, which my party leader had only just passed to him after picking up Tazok's gauntlets.

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Oh well! I suppose this is what I get for being a minimal-reload RPer!

Portraits for Jaheira and Khalid. Help me decide!

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[spoiler]I have finally got around to a brand new full saga playthrough of Baldur's Gate (not that I ever really stopped playing BG since I've been playing in a RP'ing multiplayer game with forumites most weeks for almost a year now!), and now that I'm not playing blind anymore, I can actually plan ahead a bit!
[/spoiler]
I have been really struggling to make my mind up on portraits for Jaheira and Khalid, and so I've decided to ask for your help to make a decision!

The original BG and BG 2 artwork has really grown on me, although I am still not a fan of the "action/expressive" portraits of BG1, or Jaheria's BG 2 portrait. So in thinking about alternatives, I am considering the following factors...

1) Quality of artwork.
2) Does the picture capture the spirit of the character?
3) Does the picture fit in with the general style of other portraits? (For example I really like Artastrophe's portraits, but they do have a very distinct style, so I feel it has to be "all or nothing" in terms of using those portraits.)

To help with 3) here are the portraits I have already chosen for other core party members...

imageCharname by Isandir
imageKivan (default)
imageNeera by Nixxi
imageImoen*

*Incidentally does anyone know which artist was responsible for creating that Imoen portrait? I always like to know my BG artists!

So the options I am considering for:

Jaheira
A
image by Isandir
B
image by Synthia13
C
image by Isandir

Khalid

A
image Default (I always thought Khalid had one of the nicer defaults).
B
image by Isandir

So... thoughts and feedback? Please...? :)

Xzar's Saved by the Spell

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A user by the name of Myrmuzduur discovered a way to save Xzar from the Harper Assassin. I couldn't find this story anywhere else but here.

http://www.gamefaqs.com/boards/258273-baldurs-gate-ii-shadows-of-amn/66939866?page=1

I did it!

Imprisonment was the answer. He has to be imprisoned a split second before the Harper spawns, just as he finishes casting the polymorph spell which causes her to spawn.

Here is the timing I managed to achieve. Edwina casts Imprisonment and just as the cage animation appears, I talk to Xzar:

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And here is the dead Harper, minus Xzar who is imprisoned:

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Here is Xzar, saved from ignominious instant-death, ALIVE AND STANDING ABOVE THE CORPSE OF HIS MURDERER, just like I said he would be:

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That's all he'll say to me now as well. No more dialogue. Would have been nice if they'd snuck in something there but oh well.

Mission accomplished.

Thieving penalties?

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Playing my Cleric/Thief and at the lower levels I don't really use my thieving skills yet, except Detect Illusion (I'm going to max that first). Usually he walks up to things to hit them with his magical staff, so plate mail armour would be best for my half-orc. However does the armour give him a penalty on his Detect Illusions? Or any of his other thieving skills, for that matter? Should I stick with leather armour despite only using Detect Illusions?

Really Bad or Weird Builds

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I was thinking the othrr day, a human DC low level (2nd ideally) Wizard Slayer to Cleric would be pretty crummy. You can't even use your special ring/symbol, no amulet of power, and high level cleric spells arent too great. Obviously you can rely on allies to do stuff, and your Skeletons can do well in BG1, but this would not be a great build I think. Pure cleric would be much stronger, especially with a kit.

Oh, make sure you take 2 pips in Longswords and 2 in Bows. ;) Hey, you can't ignore a divine calling, right?

Anyone else have some bad combos? And do they all open up cool RP ideas?

Match each alignment with each school of magic (and other talk about the schools of magic).

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For example:

Lawful Good - Abjurer
Neutral Good - Transmuter
Chaotic Good - Illusionist
Lawful Neutral - Invoker
True Neutral - Diviner
Chaotic Neutral - Wild Magic
Lawful Evil - Conjurer
Neutral Evil - Enchanter
Chaotic Neutral - Necromancer

Respawning Creatures in BG:EE - What's your preference?

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(Note well: This poll is not official, nor a promise to change any of the game's current behavior.)

In Baldur's Gate's original release in 1998, creatures in most wilderness and dungeon areas would respawn almost immediately after being slain. You walk into a room, kill the kobold in there, walk out of the room, and then a minute later that same kobold is back again shooting your party from behind.

In Baldur's Gate: Enhanced Edition, most - if not all- of these spawn points were changed to only fire once when encountered; so that once you clear an area of the dungeon, that area is cleared for good. No more painful backtracking on your way back to town to buy more arrows or revive dead companions, but also no more resident creatures once you've completed Firewine Ruins.

Some people preferred the original, more aggressive method, while others enjoy the less punishing style in the Enhanced Edition. Obviously, the people who prefer the current method are less likely to complain, since the current behavior works best for them. For those who prefer the old ways, it may seem like a bug.

I should note right now that the results of this poll will not change what we do in the Enhanced Edition - or I should say, will not necessarily change what we do. I just want to get a broader perspective.

The third option in the poll is to make it so that creatures respawn after an hour of game-time, rather than immediately. This would allow players to backtrack through a cleared area if need be, but would also allow areas to repopulate when the player rests or travels (or simply spends too long in one spot). There's a small sampling of what this would look like here: http://forum.baldursgate.com/discussion/comment/543193/#Comment_543193

Tell us what you think.

"Theft, robbery and occasional murder" or a short guide to Thieves (solo or in group)

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Who is this guide for: Players that are interested in Thieves, but have never tried one because they aren't as imposing as fighters or mages (on the first sight).
Or if you have chosen a Thief and are struggling with it or feeling inferior to the simple Barbarians on lower levels.

Who is this guide not for: Berserkers that want to just hack everything in sight into pieces. Even though Thieves are quite capable at fighting, they are not Warriors and can not whip out weapon GM and 4 attacks-per-round.
This whole guide is about the fact, that we don't need to.

NOTE:this is guide is mainly to how play with Thieves in BG and early in BG2. After you get later into BG2, you'll know it anyway.

General Thief tactics or "I am not a Fighter, but I'll still tear you a new one"
Thieves' biggest in fighting problem is their low attack-per-round (APR) value. Except for Thieves dual- or multi-classed with a Fighter or the Swashbuckler, you won't have more than 1 APR.
We make up for it via other means. Namely ranged or throwing weapons, usable items with charges, potions and traps. Especially flaming potions, also adding the 'Arson' to the list of crimes.
Remember, you can use one special action during a round, be it casting a spell, chugging/throwing a potion or using a wand/item. Chain the actions.
Follow a backstab with a wand (of Missiles), a fireball (from "The one Gift Lost" necklace or a flaming oil flask) or a fire attack. (from the potion of Fire Breath or "Ring of Energy").
Swap weapons to a bow, move away and snipe the enemy. Mobility and strategy.
Another key is - preparation. Be Crazy Prepared. Scout ahead. Carefully place traps and then engage combat. Once your enemies turn against you, your traps will make them damn the day you were born.
Attack the mage first with a Dagger of Venom or poisoned weapon and watch him slowly die all the while being unable to cast. Because - let's face it - being a Thief is all about making those pesky air-headed egocentrics whine like little kids.
When things go south, don't forget you can slip into shadows again if you are out of line of sight. Run behind a corner and wait for your pursuer. Or turn yourself invisible with a spell or potion and then stalk back for a kill.

A smart Thief prepares several traps near the enemies and prepares another chain of traps leading away from them. Opens with a backstab, continues with a fireball or magic missile.
If anything has survived your attack and traps, just lead them towards your other waiting traps. Take the enemy out for a walk thru valley of pain to their demise.
And if someone survives first 2 rounds and subsequent traps, they should be already near death anyway. If not, a well placed "Horror" from your Bhaalspawn powers spices things up well.


Soloing or running with NPCs
Baldur's Gate games are perfectly able to solo even on Hard difficulty. Soloing the games usually needs more preparation, careful traps setting and manoeuvring the fights, opening with a back-stab and then running towards your traps.
Subsequently sniping the enemy while running from him if he isn't dead already (so-called "kiting").
With a party, your Tief will be either a scout or a back-row archer that takes care of the traps and locks. Or a good fight-opener with massive backstabs.


Thief Attributes, Skills and weapons (aka "There's more to Thieving than just traps and locks")
ATTRIBUTES
Get as high Dexterity as you can. Period.
Strength is not really important, but if you plan to back-stab a lot or are a Swashbuckler (needs melee), get at least 16-17 Strength.
Constitution helps to get as high as 15 or 16. After 16, it stops being beneficial. The rest of the attributes is up to you.
I personally like to have a high Charisma and get above-average scores for Wisdom (Lore bonus).
SKILLS
Open Locks, Disarm Traps, Set Traps and Detect Illusion have a real maximum at 100. You don't need more. Pick Pockets and Stealth skills can be raised up to 255 and they tend to be raised higher than 100.
OPEN LOCKS - important and good for everyone. Surprisingly enough, I was able to open almost all locks in the BGEE game with a score of 65-70.
FIND/DISARM TRAPS - important, but if you are not planning to go to Durlag's Tower, you can just soak the damage. (Plan B is automatically the party member with the highest HP pool)
HIDE IN SHADOWS/MOVE SILENTLY - Important for all stealthy types and back-stabbers. Less important for some multiclasses and Swashbucklers. To hide in shadows, both scores are averaged and taken into account. To further stay in shadows - the same.
If you try to hide in shadows on direct sunlight, you get a penalty, if you hide in shadows - you don't.
Keep in mind, that you will most probably get the Shadow Armour and the Worn Whispers(Boots of Shadow) that will help a huge lot.
SET TRAPS - an awesome skill that can turn a difficult battle into a stroll through a park. Bloody park, full of flesh and intestines hanging from the branches of the trees. Small blood pools here and there and brains splashed on the tree trunks...brains....where was I...yes! Easy.
PICK POCKETS - situationally awesome or completely impractical. There are few nice items you can nick, but it's better to spend your points elsewhere and use your fellow bard or another Thief to steal them. You need more points in this than 100 to be actually able to steal with at least some reliability.
DETECT ILLUSION - your True Sight that you can cast without casting. Not particularly important, but usable later in the saga.

NOTEs: Remember that for every +1 Dexterity, you will get +5% on each skill except Detect Illusion. As you can get +1 Tome in BGEE and +1 Dex Kiel's Buckler, you can get your skills to 90% and by the time you will need them to be that high, you will have that Tome and perhaps even the Buckler.
It is entirely possible to have the Kiel's buckler by in case a particular trap or a chest won't yield and equip it to get +5% that might make the difference.
Also, there are potions that can raise some of your skills for a while. Needed only for those few pesky traps or locks that need high levels.
Nifty, especially for the kits that get only 15/20% per level.


Melee Weapons
Daggers are a nice hybrid for starters, as one proficiency point will make you able to wield a good starting weapon (you can get a magical +1 Dagger within first 5 minutes in both BG and BG2)
Later on, Long Swords are common, cheap, easily to get and can back-stab. Short Swords are also okay. They get earlier with higher +Thac0 enchantments and that's what we need. However mostly, you are better off with Long Swords or Scimitars.
Some people like to wield (and back-stab with) Quarterstaves...if you like.
On first levels, you can use a buckler to get a lower AC, later on it's better to be able to swap between a melee weapon and Shortbow so Single Weapon proficiency takes over (also, makes you crit more).

Ranged Weapons
While Crossbows can be good, their APR is usually only 1 (except for the Army Scythe), so you are better off with Short Bows (2APR or better).
For poisoners, also Throwing Daggers and Darts because they have higher APR and can deliver more poison. Regrettably, there are no magical Throwing Daggers in BGEE, but in BG2EE, you can get your hands on a very good +2 (2d4) returning dagger (Bridge District), If you know where to look.


KITS and their description + usual tactics to employ.
Simple Thief
Lots of skill points to distribute, best with a ShortBow, avoid melee. Sincerely - if you want to play a Thief, pick a kit.

Assassin
The back-stabber and poisoner.
Your greatest ability is not your insane backstab modifier. It's the poison weapon skill. Especially on lower levels - this can win group fights alone by it's awesomeness.
Poisoning your weapon works best with high APR weapons. So shortbows or darts. Throwing daggers work too, but there aren't any magical ones in BGEE, so rather use the bows. In BG2, there are some good throwing daggers, so this becomes useful again.
Combining Weapon poison and Arrows of Biting is a nasty combo.
The innate +1Thac0 bonus is great, but the "only 15% to thieving skills per level" hurts a lot. Usually, it needs you to focus on few skills and have another Thief to take care of the rest.
Starts getting better at levels 10+.

Bounty Hunter
Traps, traps and even more traps.
Except for back-stabbing, not a front-line fighter. Best used with a ShortBow or Throwing Daggers, sniping his/her prey and luring them towards traps. Good tactic is to scout ahead while stalking and set up traps just out of line of waiting baddies.
Use your special traps, along with the normal ones-learn what your special trap does according to the level you are on. Slowing a dangerous melee enemy is priceless.

Shadow Dancer
Your back-stabbing expert.
Back-stab, disappear, stalk, back-stab, vanish, stalk...lather rinse repeat. Low skill points per level makes him/her a lousy Thief (needs stealth to amount to anything in battle, which leaves less points for locks or traps).
Niche class that needs a huge lot of micro-management. Can't put down traps, which can makes soloing a bit more difficult.

Swashbuckler
Almost a Fighter-Thief with ultra-fast levelling.
No back-stab means you probably won't need to spend many points into stalking. Unless you use your Swashbuckler as a scout. 25% to Thief Skills per level means you will have plenty of points to put into them and you can focus on more skills at once.
A Swashbuckler needs less micro-management than other Thieves and can just act as another Fighter-type. With the added bonus of being also a Thief. Who needs back-stab, when we have traps? (Well, a back-stab would be great, but...)
They can get 3 pips in dual-wielding, so you should use it (even though you won't have enough proficiency pips until lvl 12)
Preferred weapons are Scimitars, Long Swords and perhaps Daggers. (in BG2EE, get hold of the +2 Scimitar or Short Sword that give you +1 APR)
The innate bonuses to +hit/+dmg and -AC won't do much till level 10 and the Swashbuckler is not as viable front-liner during most of BGEE, but he/she start being considerably more dangerous later on levels 15+.
NOTE: The Swashbuckler does NOT get an extra 1/2 of an attack per round from his second pip in a weapon. While wielding one weapon, you will have exactly 1APR, if you dual-wield, your APR will be 2. That's why it's good to get a speed weapon in BG2EE (Short Sword or Scimitar)
NOTE2: BGEE-start proficiencies: It's better to put two pips into your preferred weapon (to get the +THAC0 bonus) and use a buckler for a while. Buckley's Buckler is a good candidate for start. Second pip should go to the Two-weapons proficiency, but stick to the buckler.
Later in the game, when you get your second pip in dual-wielding, you can start using two weapons. The second weapon will have a -4 Thac0 penalty, but main hand won't.

Fighter-Thief (dual- or multiclass)
Whether you dual- or multi-class, this is a strong Thief, that can also fight. Dualling is done from F to T. Not vice-versa. Does not really matter, which Fighter you choose as the UAI (Use Any Item) High-Level-Ability overrides any forbidden items your Kensai or Wizard Slayer may have had. (And it's actually the almost only way to make the un-modded Wizard Slayer kit usable)
In BGEE, you can get to lvl 7 of Fighter and still get to lvl 8 with the Thief to reactivate your Fighter levels.
Dualling is best done on levels 7 (in BGEE), 9 (start of BG2EE) or at lvl 13 (Fighter gets another 1/2 APR on lvl 13).
Multiclasses are usually strong enough to kill everyone anyway as a Fighter and the Thief is more of an utility-side or back-stabbing.
This sort of Thief is easier to play than the pure thief or kits.

Cleric-Thief (dual- or multiclass)
Quite unusual combination and not recommended to be used for soloing, this setup is focused on party utility, because this Thief can not fight as well, nor he/she can use any of the sharp weapons for backstabbing.
Well, save the staffs, but I have mentioned the idiocy of sneaking with a 2m/6ft pole earlier. Expect to be spending most of your time looking for traps, opening locks and casting spells.
If you want to fight, opt for dual-classing from a Swashbuckler at lvl 11 or 12 (if you want the extra proficiency point) and liberal use of Draw Upon Holy Might. Do expect to have some THAC0 problems.

Mage-Thief (dual- or multiclass)
Oh yes, the usual sneaky caster. This class combo (along with F/M/T) is one of the most versatile characters ever, having the powerful Thief abilities and some reality-bending magic under his/her hood.

Useful items
BGEE - Dagger of Venom, "Worn Whispers" Boots, Shadow Armour. + small trinkets like "The one gift lost" (= Fireball necklace), Sandthief's Ring
BG2EE - any good weapon, like the 3APR Shortbow, +2 returning Throwing Dagger, Grandmaster's Armour, speed weapons, Mercykiller's Ring...it just gets better and better.
There's one particular interesting piece of equipment to be bought in Copper Coronet = a Ninja-to for Monks with 2APR and great stats. Can't use it yet, but you can - later with UAI.

BG2EE and ToB strategy and further development
In BG2, you will get more skill points, which starts making even the Assassin a viable Thief. Keep using traps and tactics to your advantage.
Later, in ToB, you will meet some enemies, that are immune to back-stab. Kill them the old-fashioned way then.
With high-level traps, even the Dragons will tremble. But be wary - the Time Stop snare is a double-edged sword.
Some enemies are resistant to it and having your Thief to solo a beefcake boss is not what passes for a nice Saturday evening.


I hope this was helpful to those that wondered about proper thievery...

Baldur's gate 3

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I know... It's to early to ask but... I need to know ... Is there any chance we see bg3? Trent said that bg3 was their ultimate goal... Personaly I'd love to see BG3.

The Tale of the Totemic Druid

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Inspired by this tread and thanks to @bbear here I’m going to tell a story about Karasu no Yoru, a totemic druid raised in the Candlekeep and destined to become a major figure in the history of the Sword Coast.

The name of the character is in Japanese and means his name actually is Yoru (night) and he comes from the Karasu (crow) clan known for shamans and spirits.

Here's the character sheet at the start of the game.

[spoiler]image[/spoiler]

The main incentive is to find out what it takes to successfully solo the whole game (from the start of BG:EE to the end of BG2:EE) with the totemic druid. There’s a discussion about which class is the hardest for a solo run in that thread and it seems many people vote for a druid. So I’ve decided to test it and will gladly write about it for those who are interested in the concept.

I’m playing on the Core difficulty and here’s my weiDU log:

[spoiler]// 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]
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28[/spoiler]

I consider myself an experienced player, had different playthroughs in the past but have never tried the totemic druid. This kit seems interesting to me because it shows the true, from my point of view, nature of a druid – a summoner. In the past I played as an Avenger and liked it much but the Avenger feels more like a druid/mage, while a Shapeshifter obviously feels more like a fighter/druid. A vanilla druid is fine as well but I just like using a kit and not a vanilla version (if it’s not a dual- or multi-class). So, the totemic druid it is.

I understand the problems that can arise because of the SCS but I hope that my knowledge of the game will help to overcome these difficulties. I seriously think that with some meta-gaming even the power of SCS can be not so dangerous. I think than so bad (yeah) thing as the meta-gaming needs serious countermeasures such as not OP class, not min-maxed stats, smarter AI and so on.

As a rule, I try to role-play my character and his party as much as I can but this time it will be different. And I’m so excited – it’s a challenge, and a good one. I’ll try to play a no-reload run with an option for minimal reloads if the character will be killed but I will feel myself attached to it. Also, your reactions, ideas and just a general discussion is much appreciated ;)))

Do you max your HP/level rolls?

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So in my current game I am using core difficulty on SCS, and I notice that - especially on the lower levels - it's really annoying to have characters with low hp. A lucky kobold or a single spell can kill my characters in one time! So I thought about simply using the max hp/level difficulty slider workaround, but then i kind of feel like cheating... so I wonder, how do you guys play it?

Myself, I've used the following rule: I have to accept any result that it at least half of the max possible. So if I level up a thief which, could get a max of +6 hp/level, I am allowed to reload if he only gets 1, 2 or 3 hp on level up. But a 4, 5, or 6 will stay.

How do you do it?

What the biggest "experience split" that you have allowed in your party?

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For BG2 I want to have a party with Aerie, Jaheira, and Viconia. If my PC is a single-class or dual-class person then the experience will be split 6-ways.

I thought about being a dual-class fighter/mage but I'm apprehensive because then I'll have to spend a long time as a wimpy mage before I can regain my fighter skills. So I'm thinking about being a multi-class fighter/mage, but then the exp would be split 7-ways, which seems like a huge hindrance.

Items you would like to see...

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Just lightheardedly musing on weapons/ items that I'd like to see introduced to the game, whether for RP, balance or outright power reasons.
Feel free to join in.

1) The Main-Gauche
Dagger +3
Equipped effects:
Increases APR by 1
Increases AC by 2

To my mind, a dagger should be amongst the best available off-hand choices... Maybe it could be won from a one on one combat against a lairy swashbuckler?

2) The Longbow of Ever-Firing +4 Arrows!

Ok, so I accept that the name needs work, but the game's crying out for an infinite ammo longbow!

3) Javelins
Non-magical throwing spears that can be wielded as single-handed melee spears (maybe with reduced damage), and also thrown like axes/daggers.

4) Hoods
My rogues & rangers want some more headgear options!

I know such things are unlikely, but a boy can dream.

thalantyr

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you know how he always says "why do i live in such a pissant town?"

i'm wondering which town he's referring to. it can't be beregost as he lives 8 hours travel away, so where DOES he live?

Sarevok

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I found this gorgeous picture of Sarevok by the supremely talanted John Gallagher - see his web site and his Deviant Art gallery

image

You can download a huge version here

[spoiler] Even though it's a profile it could a neat NPC avatar for ToB[/spoiler]

Different paper dolls/avatars for each warrior class?

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This is not a request or anything (from what I understand this is almost impossible to do given the restrictions and the artwork missing) just random musing and wishful thinking

Sup fools!

I was thinking about this. I get kinda bored that there I only one look (avatar/paper doll... not sure of the right term, heard both) for a ranger, paladin, fighter and barbarian. Also bards look like thieves.

I always imagine a ranger as having a distinct look, much like this guy from Icewind Dale image or this awesome Enhanced Edition portrait image

In other words, they usually have a hood and clothing that will allow them to be easily concealed ("blend in") with their "beat" (as in cop beat... like where they usually chill as rangers). Like Valygar has some cool armor that seems perfect for patrolling a city as a stalker (Urban Ranger) while Kivan also has a hood and wears the colors of the forest. Of course Minsc is the exception, but he is not exactly your typical ranger.
When I play a ranger (particularly an elven/half-elven one) I plan on switching to the "thief" paper doll through EE Keeper. It just feels better.

Similarly I always felt like Barbarians would also have a more unique look. I have made my opinion on barbarian vs berserker pretty clear (I think barbarian is a cultural thing, berserker is just an angry warrior, and I wish there was more of a distinction in game-terms). I wish you could have a paper-doll like the ones that Hrothgar's clan wear. I mean, those are already in the game!. I'm sure it might still be difficult to use them (maybe @Jalily‌ can help answer this. ) because of armor and weapon animations, but it would still be AWESOME if you could use that. I know for my first playthrough of IWD:EE I will use EEKeeper to make my barbarian look like that if I can.

Paladins are maybe a little less distinct, though I usually imagine them in heavy plate mail. I don't really have many ideas on what to do with them.



What would be TRULY awesome is if any of the paper dolls from both Baldur's Gate EEs were available options in IWD (again, maybe @Jalily‌ can answer? Sorry to bother you and take your time with a silly question, but I have really been dying to know!). I would totally want to use a Shadow Thief doll for my rogue character.

Baldurs Gate 3 (spoilers!)

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Inst-ed of making a icewind dale enhanced edition bemdog should focus on a baldurs gate three. There could be much potential if done right. Make a good story. For example take us back to the sword coast, no bahllspawn but a simple peasent. Have different paths such as ability to join flaming fist army and rise to war with amn and ecentually become king. Or a theif who rises to the greatest assain in the land. there could be many more, baulders gate three will make money. nuff said
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