|
Arivia posted:What do you ever need to stash in an Infinity Engine game? I've only ever had problems carrying all the loot out of a dungeon to sell, if that. Weight is generally the limit, not inventory space spread across six characters.
|
# ? Jun 27, 2019 18:18 |
|
|
# ? Jun 5, 2024 04:20 |
|
sebzilla posted:You need to be wary of ones in areas that have multiple instances, like the De'Arnise Keep. Anything you stash before beating Tor'Gal will be gone afterwards. I'm not 100% on any others but there are probably a few. The thieves' guild in BG2's docks have multiple instances on the main and lower floors (but not the lockpicking practice room or anything else on that floor). Also, re: Durlag's, the upper floors are far easier than the lower ones and I think a party of level 4s could probably handle them. You'll definitely want to get that jerk eaten by the demon, though; you're going to have an awful time trying to fight her. And you'll want one of the bazillion scrolls of protection from petrification (the spell, not the self-usable green-icon scroll) to deal with the basilisks outside. But that's a bunch of gold and at least one +2 sword that you can get without putting yourself in too much danger.
|
# ? Jun 27, 2019 18:24 |
|
Yeah the upper levels aren't difficult. I always kill the demon because demons are bad (and worth lots of xp). Fortunately you can just ignore that whole thing and come back for it later if you are having trouble killing her early. I forget if you need the tour guide's runestone to get access to the lower floors or not - I always do the tour because it's funny - but if so you might not even be able to get to lower Durlag's at all without a long (albeit not difficult) detour to Ulgoth's Beard.
|
# ? Jun 27, 2019 19:04 |
|
Six characters and ammo belts, bags of holding, gem/scroll/potion bag mean I've never needed to stash poo poo. There's room enough.
|
# ? Jun 27, 2019 19:05 |
|
I always stash Cromwell components in a barrel near his forge. There's no point carrying them around.
|
# ? Jun 27, 2019 19:07 |
|
I've finally beaten BG1 for the first time! Durlag's Tower wasn't as bad the second time around- I attribute that to stocking up on +2 weapons and getting really lucky with Neera's wild mage rolls. The real kick in my rear end was the cultists at the Beard when I went to return the dagger. I think I probably reloaded 30 or more times before I finally had that fight won. I bought out the magic shop in Baldur's Gate to not have my party members get held and die by the demon just looking at them. It was such a rollercoaster of emotions, too, killing that guy for the first time only for him to jump into the body of a nearby cultist. Sarevok wasn't as bad, but still a pretty tough fight. I cheesed it juuust a little bit by having summoned creatures act as target dummies while Angelo, Tazok, and the other wizard guy came down to attack us. Those three alone had my entire party at half health, but I was able to quicksave after killing all of them and went up to finish Sarevok, who wasn't as much of a pushover as I thought he was going to be. Time to break a little bit before doing Siege of Dragonspear. Overall, really excited I finally cleared this game.
|
# ? Jun 27, 2019 23:42 |
|
Congrats! Yeah Sarevok is just a big ol' block of stats. His stats are good, but at the end of the day he doesn't have any tricks besides hitting you a lot. A harsh lesson about being a fighter in AD&D.
|
# ? Jun 28, 2019 00:53 |
|
Mzbundifund posted:Congrats! Before Tales of the Sword Coast came out Sarevok had a huge ol bunch of magic resistance and was completely immune to magic missile. It was awful. ...on the other hand, there also wasn’t a summon cap so
|
# ? Jun 28, 2019 01:06 |
|
The best thing about the Sarevok fight is the moment that you realize the least dangerous thing in the room is Sarevok.
|
# ? Jun 28, 2019 02:01 |
|
Crowetron posted:The best thing about the Sarevok fight is the moment that you realize the least dangerous thing in the room is Sarevok. "It's Sarevok, we need to be careful and take him serious-HOLY gently caress THAT GUY IS FIRING FIREBALL ARROWS KILL HIM NOW NOTHING ELSE MATTERS!"
|
# ? Jun 28, 2019 03:05 |
|
Crowetron posted:The best thing about the Sarevok fight is the moment that you realize the least dangerous thing in the room is Sarevok. It took me like the fourth playthrough to realize the chain fireballs weren't from the mage but from the captain of the guard.
|
# ? Jun 28, 2019 03:13 |
|
It's funny when Angelo kills himself by shooting arrows of detonation point blank at my fire immune Jaheira.
|
# ? Jun 28, 2019 03:16 |
|
Isn't it possible to get Xan to the point that his Fire Resistance is so high he gains health if he takes fire damage?
|
# ? Jun 28, 2019 03:44 |
|
AAAAA! Real Muenster posted:Isn't it possible to get Xan to the point that his Fire Resistance is so high he gains health if he takes fire damage? You can do that with a lot of characters, if not everyone.
|
# ? Jun 28, 2019 04:08 |
|
I think EE made it so having over 100% fire resistance no longer heals you, but I've never done my gimmick run to test it (hello Club of Detonation).
|
# ? Jun 28, 2019 04:14 |
|
Skwirl posted:I think EE made it so having over 100% fire resistance no longer heals you, but I've never done my gimmick run to test it (hello Club of Detonation). Why would you change something so amazing?
|
# ? Jun 28, 2019 04:18 |
|
sweet geek swag posted:Why would you change something so amazing? I don't know, especially since it only matters in gimmick runs.
|
# ? Jun 28, 2019 04:26 |
|
sweet geek swag posted:Why would you change something so amazing? It may have not been part of the rules in actual D&D. (Not super familiar with 2e rules outside of Infinity Engine games.)
|
# ? Jun 28, 2019 04:34 |
Skwirl posted:I think EE made it so having over 100% fire resistance no longer heals you, but I've never done my gimmick run to test it (hello Club of Detonation). There goes any interest I had in ever getting the EE.
|
|
# ? Jun 28, 2019 04:57 |
|
Unless there's been a very recent change, that's definitely not the case. I used the fireball traps in Durlag's to heal my Blade multiple times during my last solo run.
|
# ? Jun 28, 2019 11:01 |
|
Me and a Friends got Icewind Dale EE from GOG and have been playing a couple of sessions together. It's really fun, but also buggy and laggy (saving takes a while, transfering items between characters makes the game hitch and sometimes the items disappear, things stutter and generally feel wonky etc).We've been using the ingame server browser to set up the game, is it better to to it some other way, or use Hamachi or something? When playing single player the game runs smooth and snappy. Anyone have any experience with this?
|
# ? Jun 28, 2019 11:20 |
|
rocketrobot posted:You can do that with a lot of characters, if not everyone. You can stack the level 2 and 3 resistance spells that druids and clerics have, so yup it's very easy.
|
# ? Jun 28, 2019 21:30 |
|
bike tory posted:You can stack the level 2 and 3 resistance spells that druids and clerics have, so yup it's very easy. Wait, really? You mean I could have been taking no damage from fireballs this entire time?
|
# ? Jun 29, 2019 00:23 |
|
The duration on them sucks but yeah it's very easy to get 100%+ FR
|
# ? Jun 29, 2019 00:27 |
|
For the low price of 100 bux, you can get a collectors edition of a game you can get for 10 bux on PC right now. For 200, you can get all of the infinity engine games + NWN https://store.skybound.com/products...uctpage-nosto-2 PST/IWD pack is less reliant on mods than the other games, so I guess that's the best value, but still. What a racket
|
# ? Jun 29, 2019 21:06 |
|
I just bought Icewind Dale: Enhanced Edition on GOG and I hate the AI scripts. All I want is a script where once I've told them to attack people, they automatically switch targets when their target is dead, and not for any other reason ever. Has anyone got a script like that?
|
# ? Jun 30, 2019 14:59 |
|
Agnosticnixie posted:Still less bad than the EE still having the instadeath bug in the corridor before the elemental rooms in Durlag What's the deal with that anyway? I wasn't very happy when one of my ironman characters just up and died for no real reason in the Tower. Skwirl posted:I think EE made it so having over 100% fire resistance no longer heals you, but I've never done my gimmick run to test it (hello Club of Detonation). Nah, you can still get healed with enough resistance stacking. It does cap at 127%, but I believe that was true for the original games as well.
|
# ? Jun 30, 2019 15:32 |
|
Chairchucker posted:I just bought Icewind Dale: Enhanced Edition on GOG and I hate the AI scripts. All I want is a script where once I've told them to attack people, they automatically switch targets when their target is dead, and not for any other reason ever. Has anyone got a script like that? Check the Beamdog forums - there's several custom script mods in there.
|
# ? Jun 30, 2019 15:54 |
|
Chairchucker posted:I just bought Icewind Dale: Enhanced Edition on GOG and I hate the AI scripts. All I want is a script where once I've told them to attack people, they automatically switch targets when their target is dead, and not for any other reason ever. Has anyone got a script like that? The scripts work like that already. There’s the actual scripts you can select, and then there’s the “custom” buttons on the right that also work good. Are you sure you have their AI enabled? I just fired this up yesterday and did the first bit of goblin killing in Easthaven; and my little dudes target new enemies without issue.
|
# ? Jun 30, 2019 17:07 |
|
I think the problem they're referring to is your PCs randomly switching targets in the middle of combat. I've had it happen to me and it's infuriating.
|
# ? Jun 30, 2019 19:47 |
|
That's why you turn the AI off.
|
# ? Jun 30, 2019 20:05 |
|
I don't turn it off, because I don't want to micromanage my party for every trash mob I run into. I would also like it to not slow fights down by having my PCs arbitrarily change their targets. Don't be asinine.
|
# ? Jun 30, 2019 22:20 |
|
Even with the AI off, party members will usually retarget the nearest mob when the current one dies. They won't do this if there are no more enemies in their line of sight, but if all you are doing is attacking down trash, turning off the AI does exactly what you asked for.
|
# ? Jun 30, 2019 22:47 |
|
Turning off AI stops your party members from doing anything under their own initiative. They won't even respond to enemies engaging them in melee, let alone seeking new targets after they've killed one.
|
# ? Jun 30, 2019 22:51 |
|
Zeerust posted:Turning off AI stops your party members from doing anything under their own initiative. They won't even respond to enemies engaging them in melee, let alone seeking new targets after they've killed one. I assure you, I play with the AI off all the time, and my characters are constantly retargeting. If you order them to attack they will continue to attack all enemies in range of their currently equipped weapon from their current position until they are all dead. Once all enemies in range of their weapon are down you will have to manually retarget them. Edit: Just to be clear, here is some raw footage from the LP I'm doing. I order my people to attack once. https://www.youtube.com/watch?v=oMMTZYqOYh0 sweet geek swag fucked around with this message at 23:14 on Jun 30, 2019 |
# ? Jun 30, 2019 22:57 |
|
I always have AI off and the retargeting happens all the loving time. It annoys me to no end. What's even better is if you force attacked a target to initiate combat (like in the fallen paladin quest), your morons could retarget random cyan circles and turn the whole area hostile.
|
# ? Jun 30, 2019 23:54 |
|
sweet geek swag posted:I assure you, I play with the AI off all the time, and my characters are constantly retargeting. If you order them to attack they will continue to attack all enemies in range of their currently equipped weapon from their current position until they are all dead. Once all enemies in range of their weapon are down you will have to manually retarget them. Funnily enough, before my quoted response I went back and tested it myself - I sent my party to stand next to some ogres and they did nothing, I set my protag to fight one and when it was dead they just stood there without choosing a new target. Turns out, if you tell your PCs to attack as a party they do select new targets as you describe.
|
# ? Jul 1, 2019 06:34 |
|
BG isn't really made for it, but I think a semi-idle game where you manage a party of adventurers and watch them tackle dungeons (with speed up, obv.) sounds pretty cool. There are a couple games like that on phones, actually, but none with the mechanical complexity of an infinity engine game.
|
# ? Jul 1, 2019 07:03 |
|
Nissin Cup Nudist posted:For the low price of 100 bux, you can get a collectors edition of a game you can get for 10 bux on PC right now. For 200, you can get all of the infinity engine games + NWN It is a racket, but I gotta admit, I do kinda want that medallion and squishy Morte. Not nearly enough to spend $100 for a game I already own on a console I don't, that's for sure though.
|
# ? Jul 1, 2019 07:26 |
|
|
# ? Jun 5, 2024 04:20 |
|
Randallteal posted:BG isn't really made for it, but I think a semi-idle game where you manage a party of adventurers and watch them tackle dungeons (with speed up, obv.) sounds pretty cool. There are a couple games like that on phones, actually, but none with the mechanical complexity of an infinity engine game. The more mechanical complexity you introduce the more frustrating it becomes not having direct control of characters.
|
# ? Jul 1, 2019 07:26 |