![]() ![]() Those were fun to watch - though the hive mother dispelled by invisibility and then she and the drow turned against me and that was a bit of a fight. I snuck around the den for a bit to trigger the drow-vs.-hive mother fight, and the illithids-vs.-gauths fight. So that thing in the walkthroughs where they saay you can just duck in, kill one creature, and then leave? Wrong. (Granted, I don't use the Shield of Balduran and my Cloak of Mirroring is modded and very different.) First off, there was no elder orb at the entrance, just two normal beholders. I don't really know why people feel the need to use the SCS improved beholders, because I find beholders to be extremely challenging in their unmodded state. I wanted both of those for Charname (INT benefits him as a wizard, and he had just sacrificed a point of DEX in the Bhaal dream), so when Phaere told me she needed one of them, I had to go into the beholder den. With my mods, the royal juo-toa blood gives you a DEX bonus and the illithid item gives you an INT bonus. Without my even looking at them, my party had managed to overcome his regen and whittle him down to zero! I didn't think that was possible. Just as she was about to do the scripted thing to weaken the king, I got the console message that he had died. I wanted to keep him occupied so I have 5 party members whaling on him, and sent Evandra to to the tadpole thing. So he was regenerating like 10 hp/second or something like that. The kuo-toa was okay as well, except I explored in the wrong direction and reached the king before I got to the part where you can put the tainted tadpoles in among the healthy tadpoles. I should change that out for a power with better targeting. The one wrinkle was that they occasionally used the Detonation power without regard for careful targeting, which sometimes sent everyone - my party but also the illithids and umber hulks - flying away. This was generally good, in that they had more tools available that could not be blocked by Chaotic Commands or Mind Blank. The illithids were using Will to Power psionics instead of their kind of boring "just Stun everything" vanilla psionic blasts. That plus some skeleton warriors/invisible stalkers/mord's swords was enough to get me through the city. But Charname has 8th-level spells so I could cast Mind Blank twice. I have no priests with access to the sphere of Thought, so nobody can cast Chaotic Commands. I think I did the kuo-toa and Illithid areas, along with the elemental gates, before entering Ust Natha, because I didn't want to be rushed while doing stuff for Phaere. Then I went to the Sahaugin City which was, as usual, pretty 'meh.' We got to the Underdark. We went into the maze, and then had the ante-climactic (not anticlimactic) boss fight, which was pretty great. CRE file I had to console into existence inside Candlekeep, and then it went fine. Apparently Irenicus really did take away my entire divine essence because Bhaal had disappeared entirely! A quick search online turned up the. but when I went inside, Bhaal did not follow. Another bug there: I made Bhaal chase me outside Candlekeep and went inside so the dream Imoen could work her mojo. So I got on the boat, went to Brynnlaw, got into Spellhold, had the dream sequence. Having loaded an earlier save and done some things differently, the crash that we were discussing prior just. Bob's your uncle, it would work perfectly.Īnyway, in the current game I just moved on. Then, in the traps, add a 318 effect to the spell that causes the teleportation effects, excluding targets with that spellstate. Have it set a permanent spellstate on the character. Max hit point reduction, or take a -1 penalty to a chosen stat, or something. stuck.) Instead of all that rigamarole I would simply make one potion, that taints your life force or something. And on an iPad, even with the console-enabling mod, you can't do CTRL-J so I was just. (That's what happened to me: I went to a bunch of trouble to make the potions work right, but then the traps kept teleporting me around, I still couldn't get through. Right now you have to do the double-potion thing - "now you're a ghoul, now you're not, I hope the transition didn't screw up your character lolz!" And even if the potions work right, it's a crap shoot whether the Traps will actually recognize it. What I would do is update it for the EE engine. If the story gets in the way of players getting through the game, then they ultimately won't get the story, they'll simply wander away like I did here. Game design lesson: I know some might defend the mod and say "that's the story the author wants to tell, you can't demand it be changed!" but honestly the result has to be a playable game. ![]() Just too many bugs with the Traps of the Living. So I've been back to this game over the last few weeks, just playing 5 minutes here and there.
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