I guess I didn't look very hard...
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Anyone have a handy chart on what levels that cap gives?
This isn't bad.
Welp, looks like my edits to the Defensive Spin files didn't work. I'm level 5 and it gives me -4 to AC. This is really bizzare. I guess they wrote the ability with Shadows of Amn in mind, and a bard starts it at level 9 anyway.
So it looks like all classes will cap out at Level 8, except for Thieves and Druids capping at Level 10?
Probably also why that apparently wasn't really noticed up to now.
Have you reported that to Beamdog in any way? I thought about making a thread on their forum, but I don't have EE and so don't really know if the problem/fix is entirely the same or if there is any added weirdness.
On that note, I don't understand why it wouldn't register the changes you made and simply work exactly as before. I mean, usually, these things either work or fail spectaculary.
Yeah, they get levels really fast over the BG1 XP range (and a bit beyond).
They probably weren't that great in the original BG1, because they had exactly two level 5 spells to actually cast, but with BG2's spells added, they are.
I mean, when I had Faldorn in my BGT party once, she was pretty much my MVP, and it can't have been her stats that made her shine.
EDIT - random Black Pits thoughts:
600k cap should be good for Sorcerers (because their spell progression catches up to Mages), and not so good for Bards and single-classed Thieves (fall just short of higher backstab modifier or spell level, respectively)
EDIT 2:
Just noticed you're talking about dualing and not going multi-classed here. Keep in mind that a level 8 Thief dualed to Mage won't actually get his Thief abilities back before Mage level 9.
Ooh, right. So you'll need to dual out of Thief at Thief 7, so you get your abilities back at Mage 8.
I'd probably just go multi-classed. Dualing takes forever when you take your first class so high.
So, excited about getting back into this, but I have a few questions...
Haven't played BG in over a decade and never was that into modding... how difficult is it? I saw people talking about making their own kits and didn't know if this was an integrated feature or a mod.
I was trying to figure out what kind of character I wanted to play, straight/multi/dual but got frustrated. I like the kits, but you can't multiclass with kits. OK, so that leaves dual-classing, but a) I dislike dual-classing and b) that leaves me with only 1 kit and 1 vanilla class. I realized what I want in the end is the ability to multiclass with kits - a desire in which I doubt I am alone.
I understand, flavor-wise and AD&D-wise, why the rules are such as they are in this regard. BUT, subjectively, this directly detracts from my enjoyment of the game, and, if I have the ability to correct this without breaking the game, then I would like to do so.
tl;dr - Is there a way to enable multi-class characters to use kits? (ala berserker/swashbuckler or enchanter/jester)?
Possibly relevant: I am an electrical engineer who has programmed videogames before.
That would be very helpful, actually; I was just thinking I'd love to play an Elf swash-mage. Don't suppose you've got a link?
Edit: Oh yeah, I wanted to ask if all of the lower level spells from BG2 were included. I noticed that the first level spells are in, but can you find scrolls for like Phantom Blade and Sunfire (5th levels) later on?
Playing with Sword Coast Stratagems has made the game noticeably harder now that mages with access to third level spells have started appearing.
My party is composed of CHARNAME (fighter/mage multiclass, level 4/4), Jaheira, Ajantis, Viconia, Mincs and Imoen (thief 4 / mage 4 dual class).
After the Nashkel mines, harder assassins appear to try to kill you. Nimbul is one, and he is locatedSpoilerin front of the inn in Nashkel.
I have installed the SCS component that allows enemy magic users to instantly buff themselves with spells that a prepared PC party would typically have, and thus Nimbul instantly has Protection from Normal Missiles (which with the mod also blocks +1 arrows), Stoneform, and at least one other spell that protects against spells. He then typically casts confusion and silence on my party, then kites my party. He has access to slow, more confusions, and various other spells that I currently cannot recall.
It seems imperative that I take down his magical defenses as fast as possible, but right now only Viconia has access to dispel magic, and she has only three level three slots. I have one slot for Animate Dead, and the other two for Dispel Magic. It seems that a major problem is that my casters do not have yet have access to spells that protect them from magic, and thus my casters can quickly become incapacitated by Confusion, Hold Person, etc. Another problem that is specific to this fight is that my confused characters sometimes attack townspeople, and thus I have to reload in order to not lose reputation.
I haven't made any report to Beamdog, but I suppose I will. I have no idea why it doesn't work either. My guess is that the Enchanced Edition doesn't register the changes made.
Speaking of the Defensive Spin, turns out that the bug that lets you move around freely while using it if you have Free Action - such as from the Spider's Bane sword - is still there.
I'm actually considering taking Faldorn instead of Branwen along now. I've never taken druids too seriously, but it might be interesting.Quote:
Yeah, they get levels really fast over the BG1 XP range (and a bit beyond).
They probably weren't that great in the original BG1, because they had exactly two level 5 spells to actually cast, but with BG2's spells added, they are.
I mean, when I had Faldorn in my BGT party once, she was pretty much my MVP, and it can't have been her stats that made her shine.
Does EE have the BG2 experience for learning spells from scrolls?
It isn't that hard. I never did any complex modding, but you can change the game's rules pretty easily.
As Squark said, though, you can just use Shadowkeeper to make a multi-class character with a kit, and can't make a character with two kits at all. It's possible to change a base class to resemble a kit or to just give your character a kit's abilities through Shadowkeeper or console commands, and there's a mod out there that has its own workarounds as far as I know. But the one kit limit is hardcoded.
I'd dual Imoen as soon as possible, honestly. It's not like she'll be much of a backstabber unless you buy every strength potion you can possibly find. 6 Thief levels are probably enough for her, and you might even be able to make do with 5, especially if you give her the dexterity book to read.
I no longer install pre-buffing mages myself pretty much due to this; it can get so tedious. It also seems Nimbul is cheating - assuming his spell protection is Minor Globe of Invulnerability, he is casting way too many level 4 spells. My guess is SCS cheats by not subtracting pre-buffs from his memorized spells.
Anyway, things that might help you:
Spoiler
- Forget Dispel Magic to get rid of his protections. It won't work, your guys' aren't at high enough levels for it to dispel things reliably. Having one to cast defensively after getting hit with Slow is good, but usually, I find specific counters better in BG1. Not sure what exactly that would be in this case, since I don't know what all the spells he can cast are and what your guys actually have in their spellbooks, but that's my general advice for SCS.
- Don't shoot him at all; he's got the Boots of Avoidance plus a relevant Protection spell.
- Kite him while his spell protection is up. He can't be too high level, so it'll run out at some point. You can use this to get the fight away from the townspeople. If your main character is a gnome, he has saving throw bonuses that make him ideal for that, otherwise I guess Viconia will have to do.
- If he doesn't have elemental protections up, might try using that to your advantage. If you have Agannazar's Scorcher, remember that you can always target your own guys with it after giving them fire resistance.
- He's a Mage/Thief, which means horrible Save against Breath Weapons. If you can somehow get a Potion of Firebreath (Carnival, maybe?), that might just one-shot him.
Of course, if it really doesn't work, you can always leave him standing in front of the inn for a few weeks.
It has a pittance of experience, about 1% of what it is in BG2.
As for preferred builds I like to start as an unkitted fighter, then dual at the first available chance to thief and use Shadowkeeper to set my kit to Swashbuckler. Yeah, I know it's cheating a bit, but I figure if wizards get to do it, other classes should as well.
As for Imoen, I always Shadowkeeper her into a swashbuckler, so there's a good reason to hold off until level 5.
Hrrmmm... not quite sure where to put this, but, anyway, my laptop is stressed out by any sort of game beyond solitare, so I'm thinking of installing Baldur's gate on my desktop. This issue is that for some reason, my registry entries are messed up for Baldur's gate. Does anyone have any advice for fixing this? I've tried looking for the files in my registry (After setting up a restore point, of course), but the uninstall file (I think I mucked up the process of uninstalling somehow) isn't where it should be, but when I insert the disk, it still thinks the game is installed.
Is it just the Autorun being stupid (that happens to me all the time) or can you actually not install the game even when you open the CD and manually run the Setup?
Sounds like you've been dabbling with the Dark Side Virus. (...Okay, it's technically a mod. Called Dark Side of the Sword Coast. I dubbed it the Dark Side Virus after I realized how horrible it is and had to manually delete registry keys to get rid of the thing.)
Unfortunately, my only advice, even if what's happening to you is exactly the same as what happened to me, is to find someone who can tell you exactly what to do while manually deleting registry keys, and be mortally careful.
Haven't tried that, but the program entry is still there as an option to unistall (Although when I went looking for the registry for it, it was curiously absent), so I'm not sure if that's the issue. The uninstall starts, it's just that it stops when it can't find the uninstall entry.
hrrrmmm... I could try sending a copy of the uninstall file that's on my laptop to my desktop.
I used Faldorn in (I think) my last Tutu play and I will concur that she gets quite effective as the game goes on. Let's not forget that druids also get the 4th level spell Call Woodland Beings, which gives them a summon that can cast two 5th level spells (Mass Cure and Hold Monster).
Oh, that reminds me: I need to go and check if the enhanced edition has altered Totemic Druid's spirit animals.
EDIT: Looks like it has.
Hm. Does anyone know the easiest way to make Ajantis into an Inquisitor using Shadowkeeper? He's on level 5 right now, and simply giving him the kit in Shadowkeeper doesn't actually give him its abilities.