DavidWallace, on Jun 17 2008, 01:17 AM, said:
Drow ambush: if there are four glabrezu, that's two too many. It should be two glabrezu, one extra L15ish wizard, one extra L15ish priest, and two of the existing drow guards being replaced by stone golems.
It might be there were just two. It's hard to keep track of them when they're Mirror Imaged and there are so many spell effects on-screen that I can't see the enemies' body, much less the circles under their feet

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on the intended balance: I agree it's pretty difficult. I'm partly trying to give teeth to the idea that Adalon needs to help you to escape: if you do it with her help, it shouldn't be too hard. (You might take casualties for the first 2-3 rounds, but after that she'll have killed most of the high-levels and banished the demons.) I'm surprised if it's really uniquely hard for SCSII though.
That's what I thought as well - obviously after rage-Y-ing them

Yeah, it looks like it's uniquely hard to most of what I've played - they manage to wipe my party (or buffed decoy) in two rounds consistently, no matter what buffs I tried (I once sent Dalis with SI: Necro, SI:Abj, Regeneration, Imp Haste,
PFMW, ImpInvis, Mirror Images and DefStance, and he still fell before
PFMW had time to run out). But then, I've forgotten about Adalon helping you (it's the first time she's actually needed) and my party is highly nonstandard anyway (I have 3M
XP but crap equipment since I started at an high thresold since I had soloed an uncapped FMT through SCS1).
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Drow in general: I don't massively muck with the drow basic files. They get better ability scores I guess, which makes some difference.
Yeah, I assumed that - I was just taking guesses as to why I couldn't break them.
As I'm progressing, I've noted that one of the Illithid ambushes (the one in the last room before the Master Brain) had about a dozen of Illithids and/or Ulytharids (which means I'm screwed since I cannot rest to memorize Chaotic Commands). SCSII thing or bug?
I've installed this:
~SCSII/SETUP-SCSII.TP2~ #0 #290 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v6
but Illithids still start off Improved Invisible (not that it matters, since only Elminster can attempt a magical attack).
I'm also not convinced that turning Elder Orbs and Hive Matrons into high-level mages is a good idea - thanks to their anti-magic attack, they'll disable your mages in half a second and then you have to hope you make all your saves until you can outspam their
PFMW's and Stoneskins (I got tired of Aerie and CHARNAME consistently failing Death Rays and Web saves and forced the whole Beholder hive to save against scrlzy, so I do not have well-formed feedback, only some whine. And yeah, I even brought the Shield this time).