GeN1e, on Jan 14 2009, 02:01 AM, said:
Thoughts onto the ST component, v4.02, finished just now.
Readme states you'd have to be at least 750k XP to do it. It was quite correct for the older version (pre 2007), and due to not checking the 'version changes' I came there at ~900k, with the party of PC F9/W11, Korgan 11, Yoshimo 14, Viconia 12 (she had only few ks remaining to hit the level 12, so I've spent twenty minutes running around looking for some weaklings to kill before entering the STG), Edwin 12, Haerdalis F9/W10/T11 (as I could find no other candidate to do thieving after Yoshi will vanish).
Well, it's mainly a general reccomendation for average parties, but of course, experienced players such as yourself should be able to handle the guild even at lower levels.

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Daedral and his pals were stupid if annoying. After seeing them mobbing Viconia and ignoring stoneskinned PC, Haer and Edwin I realoaded and protected her with the Sanctuary spell (it must have been a premonition to memorize one). This time those idiots tried to swarm Korgan (rather successfully, but that's another matter). The picture was - Korgan running in circles around idle Edwin and sanctuaried Vicky and PC shooting at them with a xbow. Yoshi iirc has cornered himself somewhere safe and Haer was running after idiot, swinging once or twice when he could catch up with them.
Resolution - were they smarter a tiny bit, they'd give a quick hack to PC and Haer, reducing their SSs to nothing quickly enough.
Pretty much expected behavior. They are supposed to go for the least protected target but the prioritizing can get messed up a bit as it's not possible to detect who's wielding a ranged weapon via scripting. I'll see if I can readjust their targeting routine in some future release but it's not a high priority for now.
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Haz - nothing interesting, after catching his Sequencer two times I set a couple of traps nearby and he run right into them, dying on the spot.
That's expected as well. In general, I'm strictly against giving humanoid characters inexplicable resistances, immunities and exceptionally high attribute scores. So, being just a regular human mage, Haz dies pretty easily to traps.

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Aran - I was expecting him to be tough, and spent five rounds buffing my party, setting traps to get newcomers, summoning things, but... I could simply walk in and be just as fine. As soon as the door was opened I threw two Chaos spells in and all of them started whacking each other. I let summons in, disarmed the trap just after the doorway, let fighting people in as well and shooted them all the way to death.
Yes, that's a very effective tactic and is even recommended in the readme. Since they are relatively low lever characters the thieves have modest saving throws and are fairly easy to take out using Chaos, Web, Hold Monster and similar spells. Aran does drink a Potion of Clarity beforehand and the Kara-Tur mercenaries drink potions of Invulnerability but if you dispel that, they're pretty much toast.
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All in all, I think that either the readme is outdated a bit, or STG's difficulty might be enhanced a little to make it worthy waiting for 11+ level to take it on.
Heh, I'm actually glad that the STI encounters turned out to be easier than you expected rather than being an exceptionally difficult battle. Since it's a plot critical event (if you side with Bodhi) I deliberately didn't want to make it too hard, especially after all the difficulty based criticism which that component received in the past versions. Anyway, remember that the perceived difficulty varies according to the player's skill, so while an experienced tactician isn't going to have much trouble here, regular players might find it quite challenging.
Edited by aVENGER, 13 January 2009 - 11:51 PM.