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11-16-2005, 03:39 PM
| | Exalted Member | | Join Date: Nov 2004
Posts: 257
| | | Is official patch 1.06 identical to trials of the luremaster addition? Hi, I'm downloading from a site (ironworks) the official patch 1.06 (I just got IWD1 and HOW)...
I also want the trials of the luremaster, but I am confused!? by the website... it says *trials of the luremaster* - choose download option. Then there is a link that doesn't work. Then below is a list of patches, wallpaper, portraits, etc. Thats what made me think the ToTL was included in the 1.06 patch. So is it included?
myrophine | 
11-16-2005, 04:46 PM
| | Exalted Member | | Join Date: Nov 2004
Posts: 257
| | | HELP: how to patch? Also, I tried installing the 1.06 patch but don't really know what I am doing. I unzipped from the folder (clicking run on the little squarish icon) and it asked me what folder to go to. so i decided on the same folder as IWD1/HOW. Then it asks me if i can overwrite (numerous times). I kept saying yes... I kind of figure that was a mistake because afterwords the game didn't start!
So I uninstalled/reinstalled IWD/HOW and it worked again (without patch). Now I don't know what to do. I have the patch unzipped again (this time on the desktop). The readme file tells how to install IWD/HOW but doesn't say how to install the patch (it just tells what the patch fixes).
I'm kind of anxious to start playing but reluctant to play with an unpatched game. Please let me know if you remember how to patch the game.
Also, I still have that question about trials of the luremaster! (original thread).
myrophine | 
11-17-2005, 12:15 AM
| | Exalted Member | | Join Date: May 2004
Posts: 601
| | | Yikes! I'm all over the patches question.
IWD without HoW needs the v.1.06 patch, which is what you downloaded.
HoW has the v.1.41 patch incorporated in in, so installing the 1.06 patch over it causes extreme problems, as you found out. If you have HoW, as you do, you can toss the v.1.06 patch because you will not need it.
TotL is a separate downloadable expansion (created after significant complaints about the size and lack of originality of the $30 HoW expansion). It contains the v.1.42 patch, which is the final patch for the game.
To sum up, in case the above is not clear ---
1) Installation order is IWD, then HoW, then TotL. Period. TotL contains the final patch, so these are the only three installations you need to have the fully patched, fully expanded IWD/HoW/TotL game.
2) As you've said the TotL link doesn't work, you can try download.com or fileplanet. Download.com would be my preference because with them you don't have to leap through lots of hoops to get a free download and registration is not required.
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When your back is against the wall... the other guy is in a whole lotta trouble.
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11-17-2005, 06:18 PM
| | Exalted Member | | Join Date: Nov 2004
Posts: 257
| | Thanks a million Aerich!
I am having a really fun experience as I am used to these games (veteran of BG2 and IWD2) so for the first time I'm good enough to play through my first time without hundreds of reloads and starting out new parties (at least up to the dragons eye...now the bombadier beetles are thrashing me but don't spoil the secret  )
myrophine | 
11-17-2005, 07:40 PM
| | Exalted Member | | Join Date: May 2004
Posts: 601
| | You're welcome.  I'm glad you're having a blast; I'm a big fan of IWD1.
I'm now good enough at it that I'm playing a HoF game that I started with rookie characters.  I'm a couple levels farther along in Dragon's Eye than you are at present.
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When your back is against the wall... the other guy is in a whole lotta trouble.
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11-17-2005, 07:59 PM
| | Exalted Member | | Join Date: Nov 2004
Posts: 257
| | | Ha! I have a long way to go before getting that good! I'm still trying to think of a way to outfox the bombadier beetles...
I have only a bard as a caster and he has no summons (which is what I'd really like to do. Plant a nice hold immune undead summon in the doorway).
Paladin5
Ranger5 (to be dualed to cleric when i get impatient for raise dead)
fighter3 ->druid6
bard6
thief6 (to be dualed to mage when i get evasion)
thief5 (to be dualed to fighter when i get some skills/backstab)
Kind of a weak party at the moment with 2 thieves but it will get stronger...
myrophine | 
11-17-2005, 10:14 PM
| | Exalted Member | | Join Date: May 2004
Posts: 601
| | | If you haven't already, clearing the left side of the level might give you enough xp to level up your druid to lvl 7 - there's big xp from monsters and some quest fulfillment. There's two excellent druid summons (insects, animals) at druid spell lvl 4.
I'm fairly sure there's a monster summoning spell on the first level of DE. Isn't there? If all else fails, Kuldahar's resident mage has a couple of summoning spells for sale.
I hope your bard is singing the Luck song (Tymora's Melody) instead of picking away with missile weapons. Luck gives a +1 to all dice rolls and a +3 to spells (help you to avoid stuns?); better still, you critical hit on a roll of 19 as well as on a roll of 20. That's better than a 5% increase (factoring in the +1 to hit) to critical hit with each attack.
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When your back is against the wall... the other guy is in a whole lotta trouble.
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11-18-2005, 12:45 AM
| | Exalted Member | | Join Date: Nov 2004
Posts: 257
| | | Yes! Tymora's melody! I learned that one in IWD2!
it was tedious but I beat all of the friggin beatles and cleared the level. The priests seemed impossible until I retreated and cast a triple long kill zone along the corridor to the room leading to where Eugenia is held. x3 spike growth, x2 stink cloud, x1 skull trap. It was fun watching the tiny damage totals race across the screen as defenseless talonites get ripped to shreds by brambles.
Now I'm working on the cold wights. I have a level 7 druid (dualed from fighter3) now and a level 4 mage (dualed from thief7) to go along with level 7 bard as the casters. But my tactics didn't work and I must select different spells theres just too many cold wights!
myrophine | 
11-18-2005, 02:59 AM
|  | Banned | | Join Date: Jun 2005 Location: Cursing the Sphere of Madness
Posts: 22,478
| | Ah, I did that aginst the Talonites.
As for the Cold Wights that requires lots of tactical retreating, go back to the level if you need to and try and focus on one at a time, then there will be less if you retreat and return. | 
11-18-2005, 03:36 AM
| | Exalted Member | | Join Date: Nov 2004
Posts: 257
| | | Are you suggesting I can retreat to dragon eye level 2? Will they follow me or do I heal etc regroup etc (rest even... if it gets dire)?
myrophine | 
11-18-2005, 05:47 PM
|  | Banned | | Join Date: Jun 2005 Location: Cursing the Sphere of Madness
Posts: 22,478
| | | You should be able to retreat up to lvl2 without being followed, though it is possible for you to be attacked while resting. | 
11-18-2005, 09:49 PM
| | Exalted Member | | Join Date: May 2004
Posts: 601
| | | If you talk to Egenia, you get the option of asking her to guard you while you rest.
As I said in another thread, the cold wight fight at the entrance needs serious spell assistance. Movement inhibitors are king, allowing you to take on the CWs a few at a time instead of all of them at once.
My first action on entering this level (fully pre-buffed) is to walk my tank, and only my tank forward. Spellcasters should be casting movement inhibitors right away - Web and Entangle. Prayer by a cleric if you have one.
Cold Wights are immune to cold, electricity, mind spells, poison, and non-magical weapons (but not spells like Spike Growth, oddly enough). Fire is your friend.
One tactic that works well here involves taking advantage of IWD1's approach to elemental protection spells. Instead of the IWD2-style of giving a flat resistance, IWD1 protection spells give a percentage chance. The third level divine spell Protection from Fire gives 80% fire resistance. If you have an item or potion giving fire resistance, or the 2nd level cleric spell Resist Fire/Cold, you get better than 100% resistance, meaning that fire damage actually heals you. A druid can use Protection from Fire and Storm Shell (which unfortunately only lasts a turn). Send your fire immune tank forward and fireball away!
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When your back is against the wall... the other guy is in a whole lotta trouble.
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11-19-2005, 02:22 PM
| | Exalted Member | | Join Date: Nov 2004
Posts: 257
| | Hmmm...
Entangle works in dungeons? Also I've been sleeping in the dragon eye for awhile now with no problem  Maybe I've just gotten lucky?
myrophine | 
11-19-2005, 11:50 PM
| | Exalted Member | | Join Date: May 2004
Posts: 601
| | | Yes, that's another difference between IWD1 and IWD2 - Entangle has no "outside" restrictions in IWD1. That's great, because there really isn't much outside adventuring once you get past Kuldahar. Call Lightning is nearly useless in IWD1 (vanilla), although the expansions add more outside area.
You might get disturbed 40-50% of the time in Dragon's Eye, but it's cyclical. I wouldn't sleep on the second level, because trolls and sword spiders are vastly tougher than lizard men and cold wights.
A common tactic on DE lvl 3 is to sleep repeatedly ("camp") on DE lvl 3 to take out packs of spawning cold wights. At 1600 XP per, they give good bang for their buck.
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When your back is against the wall... the other guy is in a whole lotta trouble.
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11-20-2005, 12:03 AM
| | Exalted Member | | Join Date: Nov 2004
Posts: 257
| | | I am finally to Xnumonei (sic). She is tough! But pretty cool looking though. I'm about to break down and read some strategy guides. I wish I could lower her magic resistance somehow! And she has good armor class too. I tried having her chase a guy and everyone pelt her with missiles but it wasn't working. She was doing more damage as she would catch the runner every once in awhile (killed him so I reloaded).
Maybe I should use some of the potions that I've been hording or change a spell slot to haste (normally I hate that spell due to the fatigue).
This game is way harder than IWD2 imo.
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