Jan. 7th, 2024

crossover_chick: gif of Doc gasping (BTTF: EEK)
I mean, it turned to sleety rain during the late morning hours, but in the afternoon, it ramped up into snow again, leaving us with maybe six inches total over the course of the day. Fortunately, most of it was pretty light, fluffy snow, so hopefully it won't be TOO much of a pain in the ass to deal with tomorrow? *shrug* We'll see what the roads are like, and how well they've cleared the parking lots. . .on the plus side, even if I don't get a delay in the morning, pretty much every school in the state has one, meaning traffic should be a lot lighter when I go in. I'll take that, at least!

Anyway -- I spent most of the day hanging out, drinking hot chocolate and getting through my usual Sunday to-do list --

Tumblr: Good day on here again –

Victor Luvs Alice – Caught up on my dash after breakfast and making my bed, then got four out of the six Valicer Chill Save update posts completed with image alt text and tags before lunch! :D (Well, okay, I had to finish up the fourth one after lunch, but it was like three tags I had to add, so. . .)

Valice Multiverse – One anon ask about needing to survive to outlive your enemies, a sentiment Alice is on-board with. XD So that’s in the queue, at least!

Fallout 4: Victor had a good day as a Railroad agent in the Commonwealth today, I’m pleased to say –

A) I started off by the dead drop mailbox with Deacon, having just picked up the message from Stockton about how he needs someone to come and contact him about his “package.” And as we were right by Bunker Hill, I saw no reason why we shouldn’t immediately go and do that! So, after a little winding through people’s backyards (and getting some nice random junk from a dumpster along the way), Victor and Deacon arrived at Bunker Hill, with Deacon FINALLY settling on a caravan worker’s outfit for a moment. XD (Seriously, not sure what’s making him change outfits every five seconds as my companion, but it’s kinda funny and doesn’t affect his ability to shoot or anything, so I’m not gonna worry overmuch about it). Victor found his way over to Stockton’s counter, where he replied with the correct countersign to Stockton’s question about if he had a Geiger counter (“Mine’s in the shop”), and got the details of his mission via Stockton talking about how he’s one of the first steps on the line to moving “packages” and how he needed someone to help clear a “trade route.” Basically, raiders had taken up shop in one of the first stops on the line for this particular package, and Stockton needed someone to help clear them out. Victor assured him that he could “facilitate delivery,” making sure to speak as covertly as Stockton himself (Deacon liked that), and got the location – an old church not far from the BADTFL office down the road.

B) All right, so Victor had his mission – and as it was already getting late, the location was nearby, and Stockton had said they could finish everything off tonight so long as Victor took those raiders out before dawn, I had Victor swig a Nuka-Cola and hit the road! After briefly going the wrong way, finding himself in the toilets, and discovering some free junk there nobody minded him taking (I somehow doubted anyone using the toilets here was going to mind him taking a medical liquid nitrogen dispenser in a cupboard XD). Getting to BADTFL was easy – just exit out the main gates, go down the road to the waterfront, loop around a baseball diamond someone had set up on the beach, and go up past the office –

But once Victor and Deacon were there, I spotted trouble on the road ahead – namely, a handful of Rust Devils and a couple of Mr. Handy Wreckers, standing over the “corpses” of some junkbots! Fortunately none of the gang had noticed Victor yet – I quickly had him crouch down, then get out the Mighty Sniper, then line up three good shots in VATS. . .

POW! POW! POW! Took ‘em out no problem! Naturally, this got the attention of the other gang members, but Victor was able to avoid the remaining Mr. Handy until he had enough AP to line up a final shot on them, and Deacon took out the remaining human gang member with his new laser rife. :) Nice! It’s always good when you can get off a few quick, clean kills and just continue about your day.

C) Speaking of which, Victor and Deacon still had a mission to complete, so after looting the bodies, they continued onward, cutting through the playground across the intersection and then into the cemetery next to the church where all the trouble was. Getting close prompted a few curious raider barks, and I was able to determine from the compass there were three or four inside. I had Victor carefully ease his way around to the front doors, where he managed to catch one raider by surprise while he was telling the others to “pack it in” –

But then things got a little more difficult, with Victor unable to get any good shots on the other raiders. Fortunately Deacon’s laser rifle saved the day, and he was able to reduce one raider to a sliver of health AND cripple his legs so he couldn’t actually do anything, allowing Victor to take him out easily, and collaborate with Victor on taking the other out. The duo looted the bodies, then settled in to wait for Stockton and the “package” –

D) And who should arrive just a couple of minutes later but the pair themselves! Stockton introduce H2-22 to Victor, who greeted him warmly – H2 admitted he was not used to people being happy to see him, poor guy. Stockton fired up the lamp in the window as a signal to the next Railroad contact, told Victor to keep H2 safe, told H2 to keep his head down, then ran out into the night.

He then ran back in again, stared at Victor for a moment, then ran back out, this time actually heading back to Bunker Hill. XD I’m assuming I glitched out the NPC a bit by standing in “their spot” while waiting for him – at least this playsession only had the FUN bugs, instead of the other kind!

E) Shortly after Stockton left, the other Railroad contact arrived – High Rise, a cheerful black man in a cool leather jacket who greeted Victor and H2 warmly and teased Deacon about keeping the same face for three months at a stretch. XD Victor did the Railroad sign/countersign with him (to Deacon’s approval) and asked him about the job – turns out they needed to get H2 safely to High Rise’s home, the Ticonderoga safe house. That safe house is one of the primary ones for getting synths settled before they get their new faces and identities and get smuggled out of the Commonwealth. The problem with this particular trip was that there were raiders on the road, and High Rise needed another gun or two to help him fend them off. Victor promised to help (after saying that it was nice of Ticonderoga to help the synths like that), and the gang set off! They headed down the street, past a chemical manufacturer, through a little round-about around a fountain –

F) And into Monsignor Plaza, where the raiders struck! And where the NPCs took care of most of the problem, because I couldn’t figure out where the hell the raiders actually WHERE for the most part. XD I think confusing the issue was that chem dealer Stash and her crew were passing by too, and THEY ended up fighting and taking out a raider as well. Victor DID get a kill on a guy up on a rooftop that the others were having trouble hitting, but – yeah, Victor did NOT help out as much as I thought he might there. *shrug* We tried!

G) Anyway – with the Plaza cleared, the gang continued onward – down the road, then hanging a right by the Science Center Gift Shop and the half-opened bridge beside it. One jog over another little bridge right nearby, and they were at Ticonderoga! High Rise complimented Victor on his battle skills, prompting Victor to ask if this was a normal Railroad op – High Rise admitted that it was, more often than he would like. But he said Victor had acquitted himself well and told him he was free to come up and hang out in the safe house whenever he wanted.

As it was literally a minute past midnight, and Victor was running on Nuka-Colas to avoid falling asleep, I decided he did want, and he joined High Rise and H2 in the elevator up to the safe house portion of the building. XD He puttered around for a bit, listening to Travis talk about the USS Constitution’s move to another building on the radio, scrapping a hunting rifle at a workbench, finding a copy of Guns & Bullets in an office room (a perk magazine that adds +5% critical damage to all ballistic weapons) –

And, at one point, had to run away from Deacon trying to initiate an affinity conversation as he’d JUST gotten the prompt that he needed to go to the bathroom, and I wanted him to do his business in at least a semi-private area – which turned out to be the elevator. XD Whoops. Sorry about that, Deacon – hopefully next time Victor won’t be in a bad spot and can actually start up the Important Relationship Talks with you!

H) Anyway – with all that taken care of, I sent Victor to bed around 1:50 AM, letting him sleep for seven hours. Once he was up, I figured it was time to go check in with Carrington and get the mission completed –

But rather than take the elevator down, I found a hole in a side room that led deeper into the building itself. And you know me – I’m all about exploring, especially when it might result in finding The Good Junk. :D So Victor and Deacon took the long way down to ground level, exploring each busted-up level of the building (which looks like a secret military facility of some kind – there was a HELL of a lot of old computer equipment and various bits of machinery around! I don’t know the full story of the place, though – have to come back at some point and see if I can find any proper lore!). Notable finds included locating the corpse of a rabid mole rat right underneath the ramp up into the safehouse proper (don’t know how it got there, but at least it didn’t kill anybody); a trio of Quantums (two in a box by the stairs on one floor, one in a vending machine a little farther down); some Protectrons in a side room (one busted, one still in its charging pod – after seeing I didn’t have to hack the terminal to wake that one up, I didn’t bother – don’t need it); a room with a steamer trunk in it that could only be accessed by going around the side and VERY CAREFULLY navigating some big gaps in the floor next to a gap in the wall (picked up some good items, including some armor to break down later, but ended up overweight and had to track down the ever-changeable Deacon to unload some junk on him); and a terminal and a safe in a side office right past the employee lounge and right next to the terminal-locked door back out into Cambridge – I had Victor hack the terminal and pick the safe for the XP (and some 10mm bullets and pre-War money), and ended up getting an achievement too! Specifically, “Robco’s Worst Nightmare” for hacking 50 terminals. :D What’s even better is I hacked the terminal AND picked the lock on the first tries. :D I saved IMMEDIATELY after that, because, go me. XD

I) With the building thoroughly looted, it was finally time to unlock the door to the outside (or, at least, the lower levels of the building, which were considered part of Cambridge), grab a few last items, then head back to Railroad HQ to report to Carrington! I had Victor and Deacon retrace their steps back to the gift shop, then – after confirming that they couldn’t go up the drawbridge next to it, as it was open JUST far enough that Victor couldn’t make the jump up to the other side – head back along the waterfront to the bridge by Cabot House! My INTENTION was to then work my way back to the secret entrance, but I ended finding my way back to the start of the Old North Church instead. “Fuck it,” I said, going in. “I know exactly how to get into HQ this way, anyway.”

. . .guess who proceeded to get a little bit lost in the catacombs underneath the church before finally finding the door back into Railroad HQ. ^^; Look, I’m sorry, but a lot of those tunnels look the damn same! But I made it back, ready to report to Carrington –

Only to be greeted by Drummer Boy, who informed me that Tinker Tom wanted to see Victor. Hmm. Curious.

J) Not curious enough to stop Victor reporting back to Carrington, though – he found the doctor working on an armor bench near his little medical set-up. He told Victor that he was glad the H2-22 situation had come to a satisfactory conclusion and gave him a bunch of caps, some Bobby Pins, and a Hardened Combat Sniper Rifle. O.o Well, nice. He also gave Victor a new mission – “Butcher Bill,” a quest to go and check out the Augusta Safehouse. Because when the Institute targeted the Switchboard, they ALSO launched an attack on all the safe houses they knew about. Carrington’s already crossed two off the list as total kills, but he needed Victor to check on Augusta. Victor promised to look into it, and Carrington directed him to a dead drop for more information. I don’t think I’ll be doing this one right away, though – Victor’s REALLY got to get back on the main plot at this point. (Especially since he hasn’t had a Silver Shroud mission in a while either. . .though I want to try one more thing, which is putting on the costume BEFORE listening to the signal to see if that does anything. . .)

K) However, since I was already in the area, I decided to go and see what Tinker Tom wanted. Turns out what he wanted was someone to install one of his atmospheric sensors, MILA, up near Ticonderoga. The dude has a theory that the Institute (who he believes caused the original bomb drops) is trying to set up some sort of poison machine in one of the buildings in Boston to kill off everyone on the surface, and MILA is supposed to be able to sense that. Dez is implicitly humoring him and using the opportunity to get cameras on the Freedom Trail to watch it for enemies. Victor took the sensor, and he’ll probably install it on his way out of town – I just wish he could use his pre-War knowledge to convince Tom that the Institute wasn’t responsible for THAT, at least! Oh Tom, why must you drink the paranoia juice. . .

But yeah, that’s where I left it off, with Victor hanging out in HQ, ready to head back out into the world and, uh, maybe actually head back to the Red Rocket to grab his power armor and head into the Glowing Sea. XD We’ll see about getting him pointed in the right direction (AFTER I try my little trick to see if I can get another Silver Shroud mission) next Sunday!

Writing: Another Fallout 4 session, another update to the Playthrough Progression! Which, once again, was like the actual playsession generally (featuring Victor and company helping to get H2 to Ticonderoga, but differed in a few key specifics –

A) Obviously, the big one was that this was a three-person job, not two – as most of the action took place at night, Alice (under her Railroad code name “Prophet”) was able to join in on the party! Specifically, she helped kill one of the Mr. Handy Wreckers when they encountered the Rust Devils at the intersection near BADTFL, and used her Obfuscate to sneak into the church invisibly and take out all the raiders inside without needing any help from Victor or Deacon. Because Alice is pretty badass.

B) There was a bit more of a gap between Stockton leaving and High Rise arriving, which I used to have H2 talk about his time in the Institute – and accidentally tell Alice about the Railroad wiping synth memories (by telling her they’d told him he didn’t have to remember the Institute if he didn’t want to). Alice, naturally, was like “what” in response to this, forcing Deacon to explain the procedure and emphasize multiple times that it is VOLUNTARY. Alice wasn’t exactly happy to hear this, but allowed that some of her reaction was just her trauma from Dr. Bumby (explaining HIS deal to her companions, who were appropriately horrified) and that as long as it was actually H2’s free choice, it didn’t matter if SHE liked it or not. (There was also a hint of her possibly having a bad reaction to the fact that synths get new faces too, but she told Victor that she could accept THAT part better – after all, they want to make it as hard as possible for the Institute to find their escapees!)

C) I managed to imply in the fight against the raiders that Victor and Alice did more to help than poor Victor did in-game – sorry, Victor, but my own Perception score isn’t that great sometimes!

D) Deacon did not try to initiate his first affinity conversation, only for Victor to run off to use a port-a-potty in an elevator instead because I didn’t want him to get another UTI. XD Instead, Victor was able to use the proper bathroom I’m sure Ticonderoga SHOULD have somewhere, and Deacon just hung out with his fellow Railroad homies. And Alice ended up leaving the safe house early because she wanted to get back to HQ before dawn (sunlight problem and all) – which actually provided a great explanation for how Carrington knew the op went well, because Alice had already told him! XD So that worked out nicely.

E) Carrington explicitly told Victor that he should check on Augusta safe house the next time he was in town, instead of just assuming he’d do it immediately, because the fanfic versions of the characters are more aware of the demands on Victor’s time than the in-game ones. Also Victor BRIEFLY thought of trying to correct Tinker Tom’s view of history when he spun his conspiracy theory, but concluded it wouldn’t be worth it to fight with him. XD

So yeah – standard Railroad “help the synth to a safe house” op, only with added vampire badassery and Alice getting briefly triggered thanks to her tragic backstory interacting badly with the Railroad offering memory wipes to synths. :p As per the game, we’ve left off with Victor and company in Railroad HQ – time to start moving them back toward Sanctuary and see about actually advancing the main plot a smidge!

YouTube: Got my usual Sunday Two in, yes –

A) First up, from GrayStillPlays in the Subs, we had “Everything I draw becomes realistic in Rescue Car,” aka Gray plays Rescue Car: Draw Puzzle! This was a puzzle game where you had to draw bridges (or “brigdes” as the game spelled it) and ramps to help cars get over obstacles on their way to the win flag. Or, occasionally, not draw anything, as the game board didn’t actually have any obstacles the car couldn’t get over on its own. XD You could customize your car with specific bodies (like a pink-doored police vehicle) and tires (like donuts), and occasionally the game would let you try out a “wacky” car, which you could keep if you watched an ad – Gray spent most of the game as a pink unicorn bike with the aforementioned donut wheels. XD He also spent most of the game taking the piss, drawing his usual dead bodies and pizzas; discovering you can draw AFTER the car has already started moving and using that to make more ramps or drop bits of line on a car to unstick it from certain areas; and occasionally completing a level by trapping the car within some sort of janky line-web to get it to glitch its way to the flag. The game eventually rebelled against this nonsense by removing all the buttons he needed to complete later levels and refusing to respawn them, forcing Gray to skip levels by watching ads. XD You know it’s a good GSP episode when the shitty mobile game that was programmed on an abacus learns to fight back against the abuse!

B) And second up, from Jon of Many A True Nerd, we had “Fallout 4: Sim Settlements 2 - Part 18 - The Letter of the Law!” Which, as you might expect from the title, was more of Bob’s adventures with the Commonwealth Police Department! Here’s the highlights of the episode:

I. Bob talking with the three main members of the CPD and getting their missions! In order:

a. From Jerred, he learned the tragic backstory of the CPD (basically, Jerred USED to be a traveling trader and scavenger, who used the police station as a base and who adopted Shhandy after the kid tried to pickpocket him, turning him into his runner; he traded with Lena and Simon’s family until the Hellhounds (a group of either former Gunners or current Gunners, possibly led by The Butcher – it is currently unclear) went after the homestead – he was able to protect Lena and Simon, but their parents were killed; he let the kids stay with him at the station and start using the police stuff he found there for protection, which prompted Simon to say they should try to be a real police force, and the CPD was born to take out the Hellhounds and bring law and order back to the ‘Wealth) and got a mission to clear out the scavengers at the East Boston station where he went hunting the Boss behemoth and secure the “stash” there (Jerred wouldn’t say what it was when Bob asked, but gave him access codes for it, which, interesting).

b. From Simon, he learned that the dude is a bit of a nerd who takes this all EXTREMELY seriously and wants genuinely to bring law and order back (saying putting on the uniform made him feel like he was part of something greater and helped keep him going), and received a mission to retrieve old holotapes and a book on law from the Boston Public Library to help educate the rookies on pre-War law and order. Simon ALSO gave him a detective’s badge, which let him access the terminal downstairs (which had records on the charge card scam and a homicide that explained who the “Caleb” they keep mentioning is – a dude who lost his wife to a raider attack, joined up with the CPD, and is now their presence in Concord, so Bob will have to connect with him at some point), and Jon discovered Bob could actually report on his wife’s murder and son’s kidnapping to Simon, which led to the guy creating a case file that Bob found on the computer. Jon just thought that was an absolutely delightful touch. (I feel like you should be able to introduce these guys to Nick Valentine. . .maybe that’s a later mission.)

c. And from Lena, he learned that she doesn’t particularly like him, but she likes Gunners even less, giving him a mission to kill and literally scalp Gunners for caps (that is, she offered to pay him 25 caps for every Gunner head tattoo he brought back to her – Jon thought she was underpaying Bob but agreed anyway). Lena, you’re the dark and worrying one, aren’t you?

II. Bob traveling up the side of East Boston by the waterfront to clear the scavengers from the East Boston police station and get the stash sorted! This involved:

a. Taking out the raider camp at nearby Andrew Station, prompted by Bob stepping outside and immediately going into caution from a legendary raider on one of the defensive posts. Fortunately Bob was able to get the high ground take out all of them without much trouble; unfortunately, the Legendary was just an Exterminator’s metal arm piece – Bob doesn’t need the extra protection against bugs!

b. Taking out the Gunners at the military checkpoint nearby (the one with the constant announcements about it being a place with food and supplies for military personnel), since, well, why not? Jon was very pleased to find that taking the tattoos did not involve anything more grisly than taking them out of their inventories; very pleased to find a Wicked Shipping truck nearby; and EXTREMELY pleased to hear a Sentry Bot wandering around nearby before he ran into it and had to either fight or run for his life. XD

c. Climbing a building to try and figure out where some movement was coming from – only to find out it was coming from above him, as he’d accidentally stumbled upon the building containing the hostile mutts Shug and Ruby (the latter being a glowing mongrel, no less). Cue Bob having to shoot them to protect himself and promptly feeling bad about it. . .at least until he found the dead raiders in the living room and figured Shug and Ruby had eaten them.

d. Finding Hester’s Consumer Electronics and suddenly recognizing the area he was in as somewhere he got lost during his very FIRST survival playthrough with Grills Bears! He recalled meeting the fake Preston Garvey in the random encounter area, but did not recall that this part of the city can have radscorpions – at least, until he ran into one while skirting the coast (fortunately he killed it before it could attack or burrow away).

e. Visiting the Railroad because Bob hoped to raid the headquarters for supplies – unfortunately, Jon had forgotten that you’re only allowed directly in the first time you show up (aka when you have to solve the password to open the fake wall in the catacombs under the church) if you’ve killed the courser Virgil sends you after and have the chip in your inventory; all other times, you gotta prove yourself with “Tradecraft” (though he did at least get that mission started). A shame, as Bob was hankering for aluminum to improve his Mighty Combat Shotgun.

f. Visiting Boston Airport by swimming across the bay to see if THEY had aluminum – nope, just gas cans and adhesive! Bob’s swimming in that stuff now! (Pun intended. :p)

g. Finally getting to the police station and finding the scavvers – he only had to take out the two in a side room fiddling with a terminal labeled the “BPD.net Protectron Stash Terminal,” but he ended up taking out all five in the area when the ones upstairs happened to hear him and started going on the hunt. He then took a moment to check out the terminal and see what it was all about – turns out that it helped run the network of Protectrons across the police stations in the Commonwealth! Bob got the main terminal powered up by plugging some fuses into a fusebox nearby and, while he didn’t get an IMMEDIATE robot army stomping around, Jon was confident there was one in potentia! (Though he did admit that maybe getting a robot army to police the Commonwealth isn’t the BEST idea, given there’s a whole DLC about how that went wrong when the Mechanist tried it. . .)

III. Bob traveling to the Boston Public Library to get Simon’s stuff and clear the nearby police station for use as a CPD base! This proved to be a very easy trip, as first, he and his robot friends in the library had already cleared out all the super mutants in the library earlier, meaning he could just go around and collect everything Simon wanted (though not all of it was usable – at least one tape was labeled as “worn out” and only good for scrap) – PLUS pick up some overdue books for that BOS scribe he met near Egret Marina to help get his library going; second, the nearby police station only had a handful of radroaches in it, so it was easy to clear; and third, this put Bob right by Diamond City, allowing him to go there, pick up some aluminum scrap from Myrna, and FINALLY put an Advanced Receiver on his Mighty Combat Shotgun, bringing the damage up to a hefty 233! :D (Plus he got to get a good night’s sleep in town and clear his rads and Psycho Addiction the next morning with Dr. Sun.) So yes, very worth dropping by the Library for Bob!

IV. And Bob returning to CPD headquarters (avoiding trouble with the Sentry Bot and nearby super mutants as much as possible) to turn in his tats to Lena (125 caps’ worth), hand over the law book and tapes to Simon (who was thrilled to get them, especially the book), and get his congratulations and a little reward from Jerred from clearing the scavvers and powering up the Protectrons (apparently he’s already receiving reports on his terminal from the robots, and has plans to move the officers into the relevant stations – his ultimate hope is to have CPD Protectron outposts in settlements, which Jon is on board with). We ended the episode with him mentioning that Simon and Lena probably had more work for Bob, and Jon theorizing that there was probably going to be a point where he was going to have to choose between Simon’s by-the-book nerdery and Lena’s more violent approach to law and order (he’s totally picking Simon, he loves the guy’s dorkiness). . . We’ll see if he’s right, and what the siblings want Bob to do now, next Sunday!

Workout: Back on the bike this week, with a bit more Baldur’s Gate III content –

A) “Can I Beat BG3 With A GUN? - Baldur's Gate 3 Is A Perfectly Balanced Game With No Exploits” by The Spiffing Brit! The exploit video released AFTER the game had launched (and after he’d already beaten it twice), starring Boblin the Goblin (added by mods) and her rapid-firing mini-gun crossbow (also added by mods, though the spell she used to make it a proper mini-gun that could hit multiple targets might actually be in the game, that I’m not sure about). This video was primarily about showing off three things:

I. How fun it was to kill people with a modded crossbow mini-gun while also being a goblin who gets Nat 20s on Intimidation checks (because Spiff finds Kagha annoying, all the druids in the grove in Act One died – along with Wyll, after Boblin resurrected him only for him to slap her with “hey, you stole something, you’d better return it” and force her to kill him again)

II. How to break the resource economy with traders by using an auto-clicker to rapidly sell expensive items multiple times, before buying them back and repeating the process (Lae’zel earned a lot of gold AND got to keep her nice sword that they got off the devil commander back on the Nautiloid!)

III. How to beat the game super-quickly by killing Shadowheart, stuffing her corpse into a box, setting the box on fire, and contriving to get the game to fling that box into an area off the map where a cutscene trigger lies. Once the box hits, the fire damage causes it to break, making Shadowheart’s corpse tumble out – but as the developers allowed dead bodies to trigger cutscenes, she is immediately resurrected to experience said cutscene. This allowed Spiff to skip most of Act One, then – after taking a moment to prep Gale by triggering his storyline and getting the bomb in his chest stabilized by Elminster – skip to a particular cutscene in I believe Act Two where Gale can blow himself up to stop the Absolute, “beating” the game at the cost of vaporizing the party and turning a bunch of innocent people into mind flayers. As the alternative was to play through fifty hours of game, Spiff was fine with this. XD Meaning the answer to the question in the title is “yes, but definitely not legitly.” (Unless you have my Artificer Class mod, which has a proper, more universe-appropriate gun if you want to use it. . .)

B) “Baldur's Gate 3: Launch Party - An Animated Short” by Larian Studios! A short video to celebrate the game going from Early Access to “proper game,” this saw the Early Access versions of Karlach, Shadowheart, Gale, and Astarion march through a portal into the Launch version – only to be confronted with their launch-version selves. Launch!Astarion proceeded to make fun of the Early Access characters (except for himself, of course), before throwing them in a cage to be incinerated by the Quality Assurance dragon. XD It was all very darkly funny – Larian does not take themselves particularly seriously, it seems. :p

Pretty good, all things considered! Glad I've managed to keep up on everything. And now it's time for me to hit the sheets, as so far as I know, I have a normal workday tomorrow (we'll see if anything changes in the morning). Hopefully everything goes well with actually getting to work. . .night all!

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