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Baldur's Gate 2 No-Reload Challenge


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#4451
corey_russell

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ussnorway wrote...

If you want Mazzy then I'd go get her NOW before the game puts all of her pips into short swords.


yeah Umar Hills is our next destination, actually. For once, I will probably use her in a ranged position (as that is what Hanna was), so it might not matter, as she usually has a lot of pips in short bow too.

Modifié par corey_russell, 23 mai 2012 - 07:09 .


#4452
Gate70

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corey_russell wrote...

Gate70 wrote...
Your non-fallen paladin(s) can use the AoPower. Not sure about your fallen ones.

You must have mod that changes this, Gate70. As all my paladins, fallen or non-fallen cannot use the AoP. I had to sell it.

Sigh, looks like the fixpack does this. Todays install will be a plain BG1/BG2 with BGT and no fixpack.

#4453
PPewt

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Unfortunately the AoP is supposed to be usable by far more classes than can actually use it in vanilla. That said, I can't imagine playing without the fixpack these days; there are so many bugs and abuses that need to be closed.

#4454
Krazy Solo

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Feraldon, Elven Male Assassin... Final Update...

Irenacus Dungeon
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Faily straight forward little problems, almost to the point feels like playing on easy at times. Loaded up on loot to let our capture understand he has messed with the wrong Elf.

Circus
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After escaping the dungeon we sold the unusable loot bought a few items of necessity and proceeded to clear the mess that took place in the tent. Little problems again almost like playing on easy.

Edwin's Task
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First floor no problem, second floor the golems make fish meat out of everyone including the fact i had Korgan. Now i'm confused completely don't unstand how they took no damage yet they aren't immune to blunt weapons -.-...

Another run ended do to complete frustration. I'm at the point where I hate Golems in general. I have absolutely zero problems against other creature types this includes Bodhi and here Vampire crew. This is starting to become bothersome to the point where it not fun tbh.

#4455
PPewt

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You need magic weapons to hurt the golems. I don't remember the exact enchantment but your safest bet would be to clear the Slavers and then buy Stonefire for Korgan; +3 hits any golems in the game except Magic Golems. I think Stone and Clay Golems only need +1, but it might be +2. Iron Golems need +3.

Edit: Google says Clay Golems need +1, Stone Golems need +2, Iron Golems need +3. Keep in mind all golems are highly magic resistant and Clay Golems require blunt weapons to hit.

Golems also hit hard, so I'd tank with Edwin given your party setup.

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If you're having a lot of trouble beating the game no-reload, perhaps try not limiting yourself so much (take a six-person party and play an overpowered class like F/M, C/R, or Sorcerer) to give yourself a shot at winning the game and encouraging yourself in future, more difficult playthroughs.

Modifié par PPewt, 24 mai 2012 - 03:20 .


#4456
Krazy Solo

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@PPewt: In regards of the golems, this may explain my failure vs the higher ones. As for the trouble I am having are trivial issues that happen to me with full parties as well. The main dilemia I'm facing is my dislike power gaming vs roleplaying. I rather roleplay my character than power game. This often times put me in situations that I'm lacking the necessary tools to complete the objective given. This doesn't really help my cause it seems. The main reason I want to play lower party size has to do with my desire to level faster, even though it makes the early part of the game harder. 

At the point i was at in my latest playthrough Edwin was not available as this was a mission for the shadow thieves you had to do while infiltrating the guild.  This is what frustrates me to a point.  At this particular moment in the game a player isn't going to have access to alot of +2 weaponry.  Only two come to mind one is Sword of Chaos and the other is Arbane.  At the time I didn't identify the Arbane which would have made the golems easier battle, but it seems a minor slip up on the developers part to have class specific quest pit you vs opponents your ill prepared to fight from the start.

Modifié par Krazy Solo, 24 mai 2012 - 04:42 .


#4457
ussnorway

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Q-staff is a nice weapon against them & it's easy to find good ones... as for RolePlaying vs PowerGaming I feel your pain.

#4458
corey_russell

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To successfully no-reload, you need to know the game-ending threats of possible opponents, then have resources/plan to deal with them. And yes, sometimes that means doing things contrary to role-playing. Like in your case, knowing you need +2 melee weapons AND AMMO to hit the stone golems was a very important detail to know before you walked into that room.

Note that melf minute meteors can hit them, which make it great for mages/bards to help without getting into melee range. If someone has the level 3 mage spell group haste, that can guarantee success as well.

Sometimes, for my mages/clerics, I have them summon weapons via spells to hit them, as their weapons may not be good enough otherwise.

Modifié par corey_russell, 24 mai 2012 - 05:07 .


#4459
PPewt

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Yeah, derp about edwin and that quest, I just subbed in [your mage name here]. I usually use Jan or Aerie to tank them.

In addition, the Stonefire Axe is available very early; it costs ~4500 at Bernard with average charisma/reputation after defeating the slavers, and will last you all of SoA. Honestly, you'll probably just mainhand it with Korgan all game until you do Watcher's Keep. Another option (if you had put a point into quarter staves with your thief at the start) would be a Staff of Striking or a Quarter Staff +2/+3 (all three are available very easily, hit hard, and are backstab-friendly).

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Roleplaying is nice and all but I don't think it really suits no-reloads at first. Obviously it's your game and all but if you're going to get frustrated by constantly losing and yet you're going to continue handicapping yourself while you still need to prepare more to defeat some of the harder enemies I doubt you'll complete one in the near future. Once you've been (mostly?) through a no-reload and know the ropes then it's definitely a viable option, but if enemies like Stone Golems trip you up you really do need to powergame somewhat.

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Being a high level is kind of overrated compared to party play. Most of the most powerful spells are available relatively early on (level 6 arcane spells and level 5 divine spells) and will carry you through all of the game if used correctly (not even counting stuff like Skull Trap rest cheese). Hell, in vanilla you could end Arcane/Divine spells at levels 6/5 respectively and it would still be quite straightforward. 6 person parties are great because they give you more mid-level spells, more variety (so you can afford to use utility weapons like Celestial Fury which don't hit quite as hard but add useful effects), and a backup plan if a character or two goes down in a no-reload.

Modifié par PPewt, 24 mai 2012 - 06:35 .


#4460
Krazy Solo

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Golems are thieves worst nightmare, at least lore wise. Me being a stealthy type player I have trouble against monsters that take away my primary source of damage -.-.

Yet as of late I've been moving away from the stealthy playstyle in favor of casters.  Happens to me over time.  I originally use to love Tank base classes, but moved on to stealthy ones.  Now it seems my evolving knowledge wants to taste the caster style.

I'm most likely going to attempt another caster playthrough maybe a pure unspecialized mage.  Would be challenging limiting my mage solely on what spells he might come across rather than going out of my way to find em.  Then again I might even concider playing a Sorcerer.  Of all the classes, Sorcerers fit my personality the best.  Just their playstyle is foreign to me :D.

Modifié par Krazy Solo, 24 mai 2012 - 07:49 .


#4461
Triaxx2

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That's funny. I really used to like casters, I still do, but after playing through BG1 as a thief, and then BG2 as an Assassin, I found that I really enjoy sneaking up and stabbing things. Guards, bandits, demons, Dragons. God wannabes...

#4462
PPewt

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I had a short spell of liking thieves until I realized their to hit was awful as is their attacks/round. Fighter/Thieves are pretty cool though although they suffer the same issue as any non-casters in that they can't take much damage.

Edit: Speaking of which, all this thief talk makes me want to do a BG1 -> ToB run with a fighter/thief with 0 mods and bioware NPCs. Guess I have my next no-reload, and this one should be harder by virtue of having my PC in melee and not essentially invulnerable.

Modifié par PPewt, 24 mai 2012 - 06:15 .


#4463
corey_russell

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@PPewt: A solo fighter/thief is very capable. Picenon was a solo fighter/thief, and he went all the way from Candlekeep to finally falling to Balthsazar.

#4464
PPewt

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corey_russell wrote...

@PPewt: A solo fighter/thief is very capable. Picenon was a solo fighter/thief, and he went all the way from Candlekeep to finally falling to Balthsazar.

Mhm, but I won't be playing him solo (I attempted a solo F/M/T no-reload a while back and ended up breezing 2/3 of the way through the series and getting bored in around a day... solo runs are far too easy). Anyhow, I've already started out in the BG1 no reload thread so feel free to follow along there if you're interested; hopefully he'll make it to BG2, as I'm nowhere near as experienced in BG1.

#4465
corey_russell

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Russell the Inquisitor and his band of ex-paladins and wanna-be paladins and Keldorn - FINAL update

The party rescued Mazzy Fentan and let her join. They battled through the corrupted temple very cleanly. Then they met this evil shadow dragon. Keel is immune to the dragon's breath attack. We cannot let this evil dragon stand, and challenged him.

However, Keel got chunked and the battle went downhill from there. We did get some good hits in (as he was badly injured) but just not enough. At one point only the "true" paladins were alive and things were looking grim:
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Keldorn was slain. Russell tried to sling from the cubby hole, and slay the dragon with the sunstones, but the dragon's level draining attack was just too much, and Russell too was slain.
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THE END.

I have an idea for a new, small party, so will give that a shot - back to BG 1.

#4466
Grond0

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Hard luck Corey. Level drain protection is certainly helpful against Thaxy!

#4467
corey_russell

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Grond0 wrote...

Hard luck Corey. Level drain protection is certainly helpful against Thaxy!


It is, but as far as I know, we can only protect one of us. Note that the situation would have been tons better if Josh and keel weren't fallen (e.g. as undead hunters they would be immune to the level drains)

#4468
Serg BlackStrider

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'Tis a pity that your run ended so soon, Corey... Looks like fallen paladinhood is a doom...

#4469
ussnorway

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Sorry corey_russell, yes an easy dragon is still a dragon... the "Improved Mace of Disruption" would have given you two but with only melee I'd have walked on by.

p.s. Good luck with the Bard!

#4470
PPewt

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I find the shadow dragon one of the hardest dragons specifically because he can erase party members from existence. Well, not hard so much as not worth doing until you're either fully negative plane protected or high enough level to survive a Black Dragon Breath.

One thing to note is that if you move as he fires his breath weapon as you it'll miss if you do it just right (since it's an AoE attack with ~the size of one character), but it isn't reliable enough to be worth gambling a no-reload on.

Modifié par PPewt, 25 mai 2012 - 03:54 .


#4471
corey_russell

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I hear you guys - but we were paladins - we must resist evil, whatever form it takes, including dragons. Engaging the dragon was a RP decision. The dragon must know that Man will resist him, even if futile, it will not just get its way.

#4472
PPewt

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corey_russell wrote...

I hear you guys - but we were paladins - we must resist evil, whatever form it takes, including dragons. Engaging the dragon was a RP decision. The dragon must know that Man will resist him, even if futile, it will not just get its way.

As Jan would say

"Discretion, not valor! Discretion!"

or Khalid

"Better part of valor! Better part of valor!"

Modifié par PPewt, 25 mai 2012 - 04:36 .


#4473
corey_russell

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If all the Allied soldiers who were in the first wave to land on the French beaches did discretion instead of valor, Hitler would still be in power. Sometimes valor is required, even if you take numerous casualties.

For Russell and his group, this was one of those times - they couldn't live without themselves if they didn't at least try to stop this evil. There are some things worse than death...

Modifié par corey_russell, 25 mai 2012 - 04:44 .


#4474
Grond0

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Kaxir (Gate70) and Nadir (Grond0). Session 6 (1h 40m; total run time 12h 15m)

Another successful session this time with the duo getting up to level 15 each.  Standard saving throws against spells are now Nadir -1 and Kaxir 1 - so magic is far less of a threat than it used to be.  However, Kaxir did get stunned on arrival in the planar prison - but the mage spent too long on casting true sight and missed his chance to finish him off.
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The remainder of that quest was pretty straightforward with summons (efreet, Kitthix and berserker) used as a distraction in the harder fights.  The warden was dropped with a nice hit of 40 from Kaxir's dwarven throwing hammer.

Back in the city there was a bit of an inventory sort-out and new purchases of shield of Balduran, Vhailor's Helm and Iron Horn.  Then a sacred ring was recovered for the temple of Lathander and some fallen paladins taught a stern lesson before starting the Unseeing Eye quest.

The first part of the rod has been obtained and the duo are currently on the entry threshold of the beholder caverns.  On the way they also dealt with one of the Gaxx liches - one of the many undead falling to the destroy abilities of Kaxir's IMoD or Nadir's Azuredge.

Kaxir kills 603 (75 in this session).
Nadir kills 732 (102 in this session).
Kaxir resurrections: 6 (gnolls at High Hedge, Mulahey's summons, doomsayer, Shoal, Prebek, troll mound).
Nadir extended his lead a bit in that session by making use of the boots of speed taken from the Planar Prison - these were particularly beneficial in letting him quickly deal with trash spawns trying to interrupt the duo's beauty sleep.

#4475
ussnorway

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Ud25; FINAL

Mages are even wilder:

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I let my sister play with the deck all three times because she needs the experience, overall she traded -1 saves for +5 fire resistance, so not what I’d hoped for my little pink sister but like they say “unlucky at cards...”

Crowd press:


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With SCS installed Watchers level 4 gives me a good on-mass workout, so since they always try to gangbang me I put PfA on Do’Dad/ Alyssia and hosed the room with ‘DeathFog’ i.e. three ‘DeathFog’ fired from a ‘Chain Contingency’ Doesn’t break stealth so just rinse and repeat... literally.

Lord of the pit:

Six ‘Spike Traps’ & Do’Dad/ myself firing ‘Energy Blades’ while Haer’dalis/ Amber re-laid more traps up stairs for a plan B fall back... not needed.

Hell of a final battle AKA is that it?


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Fixpack stops the normal goodguy exploits so I’m going to have to accept an alignment change in order to keep the sword & the evil solutions usually pay better but one Cad, Elder Orb gave me a scary moment before reaching the main event.

I wasn’t sure what to expect with ascension so I kept the basic self-buffs/ traps and one F-Deva from Do’Dad... I didn’t want to waste all my adds at the start before seeing what comes through the door, Dum, Dum, DAR!

I love you too Haer’dalis but I’d had thought that a Bard would have a better sense of timing... do you think Icky is really dead or just faking?

Bug report

I tried refighting the battle without my Bard toyboy & even without the traps... The first time had no effect and the second Irenicus didn’t show up at all. The game is a wipe and Ormaline won’t be ascending the heights of ToB but I’m declaring the SOA part as a moral victory because after all Icky is dead at her feet... I’ve had it with the ascension mod.

Always a bridesmaid:

The Haer’dalis romance is interesting but still needs some work on the timing... The first part of the game he will talk your head off (even in the middle of battle) then he ran out of things to say until the final big “I love you”. I’d like to see some way of adjusting the talks timing before I go through it again but there were no bugs as such so maybe it’s just me.

Alyssia/ Do’Dad both did much more than hold their own & I have copies of the three characters for possible use as spare NPCs’ but I’m retiring Ormaline at level 22 as a player1 character because 16 attempts would just be silly... it doesn’t take a brick... The End! :wub: