Baldur's Gate 2 No-Reload Challenge
#5851
Posté 16 mars 2013 - 11:50
#5852
Posté 17 mars 2013 - 12:42
Paja still can't resurrect anyone, so we finished Maevar's quests up to the point of giving the evidence to Renal -- now Paja can resurrect! We still can't equip anyone with much, but we could with bare bones...do I rez my party or not?
I could save a lot of cash if I can solve the Maevar problem with Paja and I only, as we can turn in our reward, resurrect and buy our fallen their equipment ONCE. I do have lesser air elemental, so the duo went for it. They bypassed the ground floor and Mittrek summons his lesser air elemental, sends it in, and watches as it gets backstabbed dead by Maevar...uh oh.
Sure enough, Mittrek and Paja get completely overwhelmed, they can't even get any spells off (and we sure aren't going to win with our Thac0). Mittrek tries invisibility when it looks hopeless, but his spell is interrupted and Mittrek FALLS.

Back to the drawing board...
Modifié par corey_russell, 17 mars 2013 - 12:43 .
#5853
Posté 17 mars 2013 - 12:57
Engor : LG male dwarf kensai
Anarg is easily killed but his fallen paladins put up a tough fight (had to cure light wounds on the run, DUHM disrupted so glugged an extra healer). The Rune Assassins covering Rejiek Hidesman aren’t quite as tough but their bone golem arrives late (again) and badly wounds Engor before being broken up.
Engor races to Trademeet and deals with the troublesome djinn to re-establish one of the local traders. (At this point I console in bag04 to reduce storage/retrieval trips for key items).
The druid grove trolls are challenging but Engor eventually gets their number. Kyland Lind puts up a fight for about 3 seconds then flees. A few more trolls are fried before Engor grabs Belm and shops for some potions. Dalok and his buddies put up enough of a fight to force an unbuffed Engor to glug an extra healing potion, and then he observes as Cernd returns Faldorn to nature.
Trademeet only has two more jobs, rescuing Raissa and returning the Mantle of Waukeen to the mayor (level 14). With these done Engor pops into the inn for a drink, scares Viekang and returns to Lt Aegisfield to update him on the skinner murders.
(Have built up a nice supply of potions now so may start using them for tougher fights - not sure how many a typical SoA run needs so won’t go mad. Also would appreciate any knowledge on what things I can rely on saving throws for, e.g. I know maze & imprisonment have no save but need to check on the likes of dominate (ok?), level drain (not OK?) and stun (not OK?)
Modifié par Gate70, 17 mars 2013 - 12:58 .
#5854
Posté 17 mars 2013 - 01:14
Improved Drow - nice. Better AI, hefty AC and MR keep them alive for long enough to cause problems.
Kuo-Toans - hate them, in a good way. Lots of magic, paralytic bolts, hectic battles. Had much fun in that area.
Demon Knights - PW blind seems to be their favourite spell now, + they talk ("To arms!" or something like that), and are escorted by Skeleton warriors. Bit too easy.
Elementals - maybe overbuffed...I can't wait for Cernd to gain HLA's - Elemental Prince must really be powerful.
Each Elemental has individual powers - Earth for example - Earthquake which renders characters unconcius. Chaotic Command are a must. Fire Elementals are wise enough to attack targets not immune to fire etc. All have unlimited invisibility uses. Having a low AC helps a lot (my protagonist with Drow full plate was at -15 back then. Now he's at -17 with Sentinel shield.
Most commonly used tactic was - imp.haste on Minsc and Dante, Imp.inv. on Minsc, Regeneration on Dante, go town while Immy and Xand bombard with Fireballs and Emotions.
Firkraag - not bad. He's very fast with Haste, so you can't run from him. Has a tendancy to use Breath on fire immune character, it seems. With "Dragon staying power" from SCS battle lasted just as much as Minsc's Enrage - 1 whole minute (this is long, however. He was under ADHW barrage fron Xan, + constantly being hit in melee.)
Screenshots:
final Underdark battle(so far) - this what happens when you get lazy with prebuff...leason learned.
Kruin- nasty nasty. Luckily Mincs wasn't chunked.
Sewers party - ADHW galore. Summoned Elementals seem much more balanced now:blush:. Note that they are all immune to Death spell.
Samia - too easy.
Firkraag - MR reduced to 0, Xan having a go at him. His death, some time later. That Shambling Mound is from Cernd's shield - it grows in power as Druid wielding it does. From RR mod.
Conster instakill
Next stop - Paladin Stronghold and Planar Prison.
@corey_russell - really bad luck. Sorry your run ended that soon.
Modifié par Aasim, 17 mars 2013 - 01:17 .
#5855
Posté 17 mars 2013 - 01:31
#5856
Posté 17 mars 2013 - 06:03
#5857
Posté 17 mars 2013 - 06:18
corey_russell wrote...
@Aasim: I've never actually finished a run with SCS, so I am expecting a lot of restarts in BG 2, so the early end is not surprising to me. Theoretically, I should do a complete run with reloads on my install, but playing non-no-reload style is just too boring for me.
I understand completely about reloading being too boring....I also have the same issues (along with the fact that I am a chronic restarter). I little tip, if I may - use invisibility liberaly. Very few opponents can see through it. However, summoned demons do. Also, during Mae'var's quests, it's much easier to simply kill Edwin for the key. Nether scroll quest is also very hard (Lich in the graveyard is heavily buffed, ADHWs and all).
#5858
Posté 17 mars 2013 - 06:54
Keep it up, Gate, Grond0 and Aasim.
#5859
Posté 17 mars 2013 - 06:55
Fael plowed through a number of drow guarding the exit and finally emerged from the dark. He was exploring the last of the 3 new areas and rather on autopilot (no buffs other than the occasional whirlwind) when he came into contact with a mage and his crew.

I thought imprisonment was the likely killer; that would have been hard to avoid. It's a bit more annoying to die to something that his rage could have protected against.
#5860
Posté 17 mars 2013 - 07:24
#5861
Posté 17 mars 2013 - 07:49
#5862
Posté 17 mars 2013 - 09:12
#5863
Posté 17 mars 2013 - 09:36
#5864
Posté 17 mars 2013 - 10:24
Modifié par Serg BlackStrider, 17 mars 2013 - 10:33 .
#5865
Posté 17 mars 2013 - 10:31
#5866
Posté 17 mars 2013 - 10:49
Engor : LG male dwarf kensai
Many of the "easy" jobs are done so Engor turns his mind towards what equipment will serve him best, and how to get his grubby hands on it.
- Liches (Daystar, Ring of Gaxx).
- De’Arnise Hold (FoA +3 for free action, stronghold).
- Planar Prison (Adjatha for 1 handed immumity to charm & confusion).
- Lassal (Improved Mace of Disruption for immunity to level drain).
- Windspear (Dragonslayer for immunity to fear).
- Unseeing Eye (Amulet of 5% magic resistance).
- Watchers Keep (Machine of Lum the Mad).
- Brynnlaw/Spellhold (continue main plot).
The first two look eminently achievable, the Planar Prison will need some thought as will Lassal. If Engor gets to Windspear he’s likely to have HLA’s so not too worried there. I can’t see any way to do the Unseeing Eye quest though unless a magic resistance HLA plus a potion takes magic resistance to > 100% and that works against gauth, beholders and elder orbs.
The liches then - not the day of the undead.
Engor has oils of speed, potions of mind focusing, defence and regeneration so has to look for a magic protection scroll and a decent strength potion. As this will be a race against time he will buff after speaking to Gaal and returning to the City Gates - requiring Daystar as he has no suitable weapon to hand. Ribald has a scroll and Roger the Fence a Storm Giant potion. There is no sign of Keldorn so Engor realises he has to check-in at the Temple of Helm first. Might as well pick up some restoration and undead scrolls in case of emergencies. Two vampiric mists drain Engor (to 13) but he waits until a trap near Sassar drains him further (to 11) , and as he is returning to the Crooked Crane he asks Dawnmaster Kreel to restore him so the scrolls can be kept for more pressing times.
The City Gates lich buffs as Engor tries to grab Daystar. After enduring a timestop he criticals a Pit Fiend in 2 hits and quickly drops the lich remembering to etch a drawing on the way out. On his way to a second lich he un-mazes a silver horn of Valhalla. The Elemental lich gets a timestop out at badly wounded and his Pit Fiend manages to injure Engor so after killing it he glugs a regeneration potion and destroys the lich. He grabs the golden bones and heads back to the Temple district. A kai is prepared for the Shade Lich but the attack command is ignored (grumble). A third timestop follows, one per lich so far. No Pit Fiend this time and once a few contingencies have gone the Shade Lich is also destroyed. More golden bones are backpacked and Engor races to the Docks.
His regeneration wears off outside the Shadow Thief Guildhall which means his haste is about to expire too. A door trap is ineffective (thought I may get drained there, result) and Engor steps inside to RoseBlade 3 minotaurs before switching back to Daystar. 2 hits each without reply leaves him well placed to deal with Kangaxx, the oil of speed wearing off just as he reaches his target (this leaves 3-4 turns with the scroll as the speed was glugged towards the end of the City Gate lich fight). Kangaxx takes one hit and responds with a timestop that de-buffs the various potions.
Engor glugs a third oil of speed and swings Daystar to injure Kangaxx. A mislead or two force a few breaks but soon Kangaxx has had enough and ups the ante. His imprisonment fails, but disrupts a Daystar Sunray so Engor returns to melee and - get this - the demi lich panics but not for long.
(Happy with that, only slight mistake was glugging 2nd oil of speed for it to be de-buffed so will try to remember to wait next time)
Engor, Kensai 14. 700 kills, Kangaxx.
Modifié par Gate70, 17 mars 2013 - 10:52 .
#5867
Posté 17 mars 2013 - 11:01
#5868
Posté 17 mars 2013 - 11:31
As an aside, it's worth remembering that Maze and Imprisonment are both touch spells. Consequently, you can evade them by maintaining distance and fighting with ranged weapons.
What's next?
@Aasim. Condolences. The Planar Prison can be tricky in SCS. Are you going to try another run?
@Corey. Sorry to see Mittrek go. Thief fights are dangerous in SCS: they scare me more than mage battles.
Modifié par Alesia_BH, 17 mars 2013 - 11:35 .
#5869
Posté 17 mars 2013 - 12:26
These undead - always losing their head in combat. Sounds like a fun run so far - keep it going.Gate70 wrote...
the demi lich panics but not for long.
I doubt whether the magic resistance HLA is stackable - certainly wasn't in vanilla. A more efficient way to do the liches cheesily is with a scroll of undead protection, unless the SCS elements you've got installed prevent that, i.e. they react by dispelling the scroll. That would allow you to keep the scrolls of magic protection for other purposes, such as the beholders. If you want to work at it more then you could use fireballs from the shadows (necklace of missiles at Trademeet).I can’t see any way to do the Unseeing Eye quest though unless a magic resistance HLA plus a potion takes magic resistance to > 100% and that works against gauth, beholders and elder orbs.
Yes. To be honest I'd pretty much run out of steam on this run by the time I got to the Underdark - I'm not sure I used rage at all in those combats, so I was a bit surprised I got through the various casters there. I had thought about trying another fighter/thief using the sort of missile tactics you mention on casters, but I doubt whether I'd carry through with the intention for that long.Alesia_BH wrote...
As an aside, it's worth remembering that Maze and Imprisonment are both touch spells. Consequently, you can evade them by maintaining distance and fighting with ranged weapons.
I have started a shapeshifter in BG1 using the SCS version to try and get around the bugs I noted last time. Apart from the F/T referred to above I'd also like to get a wild mage to a decent level at some point - choices, choicesWhat's next?
Modifié par Grond0, 17 mars 2013 - 12:28 .
#5870
Posté 17 mars 2013 - 02:04
Gate70 wrote...
Sorry to hear that Grond0, last couple of updates looked very promising. & likewise Aasim, was impressed at how far you'd got - is no-reload something you've been doing for a while?
Yeah, I tried for a no-reload with Big World install...Got up to Cloakwood mines final battle where improved Helmed Horrors demolished me. Aaah, my Stalker was great fun...
#5871
Posté 17 mars 2013 - 02:07
Alesia_BH wrote...
@Grond0. Sorry for your loss. I had high hopes for Fael. It was a good run nonetheless.
As an aside, it's worth remembering that Maze and Imprisonment are both touch spells. Consequently, you can evade them by maintaining distance and fighting with ranged weapons.
What's next?
@Aasim. Condolences. The Planar Prison can be tricky in SCS. Are you going to try another run?
@Corey. Sorry to see Mittrek go. Thief fights are dangerous in SCS: they scare me more than mage battles.
Ty, and tnx all. It does help, you know?
#5873
Posté 17 mars 2013 - 04:55
#5874
Posté 17 mars 2013 - 08:36
Almost time for a rest at the Seas Bounty but with the magic protection scroll and oil of speed active Engor can’t resist exploring a pirate lair (level 15, * in flail). It is a good fight and Engor is glad to have the regenerative ring of Gaxx at his disposal.
A complex preparation is required for the de’Arnise Keep; bagging Daystar and equipping the sword of flame instead. The ground floor is cleared first, then the courtyard followed by the first floor - Glaicas narrowly avoids being RoseBladed when Engor forgets to switch weapons and uses the flame sword instead. The basement trolls are killed without buffs, while Improved Invisibility sees save vs spell at -4; so safe from confusion (I think) until the II wears off. The five umber hulks are killed one after another with Engor taking some injury but never below 2/3rds health.
On to Torgal, dealing with him first. 9apr seems like a good idea (level 16). Nalia turns her nose up at an indecent proposal and suggests Engor look after the keep for her instead (one day he’ll spot the secret exit he originally entered by). Engor agrees but mentions that he might have to be on another plane for a short while according to his master-plan. Nalia and the Master Domo whisper to each other, asking whether handing over the keys to a brain-addled dwarf is the best course of action. Time will tell...
(Kensai with DUHM, Belm, Gaxx, mirror images and Improved Haste is fun, the yuan-ti caster got that lot from an Improved Invisibility start and went in 2 hits)
Engor, Kensai 16. 752 kills, Kangaxx.
Modifié par Gate70, 17 mars 2013 - 08:38 .
#5875
Posté 17 mars 2013 - 11:13
Engor returns the cup of Anarg before selling some items to Roger the Fence and speaking to Mekrath; killing him when slavery rears it’s ugly head once more. Roger buys a few more items while Engor grabs a potion or three and heads to the Playhouse.
Some dozy bounty hunters leave a young conduit open so Engor buffs and leaps through. One bounty hunter is dead before Aawill can open his mouth. His remaining caster dies a moment or two later and a few rounds later Engor is identifying items to store in his bag of holding after putting on some boots of speed. A couple of casters, a wyvern, two air elementals and the Master of Thralls are cut aside and Engor re-buffs to face the warden.
There are too many enemies with spells flying everywhere and after two of the closest are killed Engor retreats. Two more are killed on the way then Engor rebuffs with DUHM and Improved Haste (2 of 3) as the warden has also followed. He casts fireshield as Engor arrives so the kensai continues on and clears the remaining enemies with the 3rd improved haste and an Arbane haste so only the warden is left. Engor is bleeding badly (hp’s down in the 30’s so glugged an extra healer) so he waits a few seconds before returning to the warden.

The cells are investigated under protection of DUHM > Mirror image > Improved Haste; wolfwere, Efreeti, Gish, Prison Captain/Minotaurs and Prison Captain/Golems.
Engor rests until dark as his plan mentions Mook at the docks, as soon as he steps outside he sees Hareishan and hurls Azuredge to send her packing.
Engor, Kensai 17. 842 kills, Kangaxx.





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