Baldur's Gate 2 No-Reload Challenge
#1326
Posté 22 juin 2011 - 02:32
@Hjolnai: All ways the way... If you used the potion you would not have been attacked.
As for importing It's open to interpretation but IMO that is ok.
#1327
Posté 22 juin 2011 - 02:47
kenng wrote...
Saint of Sinners wrote...I can take this up and record a gameplay video for you if you're interested. I'll use a halfling assassin too, if you want to see how it can be done with minimal fuss (though, as Alesia pointed out, the flavor of the approach is mighty different and a lot of things can't or must not be completed). An assassin can do well, though don't expect it to be as easy as a bounty hunter.
That would be much appreciated. The funny thing is that I had soloed an assassin many years back, and managed to take him quite far, yet now, he is getting trounced by goblins. I chose halfling for the extra skill bonuses and bonus saves to magic. I am not really a fan of spamming traps, since I would prefer to rest only once in a while, rather than ever so often to recharge my abilities. Still, just play the way you would and I will adapt my gameplay from there.
Thanks!
Okay, will record something now.
#1328
Posté 22 juin 2011 - 05:17
Character:
Arya the True Neutral Human Kensai/Mage.
Mods:
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01 ~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.11 (January 2011) ~SETUP-OVERSIGHT.TP2~ #0 #3 // Altered Spells: 13 ~SETUP-ITEMUPGRADE.TP2~ #0 #10 // Shadows Of Amn Item Upgrades -> Revised consistency plus version: v38 ~SETUP-ITEMUPGRADE.TP2~ #0 #11 // Throne Of Bhaal Item Upgrades -> Revised consistency plus version: v38 ~SETUP-TACTICS.TP2~ #0 #11 // Gebhard Blucher's Lich in the Docks ~SETUP-TACTICS.TP2~ #0 #26 // Fighter-class Archer Kit ~SETUP-TACTICS.TP2~ #0 #27 // Anti-Paladin Kit ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep class Restrictions: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-class Options: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2291 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, PnP Druid/Cleric Spell Table Only: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2300 // Triple-class HLA Tables: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3130 // No Traps or Locks (Weimer): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3141 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Non-Silly Version: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9 ~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v19 ~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v19 ~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v19 ~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v19 ~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v19 ~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v19 ~SETUP-SCS.TP2~ #0 #3050 // Better NPC management: v19 ~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v19 ~SETUP-SCS.TP2~ #0 #4010 // Remove blur effect from displacer cloak: v19 ~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v19 ~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v19 ~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v19 ~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v19 ~SETUP-SCS.TP2~ #0 #5020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v19 ~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v19 ~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v19 ~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v19 ~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v19 ~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #3000 // Remove the Shield of Balduran from the game: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #3010 // Remove the invisibility power of the Staff of the Magi: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #3070 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #6120 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v19 ~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #7033 // Increase difficulty of level-dependent monster groupings -> Maximum difficulty: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #7111 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v19 ~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v19 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.54 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.54 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.54 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.54 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v3.54 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.54 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.54 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v3.54 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v3.54 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.54 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.54 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v3.54 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #322 // Use Icewind Dale's Dimension Door animation -> Slow animation speed (matches BG2): v3.54 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #303 // Give Shambling Mounds their proper soundset: v3.54 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #304 // Give Mariliths their Icewind Dale soundset: v3.54 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.54 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v3.54 ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.7 ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1 // Tweak weapon proficiencies for some classes (a la Ashes of Embers and aVENGER's Rogue Rebalancing): v1.7 ~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02
I was dreading an early death, so I've player all the way from the start of BG1 to BG2 and completed most of the L3 quests. The Planar Sphere quest is the only major quest left, though Bodhi has not been defeated yet.
This means that she's already K(13)->M(21). To get to K(13) she cheesed the Temple Ruins with a Scroll of Protection from Undead + potion of Haste -- that's the only cheese used so far. She leveled in mage up to L11 and then saved up EXP to get from L11 directly to L14. (To get an extra useful proficientcy.)
Speaking of proficiencies, here they are:
Axe++
Dagger+ (from the Mage)
Club++ (for Pitchwife, though I may not use it as it is perhaps overpowered)
Flail++
Mace++
Quarter Staff+ (from the Mage)
Two Weapon Style++
She's currently on a detour to do the Watcher's Keep L1 and L2 (for the FoA Poison Head for the FoA+4 upgrade). The L1 statues has been the only real opposition so far post-reactivation of the Kensai.
Will post a little more info later.
Modifié par AnonymousHero, 22 juin 2011 - 05:19 .
#1329
Posté 22 juin 2011 - 05:19
Hjolnai wrote...On a sidenote, is importing from a reloading BGI run acceptable for the challenge? If so, does that only apply once for each character?
Don't see anything wrong, the only rule is no reloads. Though if you impose more meaningful restrictions on yourself, others will likely be more interested in reading, because it is something different from what they are normally used to, and the tougher challenge will merit more respect as well.
You could in theory even field a character with 8 mil starting xp and 25 in all stats, but this will likely turn off all your readers.
I think it is fine to import a BG1 normal character, the benefits are fairly minimal.
For instance, I particularly enjoyed Alesia's runthroughs because she is playing her characters in innovative ways I have never even dreamed possible. I remember her transmuting sorc and her attempts at breaking the magic system (while that technically was powergaming, it was done so masterfully that my jaw was literally hitting the ground as she described her project image+teleport field spam tactics!)
#1330
Posté 22 juin 2011 - 05:26
Sadly, my game crashed, but I have recorded everything until before the crash. While it didn't show how to kill the mephit room, it's enough to take care of everything until the portal. I'll just edit the video and upload it on YouTube. It's a mighty 20Gb video but I can reduce it to about 100mb soon enough.
This particular attempt made me wonder just how powerful an assassin would be with a x8 multiplier. Then there's that item adding one more multiplier. That's like taking names and kicking asses by the dozens.
#1331
Posté 22 juin 2011 - 06:57
Unfortunately, the save I was thinking of using (and have used in the past) is still on my old computer, which seems to be broken, and I don't seem to have saved it anywhere else...
Currently starting a Fighter/Illusionist run.
#1332
Posté 22 juin 2011 - 07:10
#1333
Posté 22 juin 2011 - 07:44
kenng wrote...
That would suffice, and the tips I pick up from the 1st half of the run should help me clear the 2nd lv, once I get a clearer idea of how to run the assassin.
Great. Take note that I could have made things easier by resting a lot, but I was informed that as of the latest SCSII release, resting can only be done once in the dungeon to simulate the urgency of the escape. As things stand, this attempt took a very long time dealing with the first dungeon because of the no resting attempt. When using an assassin, the basic rule of subterfuge and assassination applies: SSDD
SSDD stands for Seek, Scout, Divide, Destroy. The basic premise of this tactic (which you'll see I'll be using to maximum, though not always flawless, effect for nearly 30 odd times) is to find the enemy while hidden, find all possible escapes and doors in a room, divide them using whatever tactic, and destroy them when alone or separated.
I'll expound on this a new topic, so as to not disturb the others posting their gameplays here. Cheers!
#1334
Posté 22 juin 2011 - 10:15
Saint of Sinners wrote...
Hjolnai wrote...
On a sidenote, is importing from a reloading BGI run acceptable for the challenge? If so, does that only apply once for each character?
Condolences on the character. On to the sidenote, I think it's allowed, unless it's mandatory that having the trilogy means you have to NR all of them. Also, others import their characters from their BG1 gameplay and use it here, though I believe that it's only Alesia who's actually imposing that really strict standard of going NR in the trilogy (unless they're all going NR in BG1 prior to importing them).
As I recall there's no reason you can't start a new character in BG2 for noreload. It's the BG2 no-reload challenge after all, not the Trilogy no-reload.
That said, Odrelomp is actually "pure" in that he fought his way through BG1 without reloading (his exploits can be found in the BG1 no-reload threat). Grond0 and several others are also bringing no-reloaded characters in from BG1, so it's hardly only Alesia doing it
#1335
Posté 22 juin 2011 - 10:36
Aldain wrote...
As I recall there's no reason you can't start a new character in BG2 for noreload. It's the BG2 no-reload challenge after all, not the Trilogy no-reload.
That said, Odrelomp is actually "pure" in that he fought his way through BG1 without reloading (his exploits can be found in the BG1 no-reload threat). Grond0 and several others are also bringing no-reloaded characters in from BG1, so it's hardly only Alesia doing it
Ah, I apologize for the oversight. It seems like that is the really great way of doing it, yes? Too bad I don't have BG1. I would havee enjoyed those high stats at the beginning.
kengg, the videos are up. Check the other thread. I've posted the links and my thoughts regarding each segment. Hope you find it useful.
As for me, I am torn between a blade and an assassin/mage dual class. Argh, can't let go of this arcanist user in me!!! Haha. Meh, I might just use my own kit soon enough, though, once I've playtested it fully.
Good luck to everybody!
#1336
Posté 22 juin 2011 - 12:01
It's more than foolish to use it indoors without protection but i kinda got scared and carried away.
#1337
Posté 22 juin 2011 - 12:47
You might want to invest in a copy from GOG.com - at $10 it seems like a real bargain to me. I've actually still got my original 6 disks, but after reloading with different mods on a number of occasions I decided to take the easy route and get a download version.Saint of Sinners wrote...
Ah, I apologize for the oversight. It seems like that is the really great way of doing it, yes? Too bad I don't have BG1. I would have enjoyed those high stats at the beginning.Aldain wrote...
That said, Odrelomp is actually "pure" in that he fought his way through BG1 without reloading (his exploits can be found in the BG1 no-reload threat). Grond0 and several others are also bringing no-reloaded characters in from BG1, so it's hardly only Alesia doing it
Knucklear is still continuing her adventures from BG1. Encounters in the city included:
- several ambushes in the city. Knucklear always (at least always means to travel) under stealth, which makes these a lot easier, though she did have a slightly scary moment when she thought there was only 1 invisible thief left and 3 of them attempted backstabs.
- a mad priest of Cyric.
- returning Renfeld, killing Prebek and completing the quest for Xzar.
- paid the Shadow Thieves and gained an amulet - which unfortunately she can't use. Watched Mook being cut down and then chased down some more Thieves Guild deserters.
- a similar ambush fright to that above was when running Hareishan round and peppering her with +2 sling bullets. A group of muggers spawned in during the run and 2 of them backstabbed her down to 21 HP.
- took on the slavers. First via the back door to remove Captain Haegan and his merry men and then all the way round to the front door (to avoid the prismatic spray trap that ended a previous no-reload). The priest was taken down with a nice critical. This also provided level 12 - only 2 more to get the monk magic resistance going.
- one oddity in the sewers was that the mustard jelly there seemed to have very low magic resistance; hit it with 2 drain lives as well as magic missiles and ring of energy.
- another strange moment was when the Otyugh chased Knucklear up into the Copper Coronet. It obviously couldn't find space on the landing so teleported into the room next door. When attacking Knucklear realised that her unarmed attack also had a longer reach than the Otyugh's tentacles! So it just sat there behind the neutrals waiting to die.
A more adventurous outing was to the D'Arnise Keep. Slavers and orogs laid an ambush on the way and had to use several healing potions as Knucklear wasn't well equipped for dealing with mages while being attacked by lots of other things. Once the archers and mage were dead the orogs just needed a bit of patience. On arrival she was ambushed by a spirit troll - she couldn't do it any real damage so towed it to Captain Arat to let him try. Unfortunately Nalia was there and succumbed to 14 HP from a unholy blight - she must have still been at 1st level as I didn't accept her into the party.
The only means I had to kill trolls was the ring of energy, but even a single troll was not an easy target and nearly all of them in the Keep came in groups of at least 4. Therefore Knucklear mainly just sneaked through the opposition. She did kill all the golems except the iron one (as I had no +3 weapons available at that time). Eventually managed to isolate Torgal on his own, by shutting the door on the others, but still had to work hard to kill him - partly because he was taking potions of extra healing (what sort of a troll does that). Knucklear ventured back into the main room thinking she could perhaps take the rest one at a time, but there were 3 spirit trolls there in addition to 2 yuan-ti mages, an umber hulk elder, 2 giant trolls, 2 spectral trolls, 2 normal trolls and a partridge in a pear tree. Given I was unsure whether Knuclear could kill a single spirit troll I just grabbed the loot, used the ring of invisibility and ran. Even though Torgal was dead it appears I got no XP from Lady Delcia for beating off the attack, which seemed a bit harsh.
Modifié par Grond0, 22 juin 2011 - 12:48 .
#1338
Posté 22 juin 2011 - 01:12
Thats a nice price...:wub:Does any one know if that copy of the game will run on Ubuntu 10.10 (or 11) my oringinal 4 disc copy has issues & I'd love to get off windows?Grond0 wrote...
You might want to invest in a copy from GOG.com - at $10 it seems like a real bargain to me. I've actually still got my original 6 disks, but after reloading with different mods on a number of occasions I decided to take the easy route and get a download version.
#1339
Posté 22 juin 2011 - 01:38
Saint of Sinners wrote...
Ah, I apologize for the oversight. It seems like that is the really great way of doing it, yes?
Yeah. For many of us, this thread is the second phase of our adventure. The journey begins here- over in the BG1 forum.
http://social.biowar...4065/77#7696184
Sorry to hear about Meejee. Good luck with your next character.
Condolences to you are well Incantatar. Caewan had a fine run.
Best,
A.
#1340
Posté 22 juin 2011 - 01:40
AnonymousHero wrote...
Alright I think I'm reentering the no-reload challenges after a long hiatus. I'm playing SCS/SCS2 "light" (aka. no improved mages/priests).
Glad to see you in action! Good luck!
Best,
A.
#1341
Posté 22 juin 2011 - 01:43
Alesia is alive and well. She is currently doing some mop up work in Athkatla before heading off to hunt Dragons, and then Irenicus.
She's currently at Level 27. She's been doing some gimmicky stuff with UAI, but, Maze Trapping and Staff of Striking Backstabs remain her bread and butter.
I'll post on some of her recent quests soon.
Best,
A.
Modifié par Alesia_BH, 22 juin 2011 - 02:57 .
#1342
Posté 22 juin 2011 - 02:07
The Planar Prison quest was fairly straightforward for Alesia now that she had her Maze Traps. I strongly suspect it would have been her undoing had she tried it sooner. There are a few too many Yuan-Ti Mages there for a lower level Bounty Hunter. As it was, it was a safe trip that gave Alesia a chance to work on her tactics.
The Opening Battle
The tactical approach in all of these fights was the same as the one employed in the Guarded Compund. First, a trapped fallback position was established. Then, Alesia prepared to Maze all her enemies. Here you can see the fallback position and Maze Traps in place pre-battle.

Next, she Backstabbed one of the casting foes. The rest went hostile, triggering the Maze Traps. Two foes went hostile slightly later and remained on the battlefield.

Alesia was about to deal with the range fighters who were left behind, but then the Mage came out of his Maze early. She retreated to her fallback position.

The battlefield is clear again. She set a Snare, and waited. Aawil arrived. He set off the trap, and then caught a Backstab,

Next, the thief with Pixie ******. Alesia has no Sleep immunity and didn't want to wasted potions on the guy so she led him to the fallback position.

The Second Battle
Different song, but the same theme. Here we she Alesia on a empty battlefield. Her fallback position is to the west.

The Thrall Mage returned first.

Next, she got an uncomfortably large group: the Wyvern, a Yuan-Ti, and a Greater Yuan-Ti. Alesia tried to take the Wyvern down with a Backstabb but was unsucessful.

She led him to a fallback Maze Trap, and the Yuan-Ti to fallback Snares.

Two Yuan Ti Mages came back in quick succession after that. They both caught backstabbs.


Then the Wyvern came back for seconds.

The last Yuan-Ti Mage returned while Alesia was out of Shadows so she led him to the Fallback Snares.

The Warden
After dispatching the Master of Thralls and destroying the Orb, Alesia had a mercifully quick battle with the Warden.
The fallback position.

The cleared battlefield.

The Warden's return from Maze.

Fin!
Best,
A.
Modifié par Alesia_BH, 22 juin 2011 - 02:57 .
#1343
Posté 22 juin 2011 - 02:38
I don't have screenshots from the first half of the Planar Sphere Quest. That's a shame. Lavok turned out to be Maze immune so he required different tactics- a kin to the ones used against Irenicus earlier. I'll summarize the Tolgerias and Golem encounters.
Tolgerias
Alesia first equipped her Mage fighting gear.

This setup gives her nice resistances.

The items in her inventory allow her to counter possiible disabling threats. (The Relection Shield is there to send Flame Arrows back. Sadly, it does not work against Melf's Minute Meteors. Potions in her case allow her to fillout the rest of her elemental and Magic Damage resistances if needed.)
None of this was neccessary really. But it's good to have just in case...
Alesia set a fallback Time Trap near the door.

Next, she scouted the battlefield and placed Maze Traps near both of her foes.


Alesia got a pair of traps down near the elven Mage's former position when Tolgerias noticed her and went Hostile. He was swept away immediately ("swoosh" animation on the left...).

The elven mage came back while Alesia was planning for Tolgerias's return.

Tolgerias returned and declared "Show yourself! You can't hide from a Mage!"

Alesia replied: " Can you say that again, I didn't quite hear you the first time..."

The Golems
Mighty Mouse to the rescue!

Yeah. That's Alesia killing Golems in Rat form with Jan's armor on. They couldn't hurt her...

Of course, that's just a gimmick. Most of the Golems were "Endless Mazed". You can probably guess how that went...
Alesia is headed to the Windspear Hills next.
Best,
A.
Modifié par Alesia_BH, 22 juin 2011 - 02:45 .
#1344
Posté 22 juin 2011 - 03:03
Good job, Alesia! The bounty hunter is proving to be a powerhouse at high levels, eh? I find it too bad that I won't be able to set time traps though (RR removed them) but it's alright. I'm planning on doing a rogue soon, I just need to check out the new HLAs of both the bard and thief kits.
Also, nice work with Tolgy. That guy never failed to make me chuckle. Always, in one way or another, he fails to live up to the standards one would expect from a mage who spends his day at the Council building. Tss.
#1345
Posté 22 juin 2011 - 03:07
A little add-on in my game. Astarta and Alia both hit mage level 28 (8 150 000 PC xp), however it turns out they need 2 more million to reach lvl 32. Miscalculation. Jack is nearing fighter level 24 (about 300 000 more xp), Torham also hit clerical lvl 24, Saros is lvl 33 and Bane is lvl 23.
I myself had several tests in my recent game with the Cloak of the Sewers and the Polymorph self spell. Turns out that the Rat form in IA 6.0 grants only 30% physical resistances, and if the rat is hit by Dispel (or enemy Remove) magic, the magical claws are indeed dispelled, but so are the rat's form granted physical resistances. Which makes the cloak only useful for its Trol form - for regeneration and the Troll's 22 constitution points.
However, the Mustard Jelly from the Polymorph self still has its amazing 50% resistances to all types of physical damage and 85% resistance to missile damage. Plus, these resistances aren't dispelled via Dispel/Remove magic and last for the duration. Plus, the Polymorph self spell lasts far longer than the Cloak of the Sewers' effect. The whole thing may be useful for Jack Sparrow, for achieving easily 100+ physical resistances when tanking enemies with powerful physical attacks. Of course, there is only a limited amount of Polymorph self scrolls...so these must be used judiciously.
#1346
Posté 22 juin 2011 - 03:13
Is Sikret still updating IA or are you just still running it, well, you know, for reasons of toppling the mod? I don't see how you can endure it. I read the readme files and, uh, I got scared, I suppose.
#1347
Posté 22 juin 2011 - 06:45
Saint of Sinners wrote...
Good job, Alesia!
saros_shadow_follower wrote...
Great progress, Alesia!
Thanks guys!
The bounty hunter is proving to be a powerhouse at high levels, eh?
Bounty Hunters are strong in the early going and in late SoA, Levels 16-20 are a downer, but aside from that they're fun. SoA is a party once you reach Level 21...
The problem with Bounty Hunters is that their most powerful tactics require specific conditions: your enemies need to be grouped together in a small portion of a sizable area, preferably with nearby doorways. The Guarded Compound is a perfect example. In situations like that, you can just Endless Maze your enemies, claim your loot, and go home. In other environments, however, Bounty Hunters can run into trouble. Imagine being in a small room surrounded by foes- you basically become a moderately nerfed unkitted Thief...Woe to thee if you don't have a large stack of invisibility potions...And battles in tight quarters with enemies that can see through invisibility...Those fights can get really nasty...Without a fat stack of scrolls you're in trouble.
Anyhoo. Alesia does have it easy right now. Danger is on the horizon though. I'll be pleasantly surprised if she survives Hell through Tougher Gromnir...
I'm planning on doing a rogue soon, I just need to check out the new HLAs of both the bard and thief kits.
.
Good luck with that. I'd be curious to see how the balancing works out on some of the items/HLAs that RR offers.
Best,
A.
#1348
Posté 22 juin 2011 - 07:07
Being a dragon is cool and all. But there is one problem: someone is always after your hide...
Alesia Endless Mazed Thaxy without any difficulty. There is one feature of the encounter worthy of note for solo rogues using SCS though- that's primarily why I'm posting this.
The Plan: Walk in with the Wardstone in hand wearing the Amulet of Power, toss a Maze Trap at Thaxy, drop the stone, and watch Thaxy vanish. Next, setup a stack of damage snares, fade, and get ready to re-Maze. If Thaxy survives the first dose of snares, immediately re-Maze her and give her another. She'll most certainly fall before she gets a chance to take action.
Execution: The battle went according to plan except for one tiny yet significant wrinkle- Thaxy set off Alesia's Maze Trap while she was still Blue Circled. Presumably, Thaxy was set up this way to prevent rogues from setting a load of traps at her feet and then dropping the stone. It didn't help Thaxy against Alesia because she still got Endless Mazed, however, other solo rogues should take note- there is a quick route to death here it seems.
Alesia entered the cavern and flicked her Maze Trap at non-Hostile Thaxy.

To Alesia's surprise, Thaxy was immediately swept away. Alesia decided to set a Time Trap so she could get a look at Thaxy and assess the situation before investing her damage snares. After setting the Time Trap, Alesia dropped the Wardstone and faded back into Maze Trapping range. She also counted the rounds Thaxy spent in Maze so she'd know how many traps she could safely set when the time came.

Thaxy returned, went Hostile upon sight, and then set off the Time Trap.

Alesia observed Thaxy for a moment -noting that no buffs had been erected. She then faded, and flicked another Maze Trap. When time resumed, Thaxy was swept away. Alesia laid down her damage snares, faded, and got in position to re-Maze if neccessary.

Thaxy returned. One dose was all it took.


Done. Time for a Bitter Black Ale...
Do be careful though rogues: you may have another thing coming if you try to set a bunch of Snares at SCS Thaxy's feet...
Best,
A.
Modifié par Alesia_BH, 22 juin 2011 - 07:43 .
#1349
Posté 22 juin 2011 - 07:29
Well, Arya had just cleared Level 2 of Watcher's Keep and went to talk to Cromwell about a certain flail when she got the dreaded "NO VALID LINKS OR REPLIES" from Cromwell. I thought my new refined install order had fixed this, but apparently not
I think Arya could conceivably make it through without forged items, but it just upsets my mild OCD to not be able to use Cromwell, so I'm redoing my install. I guess I'll have to warp a character directly to Cromwell just to validate that his dialogue isn't broken.
Arya will probably be back in some guise... not sure if I'll bother with the K(13)->Mage combo again, though. The early going (BG1) is tedious and risky (Casa Irenicus may have random mephits why can spell doom).
#1350
Posté 22 juin 2011 - 07:39
saros_shadow_follower wrote...
I myself had several tests in my recent game with the Cloak of the Sewers and the Polymorph self spell. Turns out that the Rat form in IA 6.0 grants only 30% physical resistances, and if the rat is hit by Dispel (or enemy Remove) magic, the magical claws are indeed dispelled, but so are the rat's form granted physical resistances. Which makes the cloak only useful for its Trol form - for regeneration and the Troll's 22 constitution points.
I figured that Cloak of the Sewers Rat would be nerfed in IA. Defender of Easthaven + Rat was part of thetruth's tactical toolkit...
However, the Mustard Jelly from the Polymorph self still has its amazing 50% resistances to all types of physical damage and 85% resistance to missile damage. Plus, these resistances aren't dispelled via Dispel/Remove magic and last for the duration. Plus, the Polymorph self spell lasts far longer than the Cloak of the Sewers' effect. The whole thing may be useful for Jack Sparrow, for achieving easily 100+ physical resistances when tanking enemies with powerful physical attacks. Of course, there is only a limited amount of Polymorph self scrolls...so these must be used judiciously.
Yeah. Alesia has been squierrlling away Polymorph Self scrolls as well- haven't decided when I'll use them yet though.
By the way, I should thank you for calling attention to Jan's armor- I wouldn't have thought of it otherwise. So thanks!
As an aside, I've also found Jan's Spectroscopes helpful. Alesia doesn't need the Blindness immunity so much because of her custom hood, but the Detect Illusions boost has been useful when battling mages running Spell Immunity: D. Detect Invisibility Once/Day is a nice bonus as well.
Best,
A.





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