Baldur's Gate 1 No-Reload Challenge
#2976
Posté 29 septembre 2011 - 11:11
Personally, I prefer throwing daggers to darts. Throwing daggers are like darts for men. ;-) The only problem is that with Hard Times, a stack of them is very expensive, and you go through them quickly.
Anyway, I don't think I mentioned that Sidarus and co. completed the rest of the bandit camp with ease (yay Ch 4!) and headed on into the Cloakwood; probably because that's all I did, and the only point of interest was Imoen almost getting killed by a Giant Spider after being both webbed up and poisoned (she went down to 4hp, since I hadn't gotten the Slow Poison Bhaalspawn power and had used up all my healing spells).
Since then, though, I've moved on through the druids area of Cloakwood. Hold Person was used to great effect outside the treehouse, catching 3/3 and then 2/3 of the druids in each of the two skirmishes. The only wrinkle was a summoned Nymph getting off a Confusion just before she died; luckily, only the mages (Xan and Imoen) got hit. When facing Armande, I was able to Hold his lackeys, but not him - luckily a Glitterdust hit all three. I think the spell was a good choice after all. He did summon some dogs, but we put them to Sleep and summoned some monsters. In the end it went pretty smoothly. Thanks to Hold Person, I gathered quite a lot of potions, but didn't get much XP - even the Arch-Druid himself was worth only 133, I think, which is pretty poor.
Even so, Sidarus reached L7 as a Cleric. He can now cast such awesomenesses as Call Woodland Beings and Defensive Harmony.
Next stop, the wyverns area. I'm taking it slow and steady for now, and am actually thinking of detouring to Durlag's Tower for the Wisdom tome before going any further, since the extra spells could be handy. Not sure yet, though.
#2977
Posté 29 septembre 2011 - 11:39
Alesia_BH wrote...
And yes: I agree. It would be nice to be able to put darts in the quiver...
Or how about a script that makes your PCs/NPCs just be, I don't know, smarter? If the script could detect when out of darts, then load up from inventory non-magical darts (I am assuming non-magical would be the preference, I can't see many of you wanting to waste rare, expensive darts of stunning on a kobold).
I'm guessing this is all hard-coded so no-can do, but would be nice.
#2978
Posté 30 septembre 2011 - 12:01
The Fred wrote...
Personally, I prefer throwing daggers to darts. Throwing daggers are like darts for men. ;-) The only problem is that with Hard Times, a stack of them is very expensive, and you go through them quickly.
I can see that. Using Daggers also helps conserve on proficiencies. And there are some nice ones in BGII.
In BG1, Throwing Daggers have usability issues though. They're expensive: as you noted. Plus, they don't stack to 40, and they're heavy as well. For Alora, they simply wouldn't have worked (She'd also miss out on tactical ammo if she relied exclusively on Throwing Daggers).
corey_russell wrote...
Or how about a script that makes your PCs/NPCs just be, I don't know, smarter? If the script could detect when out of darts, then load up from inventory non-magical darts.
As a soloer, I simply plop in another stack when she runs low- I don't mind at all.
Putting Darts in the Quiver would free up some inventory slots though. I'd like that.
Best,
A.
#2979
Posté 30 septembre 2011 - 12:16
up to:
+2 damage
+2 to hit
+2 damage reduction
+60% more health
+no critical misses/saves
+2 saves
+10% more crits
+2 AC
and stacks with everything else
#2980
Posté 30 septembre 2011 - 12:29
#2981
Posté 30 septembre 2011 - 12:32
Modifié par ncknck, 30 septembre 2011 - 12:34 .
#2982
Posté 30 septembre 2011 - 12:52
Further, despite what the description of the Level 2 spell Luck, the Luck status effect does not influence every roll. Most of the effects mentioned above don't occur- even though the description might lead one to believe they do.
Luck's principle effect on game mechanics is to raise damage dealt (but not beyond the natural max) and lower damage from enemy spell effects (though not below the natural minimum). It also effects To Hit, but not Saves, Skills and the like.
Best,
A.
Modifié par Alesia_BH, 30 septembre 2011 - 01:11 .
#2983
Posté 30 septembre 2011 - 01:14
That's why I generally play with mods to increase item stack size. Unlimited Stacks, which is what I have now, is possibly a bit much (less realism and less challenge), but the vanilla stack sizes are small. I seem to remember, though, that in vanilla darts have a tiny stack size as well. Checking my unmodded install with Near Infinity says it's 20 - though daggers have a stack of 10, which is terrible.Alesia_BH wrote...
Plus, [throwing daggers] don't stack to 40, and they're heavy as well.
That's probably why I always used bows and slings back in the day. Nowadays I use darts and daggers almost exclusively (except on Clerics), though that's partially due to the fact that they let you use a shield, whereas bows don't, and that's a big bonus in a no-reload.
I've also been using throwing axes for the first time, at least in ages. This is because I've modded Ajantis to a Cavalier, so it's that or throwing daggers to get around the melee restriction. There's an argument that's not really in the spirit of the kit, but he can only carry about a dozen (throwing daggers weigh 1 each in vanilla, but these weigh 5, I think) so I haven't been using them much anyway. Typically Sidarus keeps another dozen or so in his pack for AJ to use. Speaking of kits, daggers are also great for Swashbucklers for the same reason they and axes are good for cavaliers - using BG1-style proficiencies, you can treat them as melee weapons. Coupled with the fact that daggers are plain better than darts, a dagger swash is a monster compared with a dart swash.
One big advantage of BG2/TuTu is that the game is paused in the inventory screen, so it doesn't really matter so much about small stack sizes (apart from inventory space) or switching weapons.
#2984
Posté 30 septembre 2011 - 01:27
The Fred wrote...
Checking my unmodded install with Near Infinity says it's 20 - though daggers have a stack of 10, which is terrible.
Yeah. In my install, Darts stack to 40 which does increase their useablility.
I've used infinite stack in the past, but I found it to be a bit much for my tastes.
Even with infinite stack, Throwing Daggers wouldn't work for solo Alora due to the weight. As is, I have to keep her in Leather Armor rather than Studded Leather or else she can't carry her potions. She may have to ditch armor entirely before journeying into the Cloakwood.
Oh! I agree about the importance of Shields. Much to the chargin of my elven Archer, Alia, I often find it wise to use Bows soley for tactical ammo launching.
Best,
A.
Modifié par Alesia_BH, 30 septembre 2011 - 01:40 .
#2985
Posté 30 septembre 2011 - 01:55
Alesia_BH wrote...
Even with infinite stack, Throwing Daggers wouldn't work for solo Alora due to the weight.
Guess you have something that changes this, Alesia, as in vanilla, 1000 daggers would weigh exactly - 0 lb. When in High Hedge, I regularly have my weakest characters stock up on the massive number of throwing daggers the skeletons there drop. Throwing axes on the other hand, do weigh a lot.
#2986
Posté 30 septembre 2011 - 02:15
Well we got to the Firewine Bridge (Surface) area. We ran into Poe - I remember someone in this thread saying they killed him with no reputation loss and he had a magical spear. So we ended up killing him ( we have never done that) -- apparently no rep loss is NOT what happens with vanilla BG 1. One more of those and Ajantis is a fallen paladin...Kivan appreciated his new magical spear nevertheless.
We encountered Melium - he was no match for the party. His gauntlets went to Jaheira. Next up was Karhk. The plan was to send Ajantis and some skeletons to keep him busy while the rest of the party ranged attacked. Jaheira was supposed to call lightning but she forgot. It was okay, Heather made up for it with lots of magic missiles. Hanna's dispel magic removed ALL of Khark's buffs -- without his protections he's a lot easier. Ajantis did gulp a magic blocking potion just in case. Success!
We still had lots of looting room. So we headed North to Gullykin and encountered some assassins led by Molkar. He said he wasn't like the other assasins, but was quite wrong, like the others. We had some skeletons, Branwen fired some hold persons which were saved against, Jaheira forgot to call lightning again, the bowmen did their thing and Heather decided to get close to an enemy and burning hands him. The enemies were defeated quite cleanly.
NOW we were full. Sold our junk, had enough to pay 13,000 gold for shadow armor for Imoen. Her old leather went to Kivan's pack, case we need hiim to scout. We headed to Gullykin again and entered Firewine Bridge Ruins via a halfling's house. The Ogre Mage bragged, but was brought down quickly. Ajantis gulped a potion of absorbtion and defeated Landarin the mage, and EVEN got the killing blow! We usually lose his 1400 experience to his own lightning bolt...some ogrillions and lots of kobolds but they were no match for Ajantis. We looted up and left the area.
Basilisks area will be next.
#2987
Posté 30 septembre 2011 - 02:18
corey_russell wrote...
Guess you have something that changes this, Alesia, as in vanilla, 1000 daggers would weigh exactly - 0 lb. When in High Hedge, I regularly have my weakest characters stock up on the massive number of throwing daggers the skeletons there drop. Throwing axes on the other hand, do weigh a lot.
Yeah. A stack of 10 weighs 1 pound in my install. That doesn't sound like much, but when you're solo and have a Strength of 8 it makes a difference.
Best,
A.
#2988
Posté 30 septembre 2011 - 03:10
Alora is almost ready to descend into the mines and take on Mulahey- she just has a few errands to run at this point. She'll likely get there by the evening.
Alora's Current Character Record and Inventory


And a few action shots.
Alora iced Greywolf (With a smile!). All it took was patience, a puddle, and 59 Darts...

A single Dart of Stunning humbled The Coast's self-proclaimed best swordsman. His bracer have given Alora a sizable damage output boost: she now does 5hp of damage per hit at 3 APR.

That's all for now.
Best,
A.
#2989
Posté 30 septembre 2011 - 05:22
Probably me - I think I did say I was surprised that there was no reputation loss in my install!corey_russell wrote...
Well we got to the Firewine Bridge (Surface) area. We ran into Poe - I remember someone in this thread saying they killed him with no reputation loss and he had a magical spear. So we ended up killing him ( we have never done that) -- apparently no rep loss is NOT what happens with vanilla BG 1. One more of those and Ajantis is a fallen paladin...Kivan appreciated his new magical spear nevertheless.
On the issue of daggers vs darts, there is a substantial difference in range. This isn't so much of an issue solo, but makes it difficult to manage the distribution of a party - if someone is to have darts as a weapon in a group I make it the tank so that they will naturally be in the lead anyway. With daggers it is possible to attack from stealth at extreme range and then step away and hide again; with darts this would be much more difficult and would require some sort of terrain obstacle to hide behind. A major disadvantage of daggers in BG1 is there are no magic throwing daggers in vanilla.
#2990
Posté 30 septembre 2011 - 05:47
A major disadvantage of daggers in BG1 is there are no magic throwing daggers in vanilla.
Agreed. I don't find daggers to be an especially attractive ranged option in BG1. class and kit constraints can make it a reasonable choice however.
Darts, on the other hand, offer a quick, high apr ranged option that also opens addition tactical use ammo opportunities.
The nicest thing about throwing daggers in bg1 is that you get the proficiency for free if you already intend to use melee daggers.
I concur that range is a significant drawback. The compensating benefit is that you don't need much space to fire due to their speed. That effectively gives you additional attack opportunities.
At this point, Alora has a proficiency in Shortbows in addition to Darts and Daggers. That allows her to make use of her quiver slots and gives her a long range fire option, Of course, it will also le her launch additional tactical use ammo.
Best,
A.
#2991
Posté 30 septembre 2011 - 06:13
Of course, you do need to have BG1NPC for that.
#2992
Posté 30 septembre 2011 - 07:27
Gorthaur X wrote...
The Boomerang Dagger is fairly good, though, and would be even better with Alora's lucky charm: it's a +2 weapon, and 2d4 tends more strongly towards the average roll of five than 1dX weapons, so you'd be doing a minimum of 6 damage with every hit, and 8-10 about 80% of the time.
Agreed. She'll use the returning daggers at times when she gets her hands on them in BG2.
2d weapons will work nicely for her.
Best,
A.
Modifié par Alesia_BH, 30 septembre 2011 - 07:39 .
#2993
Posté 30 septembre 2011 - 07:35
After nosing around Nashkel for a spell, Alora has descended into the mines. She is making her way into the depths currently and will face Mulahey soon.
A few shots from Alora's recent adventures.
The battle of the Sword Coast's fastest Dart tossers didn't go as you might expect. Alora pickpocketed Zal's Spear pre-battle. Forced to use Darts in close quarters, he fell quickly to Alora's Dagger.

Vax then learned that his dearly departed friend hadn't cornered the market on flicked hurt. Kolbold Guards complicated the battle, but not terribly.

Alora's ill-gotten Ring of Free Action deprived Neira of her most fearsome tactical tool. Nonetheless, her range damage resistant and Sleep immune Skeleton pals made a nuisance of themselves- backing Alora into a corner and forcing her to make an uncomfortable melee stand.


Alora's sticky fingers proved tactically relevant once again versus Sendai. Swiping Sendai's Oil of Speed caused the crew's battle plan to collapse. Alora was able to evade the un-hasted Sendai's sword and rely on her highly negative missle weapon AC while swooping in for stab-n-go attacks on the unprepared ranged fighters.

Sendai got the Dart treatment once her ranged fighters fell.

Best,
A.
Modifié par Alesia_BH, 30 septembre 2011 - 09:19 .
#2994
Posté 30 septembre 2011 - 10:11
I've just installed BG2 subraces into Tutu, so am playing around with them a bit to see what sub-races are good or bad. Am currently playing two Svirfneblin in multi-player mode. I made a mistake when importing them with the result that the stats of one of them are a bit too good. You have to be careful importing with the sub-race mod otherwise, you'll apply the modifiers twice which is what I did.
Charisma went from 3 to 1 to 25!
I will try to avoid that happening in future.
Since with BG1 NPC Project, you get the ring that boosts charisma to 18, I didn't bother changing my charisma in Shadowkeeper as it makes little difference and I'm just trying out the mod at the moment to see if characters get under/overpowered with it.
Sneaky and Mahima, Svirfneblin.
Sneaky: Conjurer/thief
Str 18, Dex 20, Con 17, Int 19, Wis 19, Cha 25
Longbow *
Long sword *
Mahima: Fighter/Cleric
Str 18, Dex 19, Con 17, Int 19, Wis 18, Cha 2
Staves: ****
Svirfneblin have excellent magical resistance, but have the drawback of a 30% decrease in experience. This means that they start well, but are not at the same level as they would have been later. Day-blindness is also a problem for them when fighting in the daytime.
Diary of Sneaky and Mahima, the Svirfneblin giants.
Day 2
We left Candlekeep incredibly rich due to Sneaky’s lock-picking ability. However, nothing much to spend it on. Upon being ambushed, we immediately headed back to Candlekeep, but were ambushed by half-ogres; thankfully they were not too bright and only attacked Sneaky whilst Mahima picked them off with his bow. Sneaky meanwhile just kept out of range of their swords. At Candlekeep we arranged for the burial of Gorion and then returned to see what personal effects had been left behind. As well as some carrying bags, we found identity scrolls and a scroll of stinking cloud. Sneaky immediately learned it, but discovered that as yet, she is unable to cast it. We continued to the Friendly Arms Inn, and to our surprise on the way found a diamond in a tree, a ring of protection in a stump, and a ring of wizardry amongst some stones. People certainly are careless!
Day 5
When we arrived at the Friendly Arms Inn, we were asked to retrieve a ring for Joia, which we did, then, upon approaching the inn itself we were attacked by a mage. Command stopped his attack in its tracks, but a blindness spell failed to work. Nevertheless, he was quickly dispatched. Landrin asked us to go to his house and clear it of spiders. We readily agreed and immediately set off. They were quite easy to deal with and we also helped the Dudley family resolve an argument. We also calmed down Marl and took a book to Firebead.
Day 7
We then headed south to try and find news of Mirianne’s husband. We found a letter from him on the body of an ogrillon who attacked us. We returned to Beregost and took the letter to Mirianne who rewarded us handsomely. We then agreed to help Silke, but on finding her true intentions refused she attacked us. We had hurt her badly; or rather she hurt herself badly with a lightning bolt and ran into the nearby inn. We followed her, but upon seeing an aggressive looking dwarf left again closely followed by Silke. We killed her easily so now Mahima has a good staff. Upon re-entering the inn we were attacked by a doppelganger of Silke and Karlat. Again we left the inn, this time followed by Karlat and the doppelganger. The doppelganger was quickly disposed of, and Karlat ran into an adjoining house locking the door behind him. We unlocked the door and finished him off. For some reason Silke’s assistant Garrick was then hit by lightning, but since he appeared unharmed, it was probably just some god giving him a timely warning. In Feldposte’s Inn Sneaky took a fancy to a cloak belonging to Algernon and purloined it. We then quitted the town quickly before he noticed, heading back to the Friendly Arms to give Landrin his possessions.
Day 9
We returned Landrin’s possessions and then went to find Gurke’s cloak. Upon retrieving it, we didn’t bother chasing the Tasloi who had panicked, but returned via High Hedge to Beregost, picking up Perdue’s sword as we did so. We then returned the sword to Perdue and got Eltoth back into shape.
Day 12
We headed towards Bjornin’s half-ogres but got so badly injured on the way that we had to call into the carnival for r & r. After healing, we got into a fight with Zordral which he lost. We protected Prism against Greywolf and helped Mrs. Blackwood with her babysitting problem Now fully healed we are setting off to deal with those half-ogres. Once Sneaky had blinded Greywolf, he was easy to deal with.
Day 14
We then dealt with those half-ogres that Bjornin told us about and killed some bandits whilst there. We returned to Nashkel to return the emeralds and then got Oublek to help us fight a baby wyvern. He really was a very poor fighter and sadly died almost immediately. We had no problems in dispatching the dragon and were able to recover the emeralds plus a fortune in gold. We then returned to Beregost to give Bjornin the good news about the half-ogres. We have such a good reputation that it is now impossible to improve upon it. If we weren’t Svirfneblin I would be saying that the only way now is down, but for us it’s up. We are now both at levels 2&3.
Day 15
We tried to help Melicamp, but were unsuccessful and he died. In the process Mahima was hurt by some skeletons and Sneaky had to heal him. However as a result of the battle, he can now use a quarterstaff better. Indeed once he is proficient in dual-wielding, he will be quite a fighter.
Day 19
We called in at Ulgoth’s Beard to do some shopping. We bought a staff +3 and a Wand of the Heavens for Mahima, and a Greenstone Amulet for Sneaky. Sneaky also “found” a ring of Freedom of Action and a scroll for the web spell. Together they should make a most effective combination. As a result of unlocking some doors, Sneaky is also a better thief and mage.
Day 26
Went Ankheg hunting and helped Farmer Brun. Also helped a woman with an undead husbamd and helped Tenya against some evil fishermen. She was evil too, but I think that we’ve done the right thing. Only time will tell. Unfortunately we learnt too late that we should only have killed ten Ankheg. We killed sixteen in all before we were told. Fortunately, because they were in a bag, she couldn’t see how many shells we had collected.
Modifié par Grimwald the Wise, 30 septembre 2011 - 10:18 .
#2995
Posté 30 septembre 2011 - 11:29
// but were ambushed by half-ogres; thankfully they were not too bright and only attacked Sneaky whilst Mahima picked them off with his bow. Sneaky meanwhile just kept out of range of their swords.
//
BTW, how it is that your Mahima (Fighter/Cleric) can use a bow?
Modifié par Serg BlackStrider, 30 septembre 2011 - 11:39 .
#2996
Posté 30 septembre 2011 - 11:43
Modifié par Grimwald the Wise, 30 septembre 2011 - 11:49 .
#2997
Posté 30 septembre 2011 - 12:11
#2998
Posté 30 septembre 2011 - 12:53
I don't know how it is in my install, but in vanilla I'm pretty sure they weigh 1 lb, and mods remove that. This is on my base BG + TotSC install with no mods (I have about 30 GB of installs on my PC atm, though one is BG2).Alesia_BH wrote...
Yeah. A stack of 10 weighs 1 pound in my install. That doesn't sound like much, but when you're solo and have a Strength of 8 it makes a difference.corey_russell wrote...
Guess you have something that changes this, Alesia, as in vanilla, 1000 daggers would weigh exactly - 0 lb. When in High Hedge, I regularly have my weakest characters stock up on the massive number of throwing daggers the skeletons there drop. Throwing axes on the other hand, do weigh a lot.
The lack of magic daggers is a shame, but to be honest, if you want magical ammo you'd be better off using a bow. Darts of Stunning and the like are rare and expensive enough that you're only going to want to use them in exceptional circumstances. Of course, my view might be a bit off since I avoid magical ammo and the use of anything which costs more than 1 gp, if I can help it; but then I do use daggers. ;-)
#2999
Posté 30 septembre 2011 - 02:29
Two Chaos spells took out the entire party. After that it was pretty much game over, but I still had a lot of summoned creatures running around. The monsters were all under Chaos too, but the skeletons I could control. Unfortunately, a Sunfire from Rezden sealed the deal.
The Chaos actually wore off whilst Sidarus was still alive, but he wasn't able to glug his potions fast enough and Ray of Enfeeblement had left him actually unable to move due to encumbrance. Possibly I could have had AJ throw him an Extra-Healing Potion, but he still wouldn't have been able to escape.
This is the furthest I've gotten under SCS so I might go on with this as a minimal-reload. I kind of want to try out some other classes and kits, but I'm not sure I'm up to starting right back from square one again just now.
A mini-review of the Beastmaster class: Considering this is supposed to be the second worst kit in the game, I don't think it's that bad. Admittedly I only played it to L3 before dualing, and did so in BG1 where I think it's favoured (Find Familiar is good and the weapon restrictions aren't much of a deal, though the armour restrictions hurt). In BG2, the Animal Summoning abilities would have come into play, but then these were nerfed in BG2 so I kind of see why people don't like it. With BG1-style summons, a Beastmaster might be OK, or a higher-level BM->Cleric dual.
#3000
Posté 30 septembre 2011 - 02:29
Grond0 wrote...
A major disadvantage of daggers in BG1 is there are no magic throwing daggers in vanilla.
Quite true. But one could argue that about throwing axes too though, since you can't get one until very late in the game.





Retour en haut




