Baldur's Gate 1 No-Reload Challenge
#876
Posté 23 mars 2011 - 12:43
The mod items have certainly made life different. I have something of a personal rule of not looking up "easter egg" items. So, no ankheg armour, no ring of wizardry etc. The only such item I pick up is the Wand of Frost in the Nashkel Mines area, because it's not actually that well hidden (I found it by myself the first ever time I actually made it to the mines). Getting a Ring of Wizardry before Ch 5 is just way too powerful, though with all the +3-4 Dark Horizons items practically dropping out of the sky, it probably wouldn't make that much difference.
I'm so making a tone-down mod, btw. Dark Side of the Sword Coast was bad enough, but the Elven Chain Mail +1 is a bit crazy (three suits, AC 4, NO restrictions IIRC, so even pure mages can wear it... cool, but so overpowered).
Incidentally, I'm in BG now, haven't done much, though.
#877
Posté 23 mars 2011 - 01:25
The Fred wrote...
Ouch. It sounded like it was coming along really well - I have to admit, I've been caught out by those guys before (never in a no-reload, though).
Easy come, easy go. As long as you speed through the opening it doesn't take long to finish the game.
Plus it gave me a chance to try out a new idea:


Grade A Cheese. Don't even have to share the experience with my favorite Clint Eastwood impersonator, though I'm sure he'll be joining my merry band shortly. Incidentally, this can be done without blindness by running around the trees, but it takes a few minutes to do that with just a sling.
#878
Posté 23 mars 2011 - 01:38
The Fred wrote...
The mod items have certainly made life different. I have something of a personal rule of not looking up "easter egg" items. So, no ankheg armour, no ring of wizardry etc.
I thought about employing this rule, but I wasn't really sure what I'd be facing in SCS and it's been awhile since I played BG1 so I need all the help I can get.
I think wands of monster summoning and algernon's cloak are the most gamebreaking items. I probably won't be using algernon's cloak and i'm debating wand of monster summoning.
#879
Posté 23 mars 2011 - 06:50
The dialogue option was introduced by SCS - see David's comment earlier in this thread - so you wouldn't have remembered it from previous experiences. I think it's a nice alternative, although I actually quite like the procession of wolves attacking - last time I did the island I had forgotten they were coming and had fun rapidly rearranging forces to cope with them.Bhryaen wrote...
I also didn't know there was a dialogue option out of the battle with Kaishas Gan. Quite the loophole I've never noticed... The last game seriously walloped my party with those endless wolfens at the docks and the +overpowered-protected regenerating Loupy. In the earlier boss fight I usually just go for the chest with the sword (when at last I think of it) since I've never found any +4 flame sword in Durlag's somehow (or simply don't remember).
Maybe I should. When I first looked at mods I read about it and it didn't appeal, but my settings have tended to become harder over time so it probably would fit in OK now. I'm also currently not making use of overpowered mod items anyway, so they would not provide a get-out clause from Hard Times.I also have to agree with The Fred on The Grond0. You keep making things so hard for yourself but why don't you try Hard Times? You'll accept every other wild challenge!
Of course with all these ridiculous quest mod items I've got now (and just keep on getting), it's hardly hard times, but it definitely removes the "traditional" easy crutches from the game, particularly during the early stages. All that said, I'm really curious to see how a wild mage looks. It seems so absurd to make a class that can blow itself up on a random roll, but maybe that's offsetting something very powerful about it...
Before I started the game I did roll up a wild mage and cast shield on myself (using Reckless Dweomer) a few hundred times to get a feel for the likely results. I think the chance of a wild surge (on a normal spell attempt) causing your death in combat is pretty small - certainly less than 1%. If you are happy to reload using the wild mage would thus make for some fun without too many drawbacks. In a no-reload game even a 1% chance would give you very little chance of survival if you use spells in hundreds of encounters - there's also a rather higher chance that your spells would spell disaster for your companions (I pity Imoen if she is forced to travel in company with your drow wild mage).
If you do survive to the point of having access to sequencers you can cast improved chaos shield (by ability and not spell and hence no chance of a wild surge) so that a wild surge using NRD has no chance of harming the caster. However, you could still do nasty things to the spell target up until you are 17th level, which means that you might wish to initially confine your spell use to offensive spells. The caster's level is only used as a bonus with NRD so a wild surge with other spells could still be painful (even with ICS sequencer up). Again offensive spells would be OK, but casting on yourself might result in a stinking cloud or sunfire (which would probably annoy members of your party).
At higher levels the wild mage appears to be insanely powerful as casting NRD does not count as a spell for the round (and therefore you could cast as many of them as you have memorized in a round if wearing robe of vecna and amulet of power). NRD can simulate a spell of any level - including limited wish, which allows you to get back all the spells you have just used
Modifié par Grond0, 23 mars 2011 - 06:52 .
#880
Posté 23 mars 2011 - 09:43
That's true - my game is relatively unmodded, with no SCS or any tactics mods (I don't have BG2, so no TuTu or BGT). Even after having gotten to Ch 5 in a no-reload challenge (with DH assassins to boot), I can't quite imagine doing it all under SCS. Anyway, it turns out the DH items are probably more overpowered than any of the hidden items, so once you've gotten past the first couple of fights, much of the vanilla game becomes way easier.Jeff W wrote...
The Fred wrote...
The mod items have certainly made life different. I have something of a personal rule of not looking up "easter egg" items. So, no ankheg armour, no ring of wizardry etc.
I thought about employing this rule, but I wasn't really sure what I'd be facing in SCS and it's been awhile since I played BG1 so I need all the help I can get.
EDIT: I might collect the easter eggs items once I reach a suitable point in the game - most of them will be fairly redundant, now. The Ring of Wizardry in particular should stay useful right up until the end, and if I last that long I'll almost certainly grab it at least for the final battle.
Modifié par The Fred, 23 mars 2011 - 09:45 .
#881
Posté 23 mars 2011 - 12:28
I'm quietly accumulating a list of things I'd like to mod if I can figure out modding. One would be seeing if I could nerf the quest mods (with the author's permission) to present a "lite" (or "hardcore," as it might be) version. If we can mod BG, we should be allowed to mod a mod of BG.The Fred wrote...
I'm so making a tone-down mod, btw. Dark Side of the Sword Coast was bad enough...
I'm curious to hear what Grond0 finds when using NTofSC as well...
The mod Hard Times- which probably does require Tutu or BGT actually- does take out or nerf nearly all the early-on easter eggs- all but the fire resist ring and wand of frost. Algy's cloak becomes a +2 CHA rather than 18 CHA cloak (which actually could help for an 18 CHA char) but has only 3 charges, as do the wands all have only 3. Many of the more powerful items- like the +2 longsword- are removed from early battles and relocated randomly to bosses. Items like the +1 Prot ring, ring of wizardry, diamond, and suit of ankhegness are all replaced with much less powerful ones, and the glorious Boots of Speed... simply don't work. (Not to mention the added iron breakage and the increased store prices.)The mod items have certainly made life different. I have something of a personal rule of not looking up "easter egg" items. So, no ankheg armour, no ring of wizardry etc.
An alternative mod- which I really want to try again without the extra quest mods and may not require BGT or Tutu- is Item Randomizer which simply relocates everything in such a way that you never know exactly where you're going to find magic items. It doesn't nerf anything, but you get the option of letting some items simply be "lost" during the randomization, not knowing which ones you'll never find.
Modifié par Bhryaen, 23 mars 2011 - 12:36 .
#882
Posté 23 mars 2011 - 12:54
SpiffyKeen wrote...
The Fred wrote...
Wow. Was NOT expecting that.Wierdo wrote...
Tome of Clear Thought
Congrats on the Werewolf Island, by the way, Wierdo.
I have to say, that is worth taking note of! It is so lucrative, I had to check it out. I tried BGtutu (only BG1NPC mod), and I always got a pearl from Glanmarie. It was the same on reloads, and in other run throughs. I tried 3 saves in the city of Baldur's Gate from different games.
Well, I tried going back to an old game to see if I could repeat the performance ... and I couldn't! I only got a pearl from Glanmarie as well. Sorry to make you go on a wild goose chase, but I think I got that Tome somewhere else. Turns out that it was too good to be true. I just didn't NOTICE it in Wierdo's inventory until after the Oberon estate.
The place she must have picked it up from would have been Ramazith's tower, which Wierdo had visited/completed just a little before doing the Skyship quest. Yes, that must be it because I don't remember using the Tome that you get from there.
So a big SORRY to all of you who got as excited as I did about finding such a great treasure.
I didn't blog about Wierdo's successes with Ramazith because the whole thing was over almost before it ever started. Which is probably why I forgot about the Tome - the whole quest was almost a non-event. Ramazith didn't even get to teleport to the top of his tower. Here is the single screenshot I took of what happened to Ramazith:
Modifié par Wierdo, 23 mars 2011 - 12:56 .
#883
Posté 23 mars 2011 - 01:06
Bhryaen wrote...
I also didn't know there was a dialogue option out of the battle with Kaishas Gan. Quite the loophole I've never noticed... The last game seriously walloped my party with those endless wolfens at the docks and the +overpowered-protected regenerating Loupy. In the earlier boss fight I usually just go for the chest with the sword (when at last I think of it) since I've never found any +4 flame sword in Durlag's somehow (or simply don't remember).
You get Flame Tongue from Level 5 of Durlag's Tower.
Cut-pasted from Dan Simpson's walkthrough:
"In the chest at (x 4281 y 2200) you will find the Long Sword +1 Flametongue and a Staff of Striking, two very good weapons." The sword counts as a +4 magic weapon regarding what it CAN hit because it is +4 against undead - even though it actually only gives +2 to hit and +2 damage vs regenerating creatures.
#884
Posté 23 mars 2011 - 01:16
Making a whole new version would be quite an undertaking, which would probably need compliance from the original authors. However, it would be easy to doctor the items by lowering their enhancement bonuses etc. after the mods had been installed.Bhryaen wrote...
I'm quietly accumulating a list of things I'd like to mod if I can figure out modding. One would be seeing if I could nerf the quest mods (with the author's permission) to present a "lite" (or "hardcore," as it might be) version. If we can mod BG, we should be allowed to mod a mod of BG.
Hard Times sounds like my sort of mod, and Item Randomiser is something I'd like to try too. As you say, though, they both appear to require TuTu or BGT.Bhryaen wrote...
The mod Hard Times- which probably does require Tutu or BGT actually- does take out or nerf nearly all the early-on easter eggs...
#885
Posté 23 mars 2011 - 08:59
The Fred wrote...
That's true - my game is relatively unmodded, with no SCS or any tactics mods (I don't have BG2, so no TuTu or BGT). Even after having gotten to Ch 5 in a no-reload challenge (with DH assassins to boot), I can't quite imagine doing it all under SCS. Anyway, it turns out the DH items are probably more overpowered than any of the hidden items, so once you've gotten past the first couple of fights, much of the vanilla game becomes way easier.
I've decided that all gloves are off except for Algernon's cloak... I have pre-buffed SCS mages installed and I'm starting to realize how truly fiendish mages are.

Boris was 1 hp away from taking a dirt nap against Kahrk the Ogre Mage (Firewine Bridge)--marked by Carsa on the map above. I knew he was there and went to fight him anyway as my last stop pre-Nashkel mines. I had 5 skeletons with the party(Boris L5/5 Cleric/Illusionist, Kivan L6 Ranger and Branwen L6 Cleric) and a few buffs up, so I thought I'd be okay. Not a chance. Kahrk comes sprinting (pre-hasted) out of the darkness complete with a diabolical laugh and pre-cast Minor Globe of Invulnerability and enough mirror images to make a Shade Lich envious. I think his first spell was horror, which sent Branwen and Boris into a panic because I didn't remember Resist Fear =/.
At this point I gave up all hope of victory and started using my npcs to prevent Boris's death. Luckily Boris ran off up the hill or it would have been game over and the skeletons bought a little time. When the last one was dispatched I reformed my party to remove panicked branwen mid-combat because she was closest to the ogre mage and he was far enough away that I thought he might not come after boris if there were no friendly npcs attacking him.
This plan did not work at all, Kahrk charged up the hill after Boris, but I managed to draw him off with Kivan, buying precious seconds. I lured him into the upper east corner, but then he broke off pursuit and went after Boris again! Boris was still panicked, but it ran off soon after the ogre mage came into his field of vision. Kahrk hit Boris with a flame arrow, taking away about 90% of his hp. At this point, I should have read a protection from magic scroll and ran for the hills, but all presence of mind had fled and I used invisibility instead. Kahrk cast detect invisible, purging my invsisibility, but the casting time allowed Boris to get out of his line of sight and make a run for the northwest corner of the map.
Kahrk broke off pursuit for whatever reason and somehow I managed to sneak Kivan past him and rejoin Boris. Branwen wandered up to us and gave her disbandment speech. I added her back to the party. I can't believe I survived that fight, but I learned some valuable lessons, not the least of which is not to fight Ogre Mages! I was also impressed by how much I need to add some more companions to buffer Boris against some of these haywire situations. On the other hand I also need to horde as much xp as possible for Boris to get him to L7 illusionist where he can use Mustard Jelly form from Polymorph Self for 100% Magic Resistance. Admittedly, I am a little skeptical of my chances of making it through the rest of the game unscathed, but we'll give it a shot!
Modifié par Jeff W, 23 mars 2011 - 09:00 .
#886
Posté 23 mars 2011 - 09:53
Nice story. All ogre mages are tricky with SCS, but Kahrk is especially so. Even if you batter down his initial defenses he has several stoneskins and mirror images, which means you need to be patient if you want to kill him with weapons. Having a full group is a great help here as you can use them serially to get him to use up his area effect spells on just one character.Jeff W wrote...
I can't believe I survived that fight, but I learned some valuable lessons, not the least of which is not to fight Ogre Mages! I was also impressed by how much I need to add some more companions to buffer Boris against some of these haywire situations. On the other hand I also need to horde as much xp as possible for Boris to get him to L7 illusionist where he can use Mustard Jelly form from Polymorph Self for 100% Magic Resistance. Admittedly, I am a little skeptical of my chances of making it through the rest of the game unscathed, but we'll give it a shot!
#887
Posté 23 mars 2011 - 09:55
#888
Posté 24 mars 2011 - 12:25
Grond0 wrote...
Nice story. All ogre mages are tricky with SCS, but Kahrk is especially so. Even if you batter down his initial defenses he has several stoneskins and mirror images, which means you need to be patient if you want to kill him with weapons. Having a full group is a great help here as you can use them serially to get him to use up his area effect spells on just one character.
Luckily I have BG 1 only spells for both heroes and opponents. I'm not sure whether that makes a no-reload harder or easier. Probably easier since I wouldn't get stoneskin until some time in Baldur's Gate. I was worried that stoneskin availability would mean grueling battles of attrition against every single mage.
Can you spoil me on the random assassin battles in chapter 3? I wish I hadn't installed it tbh, lol. I haven't run into any yet, and I'm wondering how to trigger it them.
Also, my plan is to just storm the improved bandit camp. I think I would regret doing other... why would I knowingly trap myself in the middle of hostile territory?!
I'd like to finish chapter 3 ASAP, because I think I'm going to have Coran and Yeslick in my final party:
Boris (Gnome Cleric/Illusionist)
Coran
Kivan
Yeslick or Quayle (Currently Branwen)
Edwin
Last slot could be anybody, really. Shar-Teel might be the best choice, now that I think about it. I was absurdly careful to generate almost all npcs except kivan, xzar, montaron and imoen(L4) at their highest incarnation, which is usually level 6, sometimes level 5. I think the trick is just to not talk to the npc, because I was able to generate imoen at l4 by avoiding talking to her in candlekeep and the first map east of candlekeep.
Modifié par Jeff W, 24 mars 2011 - 12:26 .
#889
Posté 24 mars 2011 - 01:07
Stats were:
Str: 20
Dex: 18
Con: 20
Int: 6
Wis: 8
Cha: 8
I know we aren't supposed to tweak the stats, but I think I made up for it with the low Cha (reaction modifier) and Int/Wis (Illithids later on, can't dual class). Well, I started off being evil, lost some rep (I think I was at 5), picked up Viconia and lost 2 more rep... entering Nashkil with 3 rep is not a good idea. Everyone in my party died except for the protagonist, so I figured that's fair game and exported him into a fresh game. I'll have to pick up Viconia before doing any evil stuff, and try to keep my rep around 8-10. Hopefully I can put together a full party (Kagain, Edwin, Imoen, Viconia, and maybe Shar-Teel/Branwen) before entering the mines.
This is gonna be harder than I thought!
Modifié par Gavn, 24 mars 2011 - 01:09 .
#890
Posté 24 mars 2011 - 02:02
I used multiple charges of wand of monster summoning and my first assault was completely rebuffed with most party members suffering massive damage. In the chaos I forgot to loot the mage bandit... I hope he didn't have anything good. After this, I basically just stuck to the map edge and waited for the bandits to come to me. I've come back 4 or 5 times so far--each time using my full arsenal of hasted summons from animate dead and monster summoning I and it's still not clear. I *think* all or most of the uniques are dead, though. The problem is my party members can be relatively easily killed by all the arrow fire, so I'm not pushing it at all.
#891
Posté 24 mars 2011 - 02:15
On the upside, I've found a couple more tweaks I fancy trying out. On the downside, that makes me want to start a new game (I installed BG2 portraits, since it's only comsetic and retroactive, but not the others), but I'm enjoying this one right now and it's the furthest I've gotten in a no-reload (also I've finally gotten to BG, the best bit of the game, IMO).
EDIT: Forgot to mention, spent two minutes wandering in the wilds and now Immy is nearly L7. Roll on L4 mage spells!
Modifié par The Fred, 24 mars 2011 - 02:16 .
#892
Posté 24 mars 2011 - 04:36
The Fred wrote...
I remember having hell with the bandit camp the first time I played it, completely unmodded. This time it was a lot easier, because I don't think any of my mods change it at all, and I managed to level up fairly high before dealing with it. Those bandits do make me paranoid, though.
Everyone in my party was level 5/5 or 6 and it was still insanely hard. Everyone in the camp uses potions of power, healing, etc and the black talon elite are immune to sleep. My hasted summons got slaughtered unless I sent in my whole party as support. Also, as soon as I left Tazok's Tent I got attacked by improved assassins party complete with invisible backstabbers.
I'm enjoying this one right now and it's the furthest I've gotten in a no-reload (also I've finally gotten to BG, the best bit of the game, IMO).
EDIT: Forgot to mention, spent two minutes wandering in the wilds and now Immy is nearly L7. Roll on L4 mage spells!
Baldur's Gate is awesome. It's cool to come to the big city after spending the whole game in the boondocks. Too bad Athkatla in BG2 is so dreary and boring in comparison.
#893
Posté 24 mars 2011 - 06:45
The random teleporting assassins are not particularly dangerous in themselves, the problem lies in them ambushing you and therefore having a chance for multiple 'kills' from area of effect spells and/or affecting the main character. If you want to make them easier just wave them goodbye as soon as they appear and come back elsewhere on the map. You can then take them on your terms with your choice of buffing and spatial arrangement for your party. As far as I know their arrival is random so you can't trigger them without cheating (I think there is a CLUA command), but if you wanted to you could just travel back and fortth between 2 areas until they arrived.Jeff W wrote...
Can you spoil me on the random assassin battles in chapter 3? I wish I hadn't installed it tbh, lol. I haven't run into any yet, and I'm wondering how to trigger it them.
Sounds like you've done the hard work now. A useful tactic I've found is to put all but one of the party in the corner of the map. The one remaining will be the party's best tank and placed a bit ahead of them. Then spray a web or two in front of the lone NPC (who should have free action on). This will mean that most missile users will target the tank (should only hit with a 20 if the NPC is well protected). Those coming through will mainly get stuck and be cannon fodder for the rest of the group. You could use stinking cloud and skeletons if you're too cheap to pay for a free action potion.Everyone in my party was level 5/5 or 6 and it was still insanely hard. Everyone in the camp uses potions of power, healing, etc and the black talon elite are immune to sleep. My hasted summons got slaughtered unless I sent in my whole party as support. Also, as soon as I left Tazok's Tent I got attacked by improved assassins party complete with invisible backstabbers.
#894
Posté 24 mars 2011 - 08:47
Gavn wrote...
Okay so I rolled my Chaotic Evil Half-Orc Berserker. I wanted to play a full Orc, but that didn't work out as well as I'd hoped.
Stats were:
Str: 20
Dex: 18
Con: 20
Int: 6
Wis: 8
Cha: 8
I know we aren't supposed to tweak the stats, but I think I made up for it with the low Cha (reaction modifier) and Int/Wis (Illithids later on, can't dual class).
Well, you are right - we aren't supposed to tweak the stats. It is against the 'spirit' of the no-reload challenge to create a munchkin character like that. Surely the Str 19 (+4 to hit/+7 damage) and Con 19 you can get from being a half-orc is enough? That is equal to a hill giant, after all.
Modifié par Wierdo, 24 mars 2011 - 09:03 .
#895
Posté 24 mars 2011 - 09:02
Jeff W wrote...
Improved Bandit Camp is completely mad... wow.
When Wierdo did this, she sent some skeletons off to distract the bandits, but was attacked the bandit guarding the main tent just before her party went in. What happened is that the bandits took a few rounds to kill the skeletons, then kept coming into the main tent. The trick to surviving here was to kill the bandits inside quickly, and to then keep killing bandits, as they came in, quickly enough so that there were not too many at once. In the end, there were a lot of bodies.
The advantage Wierdo had here was that she always knew where her enemy was going to come from. Click on the picture to get taken to where I wrote about it on this thread some time ago:
Modifié par Wierdo, 24 mars 2011 - 09:07 .
#896
Posté 24 mars 2011 - 09:28
I always just wish you could get there a little earlier in the game. The start can be done quickly once you get the hang of it (especially with Unfinished Business and the Quest Pack, which add more easy XP to the early game), but it's annoying to have to repeat it over and over, and things like the bandit camp and cloakwood mines shouldn't be rushed. I almost feel you should be able to visit the city in Ch 4, perhaps, or that the game before BG should have been shorter, and the game after longer.Jeff W wrote...
Baldur's Gate is awesome. It's cool to come to the big city after spending the whole game in the boondocks. Too bad Athkatla in BG2 is so dreary and boring in comparison.
#897
Posté 24 mars 2011 - 09:29

First time any of my npcs have died... he was at full health and then bam -6 hp. Good thing he wasn't chunked, I guess.
I just realized that I let Drasus's boots of speed decay as well. I don't even know whether it was absentmindedness or legitimately because I couldn't get into the area because it was blocked by yet another invicincible pre-buffed mage. Wonderful... I can't believe I went through all that and don't even get the boots. Completely disheartened by this encounter.
#898
Posté 24 mars 2011 - 09:46
I'm tempted to start a new (fourth) install and maybe even play two games simulatenously, but my Black Isle folder is already 11 GB big! Maybe I'll see how Ch 5 goes, first - I could just die right off the bat, after all.
#899
Posté 24 mars 2011 - 10:22
Grey Clan Part 1(a)
So Wierdo and her party started off the Grey Clan quest by talking to Captain Jedrayan near Ramazith's tower. He sent Wierdo off to talk to Jusam and the Hall of Wonders.
This bad guy called "Tattooed Man" turned up and started getting all heavy on everyone, but Wierdo's band beat him up and he teleported away.

"First a gatecrasher, now a party pooper!"
The party tries to stop an attack at a house in Baldur's Gate, but is too late to save everyone.
All clues pointed to an attack on the Friendly Arm Inn, so off everyone goes!
Turns out that the inn map area is overrun by bandits! With the rest of the party invisible, Wierdo goes into stealth mode and kills most of the bandits by herself. However, she also recruiuts Xan a few times to help with a double fireball, which is especially helpful against invisible bandits standing behind their wolves.

"See the potion in front of the bandit? That is a fireball marker, left by an stealthed Wierdo."
The party gets into an unfortunate fight with some undead knights that used to be real knights:

"Those magic missiles sure look pretty, but don't penetrate the knights magic resistance."
The party then comes across a group of ogres / ogre mages. Wierdo and Xan fireball half of them, while Buddha and some skeletons keep the rest busy.

"Keep 'em busy."
Now off to the temple to see if anyone there has lived. Next installment: the Tattooed man (again)
Modifié par Wierdo, 24 mars 2011 - 10:40 .
#900
Posté 24 mars 2011 - 10:43





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