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Baldur's Gate 1 No-Reload Challenge


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#9501
Grond0

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Serg BlackStrider wrote...
Yes, playing strictly solo is completely different story. But even then is traveling to the Shipwreck's Coast less risky in terms of ambushes compared to the traveling to the Beregost? 

Playing solo, yes. The only ambushes that offer any threat are those with archers and there aren't any of those going to the coast. Going to Beregost via High Hedge there's only a small chance of getting a single archer - normally not a problem for a level 3 or 4 character after Shoal, although some classes will be vulnerable at level 1. Going the other way you risk a bandit ambush, which is bad news early on ...

Modifié par Grond0, 21 décembre 2013 - 06:33 .


#9502
WaterMane

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 Brutus Half-Orc Fighter/Cleric Update 2:
Traveling with:
 Imoen, Edwin, Kivan, Ajantis, Xan
Difficulty: Core
Mods: SCS v21

The group has completed a number of other quests and killed plenty of ankhegs since last reporting in which has gotten Brutus lvl 5 cleric. With the ability to summon skeletons the group takes on the Nashkel Mines with ease including the improved final battle. The fight with Mulahey was not particularly difficult as the extra kobolds added to the encounter are still susceptible to sleep. 

Next up is Ulcaster. Icharyd was solo'd by Brutus while the rest of the group stayed off screen. His lightning strikes tickled slightly and the fight was easily won. Within the ruins the Wolf of Ulcaster (replacing the vampiric wolf) proved a worthy foe. The Wolf's howl was easily countered with resist fear but he had other tricks up his sleeves. He and his ghoul summons managed to immobilize Kivan, Ajantis and Imoen. Imoen being fairly squishy died to several ghoul hits. With Kivan and Ajantis still stunned this left just Brutus to carry the group to victory as both of our mages were invisible off screen. A couple of flail slaps later and the Wolf was defeated. 

We had tried taking on the Bandit Camp as well but the entire camp plus added mage (all bandits rush the group on zone in) was too much for the group to handle so we had to run off of the map and re-enter from a different direction. Again we were forced to run away, this time to gain more strength before attempting the fight again. The group headed to the Firewine Bridge area where we had a bit of trouble with the Ogre Mage. The Ogre Mage went invisible and started casting buffs which were getting pretty scary. We decided to run away from this fight to rest and have ready more appropriate spells (detect invisibilty). After resting we returned to the bridge and successfully took the ogre mage down and continued into the ruins which were cleared slowly with summoned skeletons leading the way. 

Having not gained very much strength since our failed attempt at the bandit camp the group heads for Ulgoth's Beard. We speak to Shandalar and are ported to the ice Island. Once inside we approach with caution the first 3 mages. Edwin and Xan cast web, stinking cloud and a scroll of cloudkill found earlier which kills Marcellus outright. Next the mage duo casts a few skull traps to take out Beyn. Andris escapes us for now but we find him at the exit huddled next to Dezkiel. All of the enemy mages started out invisible which could not be dispelled using detect invis so we found the best way to deal with them was summons and charges from our wands of paralyzation to cease their casting. 

The party will be skipping the Balduran Isle's for now and probably not go there at all this play through as theres probably enough exp to be had at Durlag's Tower where we'll be heading next. The upper levels and basement didn't cause any trouble as usual. Labyrinth lvl 1 was also a breeze. I should note that I do not have enhanced Durlag's Tower or doppelgangers installed so the tower as a whole shouldn't be much of a challenge. This proved to be true as the group navigated the remainder of the dungeon's levels with ease. Ajantis nearly died on the demonknight fight as he got power word stunned but the rest of the group was able to finish the fight from range before Ajantis fell. We've returned to Ulgoth's Beard and have refreshed the charges on a wand of monster summoning to help in the upcoming bandit fight. Brutus is presently F6/C7, nearly F7.

Modifié par WaterMane, 22 décembre 2013 - 03:06 .


#9503
Grond0

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Xena - human wild mage (3rd and final update)

The doubters in the audience proved correct as some careless play saw the end of XenaImage IPB.

She'd earlier cleared the lighthouse area and picked up the tome from Durlag's Tower before going through the Nashkel mine. 

At the Bandit Camp she relied initially on her -16 to missiles adjustment against the normal bandits, but did use a couple of wand charges on Taugosz. In the main tent Xena used a scroll to blind Hakt and then tried to finish off the others with a potion of fire breath and wand scorchers.  Venkt's mirror images and good saving throws gave him some protection and he cast horror.  That was no surprise and Xena was protected by the Green Amulet.  I had actually considered putting the familiar into her backpack to avoid the danger of being caught by the scorcher, but decided not to bother as it should be out of range anyway.  However, Xena had wandered a bit too close in using the scorcher to kill Hakt and the familiar was scared.  I still felt there was no real danger in using another scorcher from close to Venkt, but the familiar proved incredibly persistent in heading for immolation and, despite not ever actually crossing into the line of fire, eventually managed it.  Xena shrugged off the shock of its death to finish off Venkt and I presumed that would make her safe.  That was based on thinking he had only tagged Xena with a single acid arrow and I didn't bother taking an immediate healing potion; in fact he must have managed another one just as he died as her remaining HPs disappeared and she followed him into oblivion.

#9504
Grond0

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Sounds like good progress WaterMane - keep it going.

#9505
WaterMane

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Brutus Half-Orc Fighter/Cleric Update 3 (Final):
Traveling with: Imoen, Edwin, Kivan, Ajantis, Xan
Difficulty: Core
Mods: SCS v21

Having completed Durlag's Tower the group is finally ready (overly ready really) for the bandit camp. I don't know why I forgot to use a Web and ranged weapons combination during my first visit but thats the strategy we went with to great success. We could have, and should have, used those tactics at a much lower level but we also had other powerful spells such as haste and protection from normal missiles which helped make the fight trivial. Perhaps something bugged with our previous running away but we did not run into the mage or Hakt who carries the Long Bow of Marksminship. Maybe killing the main enemy of the camp did it which ended the event? Anyhow, after the bandit camp came the cloakwood forests and mine which we stormed through. Next stop is Baldur's Gate. 

The group skipped many of the quests available in the large city but did complete ones that yielded critical gear such as those offering the Helm & Cloak of Balduran and ring of protection +2. Upstairs in Sorcerous Sundries we wiped out the mages there with a couple of skull traps. We accepted Ramazith's quest but instead of wasting time dealing with the nymph we simply followed him inside and took what we were after along with his life

Fast forward quite a bit and we're at the second to last group battle in the Undercity. Edwin goes invisible and scouts out the enemy group but the mage casts detect invisibilty this time (probably due to SCS). This exposes Edwin and he scrambles back to a completely unbuffed team. We make due with a couple of buffs that we're able to cast while the enemy was in transit to our location along with a quick burst of minions from a monster summoning wand. Victorious we were but it was a messy win. Apparently their archer had some arrows of detonation at his disposal, two of which landed squarely on the group. These shots dealt most of the damage shown. 

In preparation for the fight with Sarevok I had lined up and organized a number of potions for each party member to down (in order of duration) leaving the potion of Magic Blocking for last since it only lasts 5 rounds. As Sarevok is pulled I have those who have a Magic Blocking potion drink up. I didn't know that it removed all of the previous buff effects from spells and potions! Oh well the fight with Sarevok didn't last long. Kivan landed an arrow of dispelling on Sarevok to get rid of his haste and he was quickly surrounded. Death swooped in to claim Sarevok seconds later as Ajantis stole the final blow. You can see that everyone except Ajantis had a Magic Blocking potion. This time around I found the final fight to be much easier than in my last play through likely due to removing haste from Sarevok via dispelling arrow. Some of his mage lackeys were in the fight but quickly went invis to buff up leaving Sarevok alone and unprotected just long enough for him to fall without interruption. 

Image IPB

Modifié par WaterMane, 22 décembre 2013 - 10:41 .


#9506
Grond0

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Well done WaterMane - best of luck in Amn.

#9507
Serg BlackStrider

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Congrats, WaterMane! Safe travels in Amn!

#9508
Grond0

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Umbra - elf wild mage (update 1)

I've started a new wild mage, but since I've been doing so well with them lately I've made things a bit tougherImage IPB.  I've done a modded version of BGEE for the first time, adding in SCS, aTweaks, BG2 Tweaks and Item Randomiser (I left 20% chance of finding things where expected).   I've already had a couple of abortive attempts reviewing differences and trying out early strategies.

The SCS calls for help mean that using spells will be even more dangerous than in BGT, but they're likely to be essential to make progress given I won't be able to find items to use very easily.  The familiar now has only 12 HPs, so a single critical blow from anything is likely to kill it, which makes it more difficult to use it to run things round.  Along with my unfamiliarity with changes brought in by BGEE I thus don't rate my chances highly of getting too far and I don't know if the encounter at the palace will even realistically be possible.  However, there's a long way to go before that! 

After noting in Candlekeep that Carbos & Shank poison their weapons, I had a bit of a shock to the system when I tried to get the familiar to go invisible, only to find that BGEE has removed that ability as well as reduced HPs.  I hadn't originally been intending to kill Shoal, but the lack of familiar invisibility changed my mind.  Umbra then went to patronize Thalantyr to get an invisibility scroll.  She spent the rest of her money on magic missile, shield, friends and blind.  With spell learning chances so low, she didn't try learning any of them there though. 

She made her way down to the West of the main road (to avoid bandit ambushes), running away from all encounters with the familiar in her backpack.  Safely arriving at Nashkel, she bought the red potion at the Carnival to guarantee learning her scrolls.

She's just had her first wild surge while trying to blind Vitiare - fortunately that was a beneficial one.

Image IPB

#9509
WaterMane

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@Grond0
Thats quite a number of changes to implement all at once, best of luck with your run! Third time's the charm right?

#9510
Serg BlackStrider

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@Grond0: you set yourself on quite a challenge! Wish you all the luck, intelligence, wisdom or whatever else may help you to beat it! About your setup - while I'm really love SCS and didn't tried aTweaks as of yet I should mention that I'm already love Randomiser as well. It completely changes your *usual* approach to the game thus bringing a fresh air into the gameplay.

Safe travels!

#9511
Grond0

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Thanks both. I used to play with aTweaks regularly and that made the game a lot harder - particularly changes to demons and fey creatures. However, the changes it makes to creatures are not yet compatible with BGEE, so I don't think it will greatly affect gameplay for me at the moment. Still, installing all the tougher challenges from SCS will provide me with something to think about while I'm searching for that latest random treasure!

#9512
Grond0

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Umbra - elf wild mage (update 2)

Umbra made her way up to Beregost, her invisibility allowing her to wave at some bandit ambushers on the way.  She also used it to target sleep on Zhurlong's hobgoblins and Mirianne's ogrillons - casting from out of sight range meant that a wild surge against the latter was no problem.

In Beregost the familiar acted as a door blocker to allow a couple of sleep spells to disable all the spiders and did similar duty with Karlat (still took a while to finish him off as only criticals were hitting). Perdue, Zhurlong (L4 - +5 HPs), Mirianne, Marl and Firebead were talked to - the last of those handing over a nice scroll case.

Sleep saved Arabelle from some xvarts as Umbra headed south again to pick up Samuel.  He was returned to the FAI without incident.  Joia got her ring back and Umbra bypassed Tarnesh to give Landrin his things and pick up the pantaloons.  A quick trip south also picked up Unshey's belt from a sleeping ogre and that was returned.  However, there was a first mistake of the run when emerging from the FAI without recasting invisibility - fortunately there was no wild surge as she did that in front of Tarnesh.  I didn't expect him to be susceptible to sleep, but tried it anyway and he duly started snoring.

At the Valley of the Tombs Umbra picked up potions of invisibility and freedom from one tomb.  One of the sarcophagi in the ghasts' tomb can't be looted invisibly, so she pulled the ghasts outside for darting.  That was no problem apart from doing it during a storm.  That proved profitable as she picked up the boots of speed (the first thing worth having from any of the hidey-holes she's investigated so far).

On to Firewine Bridge, where Umbra spent a while running Meilum round.  As she now has a clear movement rate advantage I kept the familiar in her backpack rather than risking a mistake with that.  Regrettably he just had a +1 mace. 

#9513
WaterMane

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@Gron0
Great find on the boots of speed, should makes kiting much easier. What mod allows for getting struck by lightning? Thats pretty cool but I guess the odds of it happening in BG are much greater than IRL lol.

#9514
Grond0

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WaterMane wrote...

@Gron0
Great find on the boots of speed, should makes kiting much easier. What mod allows for getting struck by lightning? Thats pretty cool but I guess the odds of it happening in BG are much greater than IRL lol.

The boots of speed are arguably the best item in the game for Umbra, so a good find indeedImage IPB.  Vanilla BG1 had lightning strikes, but I think the code was bugged so they weren't doing damage.  They do 50% of base HPs, so if you get struck once it's a good idea to take a potion immediately in case of a follow-up strike.

#9515
Grond0

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Umbra - elf wild mage (update 3)

Umbra's done better than I expected and cleared quite a few areas now.

She started off the session by heading south from Nashkel.  She was fortunate that blindness worked first time on both Delgod and Alexander (as they go hostile at the attempt and she didn't want to be targeted by missiles).  After killing them Sendai was helpless against run & shoot tactics, though it took a while to wear her down.  After resting Umbra tried blinding Zal & Vax.  Both saved initially, but both failed at the second attempt (more dangerous as a surge while in sight of a hostile opponent is much more likely to be fatal).  While chasing Vax around she also came across a winter wolf - good job she hung on to Gorion's belt!  Zal caused more trouble by leading her into some kobolds - kobold commando fire arrows are much more vicious than in BGT!  However, she eventually managed to finish him off, picking up some boots of grounding (L5 - +4 HPs).  Umbra saw Rufie safely home before going to empty her inventory and restock up on darts (almost 900 used so far).

Caldo & Krumm both saved against initial blindness, so got run around until dead (along with an interfering dread wolf).  They had nothing on them, but the useful ring of energy was in the dire wolf cave.  She also picked up another potion of invisibility from one of the gnoll robbers.

At the Gnoll Stronghold Gnarl and Hairtooth were not subject to sleep, but were darted easily enough.  They had the gauntlets of dexterity (first time I've seen someone having their original items).  A wild surge trying to sleep the kobolds in the treasure cave could have been nasty, but only silenced everyone.  The cave held a wand of lightning, so another attacking option for Umbra.  Invisibility, sleep and darts also took her on to save Dynaheir, though she was told to run away.

North and Umbra paid a price for me being a bit tired after all that running round as she was just too slow to evade a bear paw.  After finishing it off more carefully she rested and then used friends to talk to the merchant - still only getting 50 gold pieces though.  Neville was blinded at the second attempt and eventually hunted down to get his dispel magic scroll.

At the Xvart village a cave bear was blinded and darted in its cave to grab some AC8 bracers (as normal).

After putting more equipment into store Umbra went over to the coast to help Charleston Nib (though without annoying the Doomsayer) and then got a lift back to Nashkel with Brage.  Back at the coast some worgs were slept to help Ardrouine out before she raided the pirate treasure.  She needed two trips to get all that and dealt with some half-ogres for Bjornin in between.  The only loot directly of use was the tome of constitution, but other items included the valuable full plate +1.

With reputation now up to 20 Umbra bought some scrolls and the Claw of Kazgoroth at High Hedge and then travelled up to Ulgoth's Beard.  On the way she risked casting invisibility when robbing the ankheg nest.  Also made a first use of the ring of energy to try and disrupt Tenya (failed so had to nip into the house to avoid a hold person).  At Ulgoth's Beard she bought a few more scrolls.  The green amulet and cloak of displacement were not there, but, surprisingly, the ring of invisibility was and she snapped that up.

At the FAI she bought 4 potions of genius and used those to ensure she could learn all her scrolls.  With her newly learnt minor spell deflection she attacked Neira and blinded her at the second attempt.

#9516
Grond0

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Umbra - elf wild mage (4th and final update)

Umbra did rather better than I expected, but I eventually managed to get her killed.

The first stop was to loot Ulcaster.  Used protection from fire spell, but forgot to remove Gorion's belt and was lucky to survive the first fire trap in the dungeon.  There was no wand of fire, but she did pick up a +2 ring of protection.

On to Durlag's Tower where she attempted to kill a couple of battle horrors.  She used her wand of lightning for the first time here, only to find that the bolt of lightning actually bounced off the horror itself and badly hurt herself!  She used the ring of energy to finish them off (L6 - +4 HPs).  Inside the Tower she used MSD to check where the tome normally is - finding a +2 mace instead.  Downstairs, she spent a while running around while clearing a nest of ghasts before going outside the tower (having cast protection from petrification).  She used spells to kill those (resting invisibly after each one).  There were two wild surges while doing that, one of which I thought initially was the end, but the hold effect must have been targeted on the basilisk.  However, she survived to finish them off (L7 - +5 HPs).  The container on the top of the tower had another wand of lightning.

While in the mood for basilisks Umbra went to Mutamin's area and tackled another collection.  This time she made use of chaos shield for the first time and quickly worked her way through the scattered lot.  Korax was recruited for Mutamin and eventually managed to tag him when at near death.  Mutamin had the ankheg mail and a wand of fire.  Umbra used Mutamin's scroll of stinking cloud on Kirian's party and that allowed Korax to paralyse her.  Kirian was killed with skull traps while Umbra dodged Peter and then Peter was finished off before her improved invisibility expired.  A couple of lightning blasts accounted for Baerin and the last 2 from her original wand for Lindin.  They all seemed to have pretty standard equipment.

After reducing her inventory Umbra went in search of the Red Wizards of Thay.  The first one to die got her to level 8 (+5 HPs), but the others were pretty well protected by mirror image, shield and minor globe.  However, she made progress and got down to only Denak left after already using a potion of magic blocking (to defend against emotion).  At that point I thought he might be out of spells and got slightly distracted by RL events.  Thus, when Denak sent off a double magic missile minor sequencer, I didn't react in time to take another potion of magic blocking.  I think Umbra had about 30 HPs at that stage, so probably had a chance of surviving, but she didn't quite make it.

Edit: and, by the way, Merry Christmas to everyone.

Modifié par Grond0, 25 décembre 2013 - 01:38 .


#9517
Grond0

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Candy - elf wild mage (update 1)

Using the experience from attempt with Umbra I'm having another go.  This time I'm intending to be far more aggressive with use of magic, so progress should be rapid one way or another.

So far Candy has killed Shoal, learned invisibility, done most tasks in Beregost and travelled down to Nashkel.  She's just found Noober's conversation illuminating enough to get to level 4.

Image IPB

#9518
corey_russell

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Sorry to hear of Umbra I's death Grond0 - best of luck with your new attempt. And Merry Christmas to you as well.

#9519
WaterMane

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@Grond0
Another wild mage bites the dust, sorry for your loss but I'm sure your persistence will pay off in the end. I've got about 5 hours until Christmas here but Merry Christmas!

#9520
Grond0

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Candy - elf wild mage (2nd and final update)

Thanks both, but unfortunately Christmas didn't prove too happy for Candy - an annoying end to a promising run ...

Candy had done all the encounters Umbra did, with the exception of the basilisk and Red Wizard areas, as well as a few additional ones.  Items found worth more than money were both the dexterity and constitution tomes in the pirate cave, the amulet of shielding on Meilum and the wand of monster summoning in Durlag's Tower. One oddity noted during encounters was the gnolls attacking a defenceless Drizzt. I thought Candy might as well hang around invisible to see if they could kill him so she could pick up his equipment - they could.

With the loot from her travels she bought the Claw of Kazgoroth, various scrolls and just acquired the invisibility ring.  I had been leaving spell learning up to chance, but decided to use the red potion to ensure she got improved invisibility as that is helpful in dealing with spell casters.

She'd had plenty of surges, including having to save against being held while being chased by Greywolf and held with no save a couple of times outside combat.  She also lost a few thousand gold, but was looking in good shape as she was about to finish off the basilisks on top of Durlag's Tower.  However, after resting invisibly before taking on the last one, guess what I forgot to doImage IPB.

#9521
corey_russell

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@Grond0: Hmm, basilisks get you once again...aside from the duchal palace dopplegangers, they got to be your #1 enemy.

Corey_Russell/Dogdancing Multi-Player no-reload
Hewitt - gnomish cleric/thief, controlled by CR
Wewa - dwarven berserker, controlled by Dog

The duo continued to make progress - no deaths or really any near deaths even. We obtained things like belt of crushing, full plate, dex gauntlets, medium shield +1 for Wewa, and things like +2 warhammer, club, large shield +1, belt of piercing for Hewitt.

Our last major task was we just took out Bassilus - pretty easy with berserker enrage. Run smooth so far, but much more to go.

Modifié par corey_russell, 25 décembre 2013 - 06:55 .


#9522
Serg BlackStrider

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Impish Face & Co @Bandit Camp 

We checked the Larswood for any traces to the Bandits Camp. Cleared the whole map (Osmadi nearly killed Imoen with Call Lightning, but aside from that there were little issues here). Finally we have met Teven and pretended that we want to join them. That allowed us to avoid to fight the whole camp at once (or we thought so...) and just storm the main tent immediately. The fight inside was pretty clean - Khalid poisoned Venkt with arrow of biting a split of second before his pre-buffs fired, we add a Stinking Cloud + Horror + 2 Webs = battle won with none of us took a single scratch. Found a Robe of Good Archmage, Braces of Archery and Scroll of Spell Thrust here:

Image IPB Image IPB Image IPB

Image IPB Image IPB Image IPB
But outside the tent a pleasant surprise waiting for us - Taugosz, Ardenor, all other bandits AND Molkar with his gang all at once! Short of disabling spells after previous fight and for whatever reason being trapped at the entrance (I couldn't click the door to run back inside) we hit with a single Stinking Cloud from the scroll (fortunately we had a pack of Skellies there as well for some distraction), add some Blindness / Hold Person and then spammed Fireballs / Flame Strikes like there is no tomorrow. The fight was intense and hot but eventually we prevailed and no one died (though there were some close calls for party members with Impish Face never being in danger due to all his buffs). Got Boots of Speed, Full Plate Mail, Boots of Grounding, Chainmail +2 here:

Image IPB Image IPB Image IPB

Image IPB Image IPB

Looted the rest of camp (via multiple Rest/Knock spell) and now en-route to Beregost under heavy load of goods.

to be continued...

Modifié par Serg BlackStrider, 27 décembre 2013 - 03:14 .


#9523
PicklePepperPiper

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Hi everyone,

Creeping back onto the boards to give the NR another go because I rolled up one of the best characters in a looong time (and finally have some free moments over the chrissy break to play BG). Presenting to you Turil, the elven archer with a godly roll of 95(!!!):

STR 18/90
DEX 19
CON 17
INT 9
WIS 14
CHA 18

Taking him solo, cleanish BGT:

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~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 #2 // Super Happy Fun Lucky Modder Pack: 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 #102 // Cromwell's Forging Actually Takes a Day: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: 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
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.15 (11 Jun 12)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v11
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v11
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod: Widescreen Mod v2.2
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v11
~SETUP-BGTTWEAK.TP2~ #0 #100 // Eldoth reminds of Skie's ransom: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #400 // Add Semaj's Cloak and Upgraded Koveras' Ring of Protection: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #500 // Major locations explored upon visit: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #600 // Druid/Ranger-responsive bears in BG1: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #800 // Import more items into Shadows of Amn (WARNING: This can be considered a cheat): 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1000 // Bags of the Sword Coast: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1101 // Altered spawns -> TuTu-style levelled spawns: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1300 // Coran responds to the death of a wyvern: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1400 // More bandit scalps: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1502 // Altered item shattering -> Make armor and shields shatter: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1600 // Hooded unarmoured mages: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1800 // Import more NPCs into Shadow of Amn: Alora: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1801 // Import more NPCs into Shadow of Amn: Branwen: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1802 // Import more NPCs into Shadow of Amn: Eldoth: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1803 // Import more NPCs into Shadow of Amn: Kagain: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1804 // Import more NPCs into Shadow of Amn: Kivan: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1805 // Import more NPCs into Shadow of Amn: Sharteel: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1806 // Import more NPCs into Shadow of Amn: Skie: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1807 // Import more NPCs into Shadow of Amn: Xan: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #1808 // Import more NPCs into Shadow of Amn: Yeslick: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2100 // Exotic Weapons For Taerom: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2400 // Enemy items shatter: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2600 // Prevent access to Durlag's Tower from adjacent areas: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2700 // Put Sword of Chaos +2 in Sarevok's inventory: 11 (5 Feb 12)
~SETUP-BGTTWEAK.TP2~ #0 #2800 // Reputation Resets at Beginning of BG2: 11 (5 Feb 12)
~SETUP-BGTMUSIC.TP2~ #0 #1 // Baldur's Gate Trilogy - Music -> Hybrid Baldur's Gate/Shadows of Amn/Throne of Bhaal Music

Here we go!

EDIT: Ah dear. Starting THAC0 is 12, this is going to be fairly breezy in BG1 I think...

Modifié par PicklePepperPiper, 28 décembre 2013 - 11:53 .


#9524
PicklePepperPiper

PicklePepperPiper
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I was right, Turil is ripping through the early portion of the game. With all the easter egg items and an archer having no need for rings of wizardry, ankheg armor etc. money is rustled up extremely quickly.

After a couple of hours Turil is ready to face the bandit camp, (cloak of dis, boots of avoid and girdle of piercing offering -13 AC against missiles) with his own bracers of archery contributing to a very low THAC0. He is currently lvl 6 (easy XP from Shoal, Brage, Melicamp and so on).

Operating on a "shoot first, questions later" premise which often means enemies are cut down before they even get close.

After bandit camp Turil will snatch up the tome of CON before taking on Cloakwood.

-PPP

#9525
Serg BlackStrider

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Nice to see you back in action, PicklePepperPiper!