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Baldur's Gate 1 No-Reload Challenge


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#10951
corey_russell

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Good luck Aasim. Remember you could always use a spoiler tag around the Wiedu log - this way normally wouldn't be in post, but those that want to see it can.



#10952
Aasim

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Good luck Aasim. Remember you could always use a spoiler tag around the Wiedu log - this way normally wouldn't be in post, but those that want to see it can.

Ty. How do I wrap things into spoiler tags? I think I'll need those...



#10953
corey_russell

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Ty. How do I wrap things into spoiler tags? I think I'll need those...

Click the spoiler button to see your answer, Aasim!

Spoiler


#10954
Grimwald the Wise

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Never thought of using Spoiler tag to hide a Weidu log. Good idea!



#10955
Aasim

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Click the spoiler button to see your answer, Aasim!

Spoiler

Ty. Edited 1st post.



#10956
Aasim

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Feyn, 2nd update

 

Bassilus was slain. He pre-cast Blade barrier and opened with Unholy Blight which nearly killed Kivan

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but Xan nailed him with Wand of Lightning. 

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With Kivan memorizing Entangle (KR rangers/paladins gain spellcasting at level 4) and Edwin memorizing Webs, random creeps we encounter were usually easilly slain - Feyn has Ring of Free Action, while the rest of the party uses missile weapons from afar.

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Before tackling the bandit camp, I wanted one more Wand of Fire (I almost used up the first one from ankheg cave while fightnig Gnolls). I pre-buffed outside and summoned some skeletons to watch our vulnerable mages, while Feyn is to descend into Ulcaster himself.

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Once Wolf of Ulcaster is met, he summons Ghasts on top of my party - since everybody apart Feyn specializes in range and/or magic use, I wanted a clean meadow as a fighting ground.

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Wolf of Ulcaster was slain with massive potion buffs.

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Some northern areas were visited next. We fought against druids

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And then ran into bandits. I tought one has to know the location of bandit camp (i.e. kill Tranzig) to trigger this, but apperantly not - I never even saw Tranzig. As opposed to my usual runs, I decided to "join" the bandits. I gave Kivan a warning to remain silent - I don't want any vigilante machismo now.

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Of course, once Tazok shows up, Kivan goes very angry. 

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We fight. Luckily, the buffs from the forest are still active - Strenght on Feyn, Bless, Mirror images.

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Web gets tossed from Edwin. It's crucial to disable the oponnents asap. I have "NEJ Black Talon Elites", which are level 9 fighters - SCS makes them have GM in bows, and they hurt a lot.

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Webs and Fireballs deal with some of the minor troops, while Kivan and Feyn finish off Tazok. 

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More fireballs....

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Xan managed to Charm one of the Elite Talons - he's a worthy ally.

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Vankt shows up. Tiax immidiately summons his ghast, which in turn paralyzes him.

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Kivan now switches to poison arrows. IR tones these down slightly, but they're still very powerful.

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Few more rounds, Kivan gives his victory speech.

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#10957
Aasim

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I tought it was over, but no - Taugosz shows up. I completely forgot about him.

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Now we get a message that we should run....meh. No running now - we fight or we die.

Enemies spawn on top of us.

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We regroup, Tiax summons skeletons, and fight.

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Kivan kills Khossan.

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Gathered the loot, rest, and then a bandit shows up, says that Tazok is "ressurected" in Baldur's Gate....fine.

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Off to Cloakwood. Not much to say here - I fought only spiders, avoided all other battles apart Wyverns in the cave - BGT Spawn makes these areas potential game-enders by spawning Orc Mages - with extra 2 levels they become level 14, which in turn potentially gives the a 3x Skull Trap sequencer, which is leathal.

Lost Kivan in the entrance to mines, thus had to travel back to FAI to resssurect him. The battle was won anyway - their mages used a lot of summons (mostly Ogre berserkers, which while powerful, have a distinct weakness - Web&Entagle spells ).

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Davaeorn

 

I almost forgot to mention 2 more tweaks to my game. All invisibility potions/spells/rings etc. last for 4 rounds (apart Imp.invisibility, that would mess up AI too much). This means that I cannot protect my entire party with invisibility potions to avoid battle. In addition, this makes classes who have Stealth actually unique and Stealth something worth investing points in.

Second, when one drinks a potion, he's "paused" for two seconds (think Burning hands/Aganazar's scorcher - like). You can see how this looks in game here.

Hence, Davaeorn had to be dealt with slightly differently.

Still, a Pro Magic scroll was used on Feyn. Edwin summons some Hobgoblins and tosses a Web near the door were Davaeorn's troops come in.

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Battle lasted a while, and Kivan died again - a single Lightning bolt save failed and he's down. I lost my DPS machine.

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Desperate times, desperate measures. Wand of Paralyzation was used on 3 guards when Web expired and hobgoblins Edwin summoned were slain.

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I never saw Davaeorn use wands, but he apperantly does. Edwin panicks.

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But Davaeorn has no chance now. He finally dies to Feyn.

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We travel to BG now. Feyn now gets Ogre gauntles, giving him 18/00 strenght, which is a huge boost for him.

In the city, we do things quickly, disposing of possible troublemakers with some hefty powergaming.

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...meet Blink Dogs..

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....kill Ogre Mages - I usually don't fight this, but with Jarl's BGT Adventurepack one has to.

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And before you know it - we fight the Iron throne battle. No invisibility usage now - we fight head on.

Edwin and Xan open with the most devastating spell of them all - Chaos.

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Feyn, with fire immunity (Ring of Fire res + Potion of Fire res) charges in. Kivan gives them a world of hurt - Detonation arrows.

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Mages with MGoI survive, but not for long.

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Confused people tend to wander off - here's one.

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And two more for the end.

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Next, we go to Ice Island. Why? No idea, but I haven't visited that place ever since I play no-reloads.

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With SCS, this is usually a death-trap. Pro Magic scroll was used on Feyn, still the enemies managed to find us.

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Wand of Paralyzation was again very useful.

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Here's the full effect of +2 levels on mages. Imp.Mantle.

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Even better...Maze.

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I was actually happy with this - Maze could have easilly been a Cornugon or similar demon, which couldn't care less about Pro Magic.

They all died eventually - Pro Magic expired as Tellan was slain.

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Now we return to the city, and start The Grey Clan mod. You can read about it here, if you have never played it then don't read up on Feyn's 3rd update coming up, because it contains spoilers on this (very very nice) mod.



#10958
Aasim

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Feyn, 3rd BG1 update

 

Grey Clan

Spoiler


#10959
Grimwald the Wise

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@ Aasim,

For the Grey Clan Episode, the best way is to be prepared to run away and also to send in a load of summoned monsters.

It doesn't get any easier I'm afraid, but if you beat the mod in your first try, you can feel very proud of yourself.



#10960
Aasim

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@ Aasim,

For the Grey Clan Episode, the best way is to be prepared to run away and also to send in a load of summoned monsters.

It doesn't get any easier I'm afraid, but if you beat the mod in your first try, you can feel very proud of yourself.

I've played GC numerous times before, but never in a No-reload.  :)



#10961
Grond0

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Zart - elven wild mage (update 3)
 
Zart did the basilisks, using mainly the frost wand, before recruiting Korax for Mutamin.  A scroll of stinking cloud helped him go on to kill Kirian's party.
 
She then used potions of genius to learn some spells before heading to the lighthouse area.  Fireballs and summons killed the sirines and darts +1 the golems (level 8).
 
At the Nashkel mine she went invisibly down to Mulahey and summoned some gnolls to kill him before going on to fireball the amazons.  A single fireball was enough to make Tranzig run and become an easy victim.
 
On the way to the Bandit Camp she ran into an ambush where her high missile protection didn't help when bandits hit her with 3 criticals - that was potentially enough to kill her, but she just survived.  She looted the main tent there invisibly before running through the Cloakwood, avoiding encounters.  At the mine some wolves provided enough of a distraction for fireballs and scorchers to deal with Drasus & co.
 
She went down to Daveorn invisibly and used scorchers on the battle horrors, before a potion of magic blocking saw her through the traps to confront Daveorn.  One frost blast and a few more scorchers then took him down.
 
Zart has now arrived in the City ready for the final phase of her BG1 adventures next time.


#10962
Aasim

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Feyn, 4th and final update

 

Not much to say, and an untimely end - I ran into serious bug with a few select spellcasters - apperantly the SCS function to add +2 levels to mages doesn't go well with some mages - most notably, it breaks the scripts of some select oponnents - Krystin for example. I don't like this, and will retire Feyn.



#10963
corey_russell

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Sorry to hear that Aasim - why weren't you able to continue, or reload if it's a big bug?



#10964
Aasim

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Sorry to hear that Aasim - why weren't you able to continue, or reload if it's a big bug?

It's annoying. I.e. - Krystn should be level 14, yet she casts stoneskins and attacks with melfs meteors - she should be using things like Chain Lightning, Spell Sequencer and similar. It's nothing drastic and it only affects a few mages, but those few are "creme de la creme" mages of BG1, and I simply don't like a game with such spikes in difficulty. Reloading won't help much, they simply behave as if SCS was not installed at all. 



#10965
Grond0

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Gate70/Grond0 multiplayer attempt 48 - (update 2)
Atrax, half-elf druid (Grond0) & Lacca, half-elf cleric/mage (Gate70)

 

After their abortive attempt to get out of Candlekeep last time, this pair made a successful restart today.

 

There was a standard start with Shoal, though Lacca felt hard done by that the 5,500 XP from her death was insufficient to provide him with even one level.  He soon got that though with tasks in Beregost.  They included Silke, who was annoyed by being doomed (often this does not seem to turn neutrals hostile), but failed to cast a spell after being affected by the blind following straight on.

 

The only dangerous moment of the session occurred while travelling back south to Nashkel - a bandit ambush looked like it might kill Lacca, but fortunately their shooting was off and he was only hit once.  Arriving there provided Atrax with the ankheg armour - druids are about the only class this is really useful for.  Lacca was next to benefit from an equipment upgrade - the Ring of Wizardry from the FAI.  Then it was Atrax's turn again - picking up some bracers after Meilum was doomed, blinded, then held.

 

With such a large range of spells available most opponents suffered disabilities and the duo progressed through the Cloudpeaks without further problems.  Returning to Nashkel Atrax spoke to Oublek who appeared to mistake her for Greywolf.  Gate70 found that odd, but I suspected it was the result of a multiplayer glitch.  On further investigation Gate70 agreed that was possible as Lacca was male (despite his picture showing a man in touch with his feminine side :D).  The session ended with Neira casting in vain at Atrax running out the door.  Before she could try anything else she was silenced and shortly afterwards she was held.

 

Stats:

Atrax, druid 5, 38 HPs, 61 kills

Lacca, cleric 4 / mage 3 , 20 HPs, 24 kills, 0 deaths



#10966
corey_russell

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@Grond0: Good to see your duo doing well!  About your quote:

 

Grond0 said...
 Arriving there provided Atrax with the ankheg armour - druids are about the only class this is really useful for.

 

Perhaps in your install, but not so for EasyTutu. Corbeast (a beastmaster) was solo in BG 1, and without being able to use the Ankheg armor, it would have been much more difficult. Ankheg is also a godsend for weak plate using characters, such as Viconia. I agree though, that ankheg armor is ideal for a pure druid.



#10967
Grond0

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Zart - elven wild mage (4th and final update)
 
The final update is always a tale of triumph or disaster, but sometimes that's laced with comedy or tragedy - or both, as in this case :wacko:.
 
Zart got the tomes in the City and returned to Candlekeep.  To be 'safe' there she used a scroll of magic protection and then used the violet potion to get her strength up to 25.  She was about to use a potion of fortitude to boost her constitution score, but was in no condition to do so!
Death.jpg
The violet potion reduces constitution to 3, but she was also wearing the Claw of Kazgoroth, which takes off a further 2.  She had enough HPs (32) to just survive the -3 HP adjustment applied for constitution 1, but I had forgotten that the constitution penalty for losing a familiar is applied as a modifier to an existing score, rather than a permanent adjustment - it appears that took her constitution down to 0 ...


#10968
Grond0

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Zart{2} - elven wild mage (1st and final update)
 
After her slightly unfortunate demise I would have restarted Zart, but hadn't taken a save for her.  Instead I created a new character of the same name.  Her stats were generally reasonable, though the constitution of 6 was a bit of a worry.  As it happened though that was not a problem; travelling to Firewine Bridge to get Meilum's bracers she was confronted with a kobold ambush.  Without thinking too much I sent her off angling down and right to run past those - her failure to run directly downwards meant that the basilisk belatedly arriving in the ambush just had time to get a gaze attack in before she was out of sight ...


#10969
Grond0

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Zart{3} - elven wild mage (update 1)
 
I've started a third random version of Zart.  She has had a quick and trouble-free exploration of the wilderness areas and is about to dive into the Nashkel mines.  The only spells she's cast so far have been Friends, but she's used wands quite a bit as well as her darts.  In addition she's got a pseudo-dragon familiar and has made use of the significant combat ability that provides (good AC and chance to sleep opponents on hit).
 
Her stats are the best of the three versions, although constitution is again low - even having used the tome, a score of 8 means she would incur a HP penalty if she used the Claw of Kazgoroth.  Her HPs are already a bit below average, so I think I won't bother with the Claw this run.
RecordL8.jpg


#10970
Grond0

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Zart{3} - elven wild mage (2nd and final update)
 
Zart continued to make smooth progress - until she didn't.  
 
After using invisibility at the Bandit Camp and the Cloakwood she fireballed Drasus & co and then used a potion of magic blocking and some ogres on Daveorn.
 
In the City she recharged her wands and bought a few more spells.  She then quickly obtained the tomes - summons providing cover while she scorched Jalantha, Marek and Ramazith.
 
After sneaking into the Iron Throne she returned to Candelekeep and this time successfully used the violet potion to allow her to loot the tombs.  I wasn't paying full attention though to the fight with the phase spiders and didn't react in time when Zart failed to move in response to a command - as a result she got poisoned.  She quickly finished off the last of the spiders and I assumed that she would then be able to rest (to neutralise the poison).  However, the game wouldn't allow a rest attempt. 
 
I don't think there was any reason why she shouldn't have been able to rest - the web trap hadn't been activated.  In retrospect I should have saved the game and reloaded as that normally clears that type of glitch.  However, I didn't and Zart soon lived up to her name (meaning delicate).


#10971
Grond0

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Gate70/Grond0 multiplayer attempt 48 - (update 3)
Atrax, half-elf druid (Grond0) & Lacca, half-elf cleric/mage (Gate70)

 

Today's session saw the casting twins well on their way to clearing the Sword Coast.

 

They started off at the Nashkel mines where blindness prevented Mulahey from seeing his doom.  Blindness and silence should have sorted out the amazons as well, but Lamalha saved against silence unexpectedly.  That led Telka to get a shot at Lacca.  She was both commanded and charmed, but got up still firing and it was fortunate the second hit on Lacca wasn't a critical.

 

Silence did its job against Nimbul and Tranzig to open up a route to the Bandit Camp.  Taugosz was charmed there, to provide a bit of help against the bandits, before being held for disposal.  Inside the main tent Lacca sanctuaried in and silenced everyone to allow an easy victory.

 

After buying a few spells the duo went basilisk hunting, using Lacca's spell protection.  Mutamin was silenced before Kirian's group were pre-blinded and she was silenced before suffering a shocking attack.

 

Bassilus suffered multiple failures against spells from Lacca and a couple of nymphs, even before Atrax's doom arrived.  At the Lighthouse area the sirines proved helpless against a skeleton-led assault.  The golems did somewhat better, the last one forcing Atrax to retreat and heal before finishing it off.  

 

The ankheg nest provided even more funds to ensure everything worthwhile could be bought at Ulgoth's Beard before the duo moved on with the main quest.  A quick trip through the Cloakwood ended with Drasus and co being silenced and slaughtered.  There was a much more even battle in the mine where Hareishan and her guards did plenty of damage to both Atrax and Lacca, forcing an invisible rest before finishing them off and moving down to Daveorn.  The first battle horror was pulled back and killed before Lacca dropped a skull trap on the second and Daveorn.  Atrax then used a potion of magic blocking to help tank them while Lacca provided ranged support.

 

Stats:

Atrax, druid 8, 54 HPs, 162 kills

Lacca, cleric 6 / mage 5 , 28 HPs, 71 kills, 0 deaths



#10972
Grond0

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Zart{4} - elven wild mage (update 1)
 
The latest randomly generated Zart is on her way.  She has done all her intended adventuring in the wilderness and arrived at the Nashkel mines.  
 
There have been a couple of nasty moments involving the familiar during her journeys.  The first was when she attacked Albert when he failed to disappear after being told Rufie was safe (I've noted this tends to be the case when they are widely separated).  I don't remember attacking him before and he hit rather too hard for comfort!  However, he didn't appear to have any spells or special abilities and Zart was able to take revenge for the death of her dragon.  The familiar was in trouble again when the worgs in the lighthouse area criticalled it for 20, breaking its morale.  Zart came in as a distraction and was immediately criticalled himself, but did successfully lead all the worgs away.
 
She's the first one of her name to have slightly above average HPs at this stage.  They're still dangerously low of course, but every little helps!
RecordL8-1.jpg


#10973
corey_russell

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@Grond0: Ouch! Sorry to hear all of your wild mage debacles! Best of luck with your 3rd attempt.



#10974
Gate70

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Wild mage... random roll... no healing potions..  :lol: 



#10975
Gate70

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Some spare time so I started a new monk but he took a double hit from Caldo and Krumm.

 

Oh well, maybe I had a run already parked? Last update I can see was 26 May, loading the save saw Neera mention Adoy and his enclave. The saved party look as though they may struggle in here, and so it proves. Neera runs away from two bodyguards while Hewer has blinded a mage and poisoned Ekandor through his stoneskins with the Dagger of Venom. Good job too as they almost overwhelm the party anyway.

 

A couple of chromatic orbs cause minor damage to the bodyguards as Hewer envenoms an ogre berserker, glugging healing potions as spells damage him. Aganazzars Scorcher should have turned the tide but Hewer uses it to set fire to both bodyguards, the ogre and the blinded mage.

 

Rasaad drops the mage as Hewer re-applies venom to the berserker (dies) and then to Ekandor. Imoen is unconscious and a bodyguard switches to her so Rasaad and Hewer kill him before he can strike a second blow on the stricken thief.

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Ekandor is poisoned for a third and final time as the second bodyguard chases Neera. She runs around two monks and four fists are used to distract this final foe. Imoen is running scared by this time so it is a relief to see Rasaad connect a final punch.