Baldur's Gate 1 No-Reload Challenge
#1376
Posté 23 mai 2011 - 12:30
Anyway, to the Tale of Merrus.
Merrus flees from Imoen outside Candlekeep, and is then almost killed by a wolf. Entangle, Cure Light Wounds and one of his two healing potions see him right, though. He picks up Gorion's stuff and heads to Beregost.
Merrus calms Marl down but then has an "argument" with Algernon. I think Hard Times makes his cloak's charges limited, and I'd feel cheesy using it anyway, but the +2 Cha is nice. I probably should have put those spare points there too so that I'd have 19 now, but never mind.
On the road south, an Entangle proves insufficient to deal with a pair of Ogrillions, so Merrus flees. In Nashkel, he speaks with Noober and gains much wisdom, and then heads to the carnival where the Amazing Oompah makes a nuisance of himself. However, dealing with him provides enough experience for Merrus to reach L2. He has also have the first dream, giving him a Larloch's Minor Drain (my mini-mod changes the first Cure Light Wounds to Bless to make the good powers less better than the evil ones, so Larloch's was a better option here I think).
#1377
Posté 23 mai 2011 - 12:49
Alesia_BH wrote...
Whether you are using it as a Trap or just as an AoE spell it's a very good spell. At high levels, it is arguably too good: there is a reason why DavidW decided to nerf it in SCS.
You may be asking whether others think it is "cheesy" to use it as a trap. I'm sure there are many different answers to that. I don't have a problem with it- though setting a bunch and repeatedly resting lies outside my bounds.
I've been using it as a trap so far. It suits my playstyle very well as I can place the skull traps & then put my armour back on before combat.
As it stands, I'm happy using it for this game. I only have space for two level 3 spells and Lord is now at the level cap so it wont be getting any more powerful.
I read up on SCS and I think I will definately be using the mod for future characters.
Edit:
And I agree, setting loads of any kind of trap & resting repeatedly crosses the line.
Modifié par Grimbergenme, 23 mai 2011 - 01:07 .
#1378
Posté 23 mai 2011 - 01:11
The Fred wrote...
I've never really liked Skull Trap because I find it hard to use it well without setting it off myself.
That's an issue: the range is very unforgiving. You basically have to step back as soon as you cast it.
Best,
A.
Btw. I would definitely recommend SCS Grimbergenme. It enhances the game. I wouldn't play without it. For me, SCS+Ascension is "the game" at this point.
#1379
Posté 23 mai 2011 - 03:08
They do but 'Sanctuary' is NOT 'invisibility'... You can cast spells and loot items as well, only hostile acts break it (possibly detect illusion as well).Shadow_Leech07 wrote...
I have a question and it pertains
to Sanctuary. In my game Sanctuary did not break when Kaela ventured
into Gullykin and the bandits auto-spoke with her. I just want to know
if this is how it is because for some reason in my mind I always
believed that auto-talks broke forms of invisibility.
Ormaline restart;
Name: Ormaline the 4th!
class: Fighter – Mage.
Female Elf
Alignment: Neutral Good
Statistics:

Familiar: Pseudo Dragon
Some of you might recognize the name as this is her 4th attempt. I used shadow to add in my customary bags; holding, potion, ammo, scrolls and gems.
Mods; just the basics…
// 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]
~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v18
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v18
~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v18
~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v18
~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v18
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v18
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v18
~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v18
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v18
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v18
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v18
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v18
~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v18
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v18
~BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v18
~BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v18
~BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v18
~BG1NPC.TP2~ #0 #26 // The BG1 NPC Project: Make Shar-Teel Unkillable Until In Party: v18
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v18
~BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> Sarevok's Diary Date Changes only: v18
~BG1NPC.TP2~ #0 #32 // The BG1 NPC Project: Check for TutuFix Walking Speeds: v18
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v18
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v18
~SETUP-SCS.TP2~ #0 #1001 // Make Protection from Normal Missiles block magical missiles -> Only +1 and better missiles penetrate Protection from Normal Missiles, and +1 missiles are replaced by nonmagical Masterwork versions: v18
~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v18
~SETUP-SCS.TP2~ #0 #1019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v18
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v18
~SETUP-SCS.TP2~ #0 #1070 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v18
~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v18
~SETUP-SCS.TP2~ #0 #2010 // Replace many magic weapons with fine ones -> Fine weapons are affected by the iron crisis: v18
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v18
~SETUP-SCS.TP2~ #0 #2030 // Remove Arrows of Dispelling from BG1 stores: v18
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v18
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v18
~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v18
~SETUP-SCS.TP2~ #0 #3030 // Allow NPC pairs to separate: v18
~SETUP-SCS.TP2~ #0 #3060 // Allow Yeslick to use axes: v18
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v18
~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v18
~SETUP-SCS.TP2~ #0 #3110 // More realistic wolves and wild dogsS: v18
~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v18
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v18
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v18
~SETUP-SCS.TP2~ #0 #4040 // Ensure Shar-Teel doesn't die in the original challenge: v18
~SETUP-SCS.TP2~ #0 #4050 // Ease-of-use player AI: v18
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v18
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v18
~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v18
~SETUP-SCS.TP2~ #0 #5022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v18
~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v18
~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v18
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v18
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v18
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v18
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v18
~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v18
~SETUP-SCS.TP2~ #0 #6005 // Harder giant and phase spiders: v18
~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v18
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v18
~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v18
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v18
~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v18
~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v18
~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v18
~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v18
~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v18
~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v18
~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v18
~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v18
~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v18
~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v18
~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v18
~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v18
~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v18
~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v18
~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v18
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v18
~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #5075 // Slimes have no items equipped: v6.6
~RANDOMISER/RANDOMISER.TP2~ #0 #10200 // Remove Protection from Undead scrolls from stores -> All scrolls from 9 out of 10 stores: v6.6
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu, SoA/ToB, or BGT
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #1 // Support for The Biggs widescreen mod
Modifié par ussnorway, 23 mai 2011 - 03:18 .
#1380
Posté 23 mai 2011 - 04:17
ussnorway wrote...
They do but 'Sanctuary' is NOT 'invisibility'... You can cast spells and loot items as well, only hostile acts break it (possibly detect illusion as well).
I can't comment on Vanilla since I haven't played it in so long, but in my install it is a bit more complicated than that- it depends on the spell cast and the logic isn't always intuitive. As an example from the blue sphere, Chant which has an AoE and in theory effects enemies doesn't break. Remove Fear which has an AoE and doesn't effect enemies will break- even when targeted on self. There are other oddities as well like the infamous non-hostile cuisinart...
Player initiated conversation will break. As a footnote, this implies that you shouldn't expect to pick up a familiar without breaking.
It's a funky spell. It may be wise to experiment with it a bit in your install Shadow-Leech before assuming that something will or will not break.
Best,
A.
Modifié par Alesia_BH, 23 mai 2011 - 04:22 .
#1381
Posté 23 mai 2011 - 04:25
Back down to 17 constitution again now as a result, and down from 69hp to 57hp. I fear that may hurt progress if I'm not more careful.
Full update on the fight itself when I'm done mourning Stealth-Cat.
Edit: Though up to 63hp again on casting a fresh Find Familiar. Things could be worse.
Modifié par Grimbergenme, 23 mai 2011 - 04:27 .
#1382
Posté 23 mai 2011 - 04:26
ussnorway wrote...
Ormaline restart;
Best of luck with Ormaline ussnorway!
A.
#1383
Posté 23 mai 2011 - 04:35
Grimbergenme wrote...
Well I got cocky and learned a lesson. Lord made a very messy job of killing Davaeorn but Stealth-Cat (my familiar) was killed by one of Davaeorn's stray lightning bolts. Why I didn't put him in the bag, I have no idea.
Condolences. That's a bummer.
I have to admit that it conjures up a funny image though. Stealth-Cat is in another room licking his paws all invisible...Lord is fighting for his life next door...A lightning bolt careens off several walls...Meow!...Crackle!
PAUSE
I don't know why but that makes me giggle...
Sorry. I know it's awful...But if you can't laugh about a video game what can you laugh about?
Wishing Lord a speedy recovery.
A.
Btw. Grimbergenme feel free to laugh all night if Snookums meets a tragic yet humorous end...
Modifié par Alesia_BH, 23 mai 2011 - 04:37 .
#1384
Posté 23 mai 2011 - 04:45
Grimbergenme wrote...
Edit: Though up to 63hp again on casting a fresh Find Familiar. Things could be worse.
That's good to hear.
#1385
Posté 23 mai 2011 - 04:51
Alesia_BH wrote...
I have to admit that it conjures up a funny image though. Stealth-Cat is in another room licking his paws all invisible...Lord is fighting for his life next door...A lightning bolt careens off several walls...Meow!...Crackle!
A pretty accurate description yes!
Fear not however. It was rather funny; laugh all you want!
I saw the bolt heading towards him and just thought 'Naah, he'll be fine.' How wrong I was.
#1386
Posté 23 mai 2011 - 04:55
Ao went down the Ankeg hole. It was an EXP wonderland.
I don't know if SCS broke the Ankegs or something but I don't remember them being that pathetic. Ao didn't take any damage at all untill she stumbled on a few without any buffs or spells post hole. They used their ranged attacks way too much in close contact. They were also far too sleepy headed...
Anyhoo. That place could use a spruce up...
Ao's Ankeg slaying method was pretty straightforward. She'd enter invisible, take her melee buff suite, and then break Invisibility by casting Sleep- while the Ankegs were still underground. Most of the time, they'd just pop out of the ground and take a snooze...
Ao's doing decent damage with Ashideena these days- she had some near 40 criticals against the Ankegs. She's coming together. Current Levels 6/5.
Best,
A.
#1387
Posté 23 mai 2011 - 04:57
Grimbergenme wrote...
Alesia_BH wrote...
I have to admit that it conjures up a funny image though. Stealth-Cat is in another room licking his paws all invisible...Lord is fighting for his life next door...A lightning bolt careens off several walls...Meow!...Crackle!
A pretty accurate description yes!
Fear not however. It was rather funny; laugh all you want !
Thanks for letting me know- I can stop feeling guilty now.
A.
#1388
Posté 23 mai 2011 - 06:18
I really like this challenge and I've managed to finish BG1 several times using these rules.
But well, was a long time ago, before SCS release.
I am making my own mod (Enhanced Creatures) before playing it again using these rules
(http://forums.blackw...hp?showforum=91)
A tough project that I hope to finish this year
I'd like to add a few rules for myself:
- balanced character stats (18 - 18 - 18 - 8 - 4 - 4 is common and powergaming).
- maximum hit point each level. first, it is better on my mind that every creature have maximum hp. second, my mod will do that (logical). Before ever thinking about it, I've ended with level 7 fighter having about 60 hp despite the fact they had 16+ constitution... hard to live with low hp !
- no short-mid duration preparation spells. enemies won't do this, so why would we ?
I have read some of trials here and I wonder how it can be possible to solo BG1 with a cleric. I have done it with a sorcerer, except for the final battles.
But divine magic is a lot weaker, so it seems very hard to me.
Anyway, good luck on your adventures. I will join you in late 2011
Regards,
Aigleborgne
Modifié par Aigleborgne, 23 mai 2011 - 06:20 .
#1389
Posté 23 mai 2011 - 07:22
Ao probably won't make it to the Bandit Camp tonight. She's experimenting with her new spells. Notably, she's trying to figure out how to work Level 3 into her approach.
A few observations that the Clerics might find interesting.
1) Ao has been buffing her Skeletons and having them fight. I'm pleased with how the Skeletons are responding. Chant and Strength of One seem to do the most good. And happily, they can be cast without breaking Sanctuary- allowing Ao to general and buff in her little hideaway.
2) I'm pleased to see that she can lay down Glyphs, range Animate Dead over the Glyphs, and still get sling bullets into the Skeleton's contact area. It may be interesting to force enemies to go Skeletons->Glyphs->disablers/wands, before getting into melee contact with Ao.
3) Glyph of Warding has some interesting properties that I haven't made use of before. Interestingly, the AoE is larger than the trigger zone. If you lay down the Glyphs, and then send a skeleton in, it's kind of like detonating a bomb.
I'm not sure any of this will work it's way into the Bandit Camp battle plan, but there seem to be some interesting possibilities here...
A.
Btw. It's nice to meet you Aigleborgne. I look forward to your participation!
Modifié par Alesia_BH, 23 mai 2011 - 07:31 .
#1390
Posté 23 mai 2011 - 07:26
Lord makes quick work of the Cloakwood mines. The only trouble he encounters before reaching the bottom level is the mage, Natasha, who manages to deal a fair amount of damage to our protagonist. Lord reflects at how he should have prepared some protective magic of his own before rushing in.
Soon Lord and his familiar, Stealth-Cat, reach the lowest level of the mines. After Lord slays Davaeorn's bodyguard, the pair proceed to disarm a number of traps that lay ahead. Stealth-Cat spots the master of the mines, Davaeorn, and Lord takes time to rest in preparation for battle.
Lord decides not to wear his armour for the fight; figuring he will need the freedom to cast spells against the mage. He buffs with Shield, Protection from evil and Mirror Image. He uses his greenstone amulet and also the potion of magic protection; given to him by Davaeorn's own brother. Finally he ensures Stealth-Cat is placed safely in another room.
Lord attacks Davaeorn and proceeds to spend time running from room to room, in chase of the mage. He blunders into a fireball explosion but is well protected by the magic potion. In another room, Lord dodges around a corner to avoid one of the mage's lightning bolts. The bolt bounces off in the direction of Stealth-Cat's position and a moment later, Lord suffers a terrible pain as the bond between him & his familiar is severed.

Davaeorn teleports back to one of the central rooms and Lord attempts to dispel the mage's Mirror Images. In doing so, he unwittingly removes some of his own defenses too.

A moment later Davaeorn casts another Mirror Image spell and forces Lord to waste time cutting through each of the images. In his frustration, Lord casts Magic Missiles which remove the last of the mage's protection.


A little later, Lord casts Find Familiar and receives a fresh, new companion. He doubts he'll name this one.
Some current character info:


#1391
Posté 23 mai 2011 - 07:31
Unfortunately, I can't write as well as I'm french.
Glyph for warding is a powerful spell, especially because you can use it as a trap.
In term of damage, I wonder if holy smite can be better ?
Ao is playing solo, isn't it ? You think you can finish the game alone? You have plans for tougher battles?
What about Durlag's tower, ice labyrinth, and isles of werewolf ?
Playing solo is so difficult, it requires a lot of summons or a very strong character.
#1392
Posté 23 mai 2011 - 07:39
Also, welcome Aigleborgne!
#1393
Posté 23 mai 2011 - 08:39
I think I figured out what happened to her. There is, apparently, a bug in my install involving Shapeshifting and items that grant movement rate bonuses. If you are wearing a movement rate bonus item, shapeshift to a hasted form, and get kicked out by expiration of the spell, it permanently breaks the movement item.
I noticed it a moment ago when letting an Ao duplicate experiment with a Shapeshift scroll- it broke her Glitter-Foot Chain. Then I tested it with the Boots of Speed a few times- it did the same thing to them.
I'm not sure if this happens with all forms, definitely with the bears. I'll check it out.
Watch out for that SCS/Tutu players if you intend to use the Polymorph Self scroll at Sorcerer's Sundries...
Best,
A.
Btw. Good job with Davaeorn Grmibergenme. Be careful with your new kitty.
Btw II. I'll respond to your questions at some point Aigleborgne. In brief, I've done a fair amount of soloing (A number of Ascension/Tactics runs, IA 4.0) so I'm pretty comfortable with it. I'm defintely confident that Ao could finish the game. I'm also fairly confident she could No Reload it capless. No Reloading with the cap...That remains to be seen.
Modifié par Alesia_BH, 23 mai 2011 - 08:51 .
#1394
Posté 23 mai 2011 - 08:43
I've never really been brave enough to try a full solo, I nowadays tend to do something of a duet with Immy and then pick up a couple of others later on. From what I gather, not all soloists do all the areas, though - certain fights are probably just too risky, at least in a no-reload, for some characters. Clerics do have the advantage of Animate Dead, though, and Cleric/Mages can combo it with Stinking Cloud, which works well.
#1395
Posté 23 mai 2011 - 09:03
It is more immersive and fun.
Now, I don't use cap (for a long time in fact). Cap is supposed to keep character at a reasonable level. But game is difficult enough to remove cap.
When I say difficult, I mean by not using any cheese tactics.
Also, solo with a cap seems impossible to me.
How a level 8 character could kill Demon Knight ? Sarevok ? Ael-Letec ? Greater Wolfwere ? ...
I wanna know :-)
#1396
Posté 23 mai 2011 - 09:07
Aigleborgne wrote...
Your story is nice to read Alesia !
That's kind of you to say. I'm glad you are enjoying them. I enjoy writing them.
Glyph for warding is a powerful spell, especially because you can use it as a trap.
In term of damage, I wonder if holy smite can be better ?
Yes. Holy Smite can be better. They are both 1-4 per level but Holy Smite has a save for half whereas the Glyph offers a free pass on a save. Plus, the Holy Smite damage type is magic so resistance is less common.
The only issue with Holy Smite is that it soley effects evil characters. We tend to assume that anyone who would attack beautiful me must be evil, but that isn't the case of course. Plus, the alignments in BG are just plain bizarre at times. As an example, Irenicus is Chaotic Good in many installs. Running around casting Know Alignment reveals some other strange things.
Without knowing alignments, I'm reluctant to load up on Smites. If I know my foes are evil -and I have no desire to trap- then yeah: Smite it is.
Best,
A.
Modifié par Alesia_BH, 23 mai 2011 - 09:08 .
#1397
Posté 23 mai 2011 - 09:25
Modifié par Khrondorr, 23 mai 2011 - 09:37 .
#1398
Posté 23 mai 2011 - 09:34
ussnorway wrote...
They do but 'Sanctuary' is NOT 'invisibility'... You can cast spells and loot items as well, only hostile acts break it (possibly detect illusion as well).
Thanks that is good to know! I used sanctuary before but I never bothered to look beyond what my preconceptions were about the spell. By the way good luck with Ormaline.
Alesia_BH wrote...
It's a funky spell. It may be wise to
experiment with it a bit in your install Shadow-Leech before assuming
that something will or will not break.
Best,
A.
Yea it is something I never considered at all. Now I know that it won't break I probably can use that to my advantage against all those crazy folk that announce their hostilities towards Kaela.
:happy:
Modifié par Shadow_Leech07, 23 mai 2011 - 09:42 .
#1399
Posté 23 mai 2011 - 10:36
I found the problem. It isn't the items that break- it's the character.
Each time the plybear.itm is unequipped, it posts an effect to your CRE file setting the character's movement rate and preventing the character from responding to movement rate bonus items. (It is possible that this has something to do with Faster Bears). You can see the problem here.

It appears 9 times because she unequipped plybear.itm 9 times (recorded below on the CRE file). That's why she couldn't respond to the Boots of Speed and dart away. Removing the Movement Rate effects solves the problem.
Now that I know what happened, I'm almost wondering whether I should consider her dead...
A.
Modifié par Alesia_BH, 23 mai 2011 - 10:46 .
#1400
Posté 23 mai 2011 - 10:59
Best of luck Aigleborgne.Aigleborgne wrote...
I'd like to add a few rules for myself:
- balanced character stats (18 - 18 - 18 - 8 - 4 - 4 is common and powergaming).
- maximum hit point each level. first, it is better on my mind that every creature have maximum hp. second, my mod will do that (logical). Before ever thinking about it, I've ended with level 7 fighter having about 60 hp despite the fact they had 16+ constitution... hard to live with low hp !
- no short-mid duration preparation spells. enemies won't do this, so why would we ?
In relation to stats I think there is quite a strong RP argument for a skewed distribution. Your PC is supposed to be descended from a god, so it seems reasonable to me that they would have stats rather higher than the human norm. However, they are also of flawed stock (by human standards), so again I would not be surprised if there are particularly low scores there - especially for wisdom and charisma (which, of course, are the most common 'dump' stats).
Personally I would have said going for max HP is more akin to powergaming - having all creatures also have max HP does not anything like make up for the advantage you gain. If you are an experienced player you will win well over 99% of combats so it's only exceptional rolls for the opposition anyway that will give you trouble. For mages especially having max HPs gives a huge advantage to survive those critical hits
However, don't let me put you off playing the game your way. I think we all have our own little wrinkles about the way we like to play - I know I do
Soloing is definitely possible with any class and clerics actually have quite a lot of advantages. A few thoughts:I have read some of trials here and I wonder how it can be possible to solo BG1 with a cleric. I have done it with a sorcerer, except for the final battles.
But divine magic is a lot weaker, so it seems very hard to me.
- you've already read some of Alesia's thoughts about the use of sanctuary - try that out, along with clerical buffing and the use of traps.
- in BG1 I think the only battle it is not possible to run away from is the final one in the temple so always be aware of how you can escape if your tactics are not working (even in the final battle you can hide in the corner and actually rest in order to get spells back if you want).
- use of potions / scrolls makes a huge difference to your abilities. With the right combination of potions and green scrolls any character class can win every combat in BG1. However, some of the items are rather limited in number, so keep them back for the tougher fights.
Modifié par Grond0, 23 mai 2011 - 11:11 .





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