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Baldur's Gate 1 No-Reload Challenge


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#16051
Blackraven

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SoD and v2.1 have been very inspirational, especially LoB mode. I haven't had much time for playing, but I've come up with several characters that I think might rock in LoB mode. I considered putting them together in a custom party, but eventually decided against it because I didn't want to use up all that inspiration, and because the BG1 NPC Project mod and SoD wanted me to work with the game's NPCs.

I installed a few mods: BG2Tweaks (parts), BG1 NPC Project, Rogue Rebalancing, SCS v30 (using subtledoctor's hot fix), and JimFix (parts). Components that add or change dialog or descriptions tend not to work. RR items had wrong descriptions, BG2Tweaks' Revised weapon proficiency system, and SCS' Skip Candlekeep and NPC kick out banter all had nonsensical dialog or descriptions, so I uninstalled such components.
Other components, such as BG2Tweaks' Reveal City Maps When Entering Area, Stores Sell Higher Stacks of Items, and Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre), all seem to work fine. I'm not 100% sure about SCS yet. Greywolf quaffed a potion, but the white text that should say *quaffs a potion* said something completely different ("I can't in good conscience leave the girl behind" - which made me wonder about Greywolf's personal life.) Ctrl-q revealed that he had indeed quaffed a potion (stone giant strength), so this behavior seems to be working. I also found that antagonizing Tarnesh resulted in him instantly activating a Mirror Image and starting an incantation (Horror), which matches my expectation of SCS' full enemy prebuffs.

My current character is not one of the powerbuilds I had in mind for LoB mode. Instead, it was a beautiful BG-style portrait I chanced upon that decided who my new protagonist was going to be: Maeve, NE Human Kensai:

Spoiler
I love it when a portrait fires my imagination. In my mind, Maeve is a typically neutral evil mercenary, callous, authoritarian and manipulative, who likes to take what she wants. I probably shouldn't invest too much in her backstory or in a role-played narrative though, because this is very much a test run. First of all because I wanted to try LoB and see if combined with SCS it can help turn BGEE into a mid/high level campaign and SoA into an epic level campaign. And secondly because I'm curious to see to what extent SCS is compatible with v2.1. If I run into serious issues, I might take her through my v1.3 install of the game.

Maeve's starting profs were ** Scimitars, * SWS, and * Daggers. I picked the latter proficiency for throwing daggers, counting on Kivan to help me to a returning throwing dagger through his personal BG1 NPC Project quest. Now that I uninstalled that mod, I kind of regret not having gone with Axes. I might try to forge a personal item for her, like Alesia often does, a returning throwing dagger with some kind of passive bonus for flavor.

I decided to activate LoB XP bonuses because I know I lack the patience for taking a few minutes to kill a single Gibberling or a Hobgoblin for 35 XP. What I didn't expect though was this:
Spoiler
As you can see Maeve was Hasted thanks to Deder's oil of speed, when she fought Shank and Carbos. That helped a great deal with maintaining a safe distance.
Spoiler

Everything is worth at least 1k XP! (Sorry if this is nothing new to people, but I was flabbergasted.) Maeve reached level 2 in Candlekeep, and level 3 on the Lion's Way.
Btw 

After this encouraging start, she traveled on to the crossroads, where she slew a Xvart and one or two more Gibberlings. From there she visited Beregost. Killing Landrin's Spiders taught us that XP values for kills do not increase exponentially with stronger enemies. Each Huge Spider was good for circa 1500 XP. Algernon added another 1030 when he refused to donate his cloak to Maeve's cause.
Spoiler
She dealt with Mirianne's Ogrillons and traveled to Nashkel, where she did little more than finding a suit of Ankheg plate armor and a pearl and talk to Bardolan. 
Near the Nashkel Mines she took out Greywolf with her throwing daggers. Thankfully he didn't apply an oil of speed.
Spoiler
Greywolf had 296 XP and a Thac0 of 1. He had *** in TWF and *** in Long Swords. And his damage range was 13-21 per hit. In other words, being unable to wear helmets, bracers, and armor, Maeve will have to remain a predominantly ranged character for the rest of the game, but then, so will many less restricted characters in LoB mode. She has enough DEX to dual into a Thief and with the INT tome she could dual into Mage, so there will be ways for her to become more versatile, should find her Kensai skills impractical for adventuring. 

Maeve's level 6 now and wondering whether she should seek the company of fellow adventurers.


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#16052
Grimwald the Wise

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@ Blackraven. Sorry that I don't understand the TLA LoB.

 

Loads of Bellyaching? Lovers of Beauty?

 

EDIT

 

Google is a wonderful thing. "Legacy of Bhaal"

 

Haven't come across it before.

 

I'll read it up.

 

Wondering if you have read this? It could be important to you.

 

https://forums.beamd...mode-workaround


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#16053
Grond0

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Everything is worth at least 1k XP! (Sorry if this is nothing new to people, but I was flabbergasted.) Maeve reached level 2 in Candlekeep, and level 3 on the Lion's Way.

I did see somewhere an explanation of LoB XP.  From memory it was something like 800 base for everything + 200 per creature level + 2xtheir original XP, but I might be wrong there.


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#16054
Gate70

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His sense of smell is all that is left. Rotting flesh, that's what it is. Some time later he realises the smell is him - his companions could at least have buried him. Time passes...

 

A deal? What price? Murder, torture, consider it done.

 

Blaggerd staggers to his feet and brushes off the worst of the insects as his festering wounds being to heal over. What kills you, makes you stronger.

 

A few hours later he's back in Candlekeep, his deal apparently coming with five new companions and a backhand of 20,000gp to gain entry. He picks a slug from the socket of his eye, shrugs and devours it with a shot of semi-exotic mead. These companions would not be his first choice, but then his first choice left him dead...

Blaggerd%20April%202016.jpg

The longer Blaggerd stares at Ganna, the more his loins stir. A quick inspection confirms yet more beetles within his undergarments. Still, there's something beguiling about her that he can't quite place.

 

There's a distinct lack of arcane knowledge around the table but with a beast master, shaman and shapeshifter hopefully they can come up with a remedy for his remaining carrion issues.


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#16055
ussnorway

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SDE -07, 

 

Darkest hour;

 

Hear text as mp3,

 

I healed the sick, got my pet goblin some better armour and Safana “found” evidence of a traitor in camp but the clues proved too vague for me… attacking the druids tree camp made me feel better about myself but careful tactics keeps me alive. What’s behind door number two?

 

A dead dragon helped me defeat some powerful necromancers and I tooled up for a lich boss fight only to find he wasn’t such a bad sort… “yes, yes ultimate evil and all but he rewarded me for freeing him and even helped against the guardian spirit so I can live with my decision”

 

I showed extreme prejudice in the castle catacombs, poisoned the food and planted the bomb… the only good crusader is fertiliser if you ask me.  The castle proper was surprisingly easy because their defences assume enemies advance but when I held my ground they had to funnel themselves at me.

 

s1-eed041.jpg

Spoiler
s1-eed046.jpg

 

Well it’s the night before the battle and we tried talking her out of it but conflict is inescapable now… whatever happens next, I’m rhapsodical.


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#16056
Grond0

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Blaggerd staggers to his feet and brushes off the worst of the insects as his festering wounds being to heal over. What kills you, makes you stronger.

Story of my death life :D.


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#16057
Grond0

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Gate70/Grond0 multiplayer attempt 101 - (update 2)

Sean, half-elf stalker (Grond0) & Joak, elf diviner (Gate70)

 

This elvish pairing managed to keep their arses noses pretty clean during a session yesterday.  They started off by moving quickly through the Cloakwood, though they did stop off at the wyvern cave to use pick up a couple of heads there.  At the mine a stinking cloud and double skull trap combo left the mages dead before Genthore was shot down.  Drasus was also slow to recover and died just after the cloud evaporated, but before he could get up.

Spoiler

 

After stealthing downstairs Sean attempted to drag the battle horrors back and backstab them to death (running round the table and hiding regularly behind the little partition.  He wasn't having much luck with his attack rolls though and Joak got bored of watching and came in with a stream of magic missiles to finish things off.  

Spoiler

After resting Davaeorn was left without buffs - making him a prime target for a backstab.  They had assumed he would survive that though and Joak had left 3 skull traps to cover for anyone teleporting.  Those duly killed Davaeorn, though not before he had released a lightning bolt that nearly did the same for Joak.

Spoiler

 

Arriving in Baldur's Gate there was a bit of equipment upgrading / spell learning before they cracked on with the poison quest.  The wand of monster summoning stopped Lothander from making a quick exit and he was killed before he could disappear into thin air - gaining Joak her own boots of speed.  

Spoiler

On the way to Marek Larze shrugged off one good backstab, but a number of others finally brought him down.  

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Joak then talked to Marek to allow a backstab on him, before she released some magic missiles and then bludgeoned him to death with her staff.

Spoiler

 

Ramazith didn't appear to notice death stalking him before a quick trip out of town netted a tome at Durlag's Tower.  Back in the city the Seven Suns were restored to normal operation before the duo looked to do the same at the Iron Throne.  Stinking cloud, blindness and area damage set up the attack and Sean threw (well shot) in some arrows of biting to ensure the mages wouldn't be able to respond.  The final enemy to survive was Gardush, but he didn't quite manage to run the gauntlet of Joak's MMMs as he charged to the attack.

Spoiler

 

The Candlekeep tombs were looted with the help of MGoI and knock.  Prat's gang then got some stinking treatment, but Prat himself disappeared into improved invisibility.  A skull trap demonstrated he was still in place, however, prompting an invisible Joak to try and localise his position by moving across it.  Rather oddly that appeared to cause Prat to become visible (I think there should still have been time left on his improved invisibility).  Never ones to look a gift horse in the mouth Sean and Joak took immediate advantage.

Spoiler

 

They've just arrived back in the city and shouldn't take long to finish things off (or be finished off at the palace!) next time.

 

Sean, stalker 7, 98 HPs (incl. 5 from Helm), 192 kills

Joak, diviner 8, 42 HPs, 69 kills, 0 deaths (1 petrification)


  • ussnorway, Serg BlackStrider, Grimwald the Wise et 1 autre aiment ceci

#16058
Gate70

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Deals can change, that much is obvious. Take for example, the new Horde. Clearly Blaggerd won't be leaving but as for the rest of them...

 

First replacement. Imoen.

Second replacement. Xzar and Montaron.

 

On to the Friendly Arm Inn, Xzar using a Larloch to disrupt Tarnesh and there's no way to escape a horde once that happens. Blaggerd refuses to play serving wench inside and leaves with his newly-acquired pantaloons and half a dozen antidotes.

 

Third replacement. Neera, fate keeping her united with her gem bag.

Fourth replacement. Shar Teel proves to be the better man, but Blaggerd is decides to try again. A bit of funnelling works wonders.

SharTeel.jpg

 

Fifth replacement sees Xzar and Montaron replaced by the circus monk.

The final replacement sees Senjak caught napping.

NeeraDorn.jpg


  • ussnorway, Serg BlackStrider, Grimwald the Wise et 1 autre aiment ceci

#16059
Gate70

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The horde have stopped in at Beregost two or three times now, but Imoen has not yet been able to find a time when the smithy is closed. Marl, Firebead and Mirianne are all happy now, while Shoal the nereid was briefly freed from the clutches of Droth before encountering a circle of blades (and one staff).

 

Greywolf put up a good fight, getting Shar Teel down to 1hp and killing Dorn.

 

On the way to rescue Samuel, various undead were wandering around and Dorn recognised the work of Kryll. Neera managed one set of Magic Missiles before she, Shar Teel and Rasaad ran around scared. Imoen and the two blackguards were still able to kill Kryll and the undead minions lost interest and returned to the ground. With Samuel returned to a temple everyone has reached level 2, or 3 (Shar Teel, Imoen).


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#16060
Grond0

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Gate70/Grond0 multiplayer attempt 101 - (3rd and final update)

Sean, half-elf stalker (Grond0) & Joak, elf diviner (Gate70)

 

Looking to finish their work off quickly the duo went to call on Slythe.  As usual he received the usual calling card dispelling arrow when he came to see who was there and didn't last long.

Spoiler

 

At the palace Sean took some potions before acting as target among the dopplegangers while Joak tried out an emotion in between throwing MMMs.  The intention was to try and pull Belt away from Sarevok, but that failed when Sean unexpectedly one-shot the final doppleganger with a critical

Spoiler

- Joak would have claimed part of the kill with some magic missiles, but a careful scrutiny of the text after the battle revealed the source of her mysterious injuries was her own spell.  Rather than expose Belt to being hit Sean just stuck his body in the way - managing to take the pain long enough for Sarevok to run away.

Spoiler

 

After fighting through the maze with the help of a scroll of PfU and resting to heal up, the Undercity party provided a bit of light exercise.  Seeing another level on the horizon Sean also asked Joak to dig another PfU scroll out of her bag in order to kill the nearby skeleton warriors - they provided enough XP to get to level 8.

 

In the temple Joak moved forward invisibly to test whether web and stinking cloud traps were active, but they didn't trigger (not sure if they've been removed by the latest patch).  Her presence did trigger Semaj into teleporting out, but Sean wasn't caught by surprise and took a potion of magic shielding while firing dispelling arrows at the mage.

Spoiler

Once he was dead another dispelling arrow from the shadows pulled Sarevok out alone and he failed to get past a group of monsters summoned from Joak's wand.

Spoiler

 

Sean, stalker 8, 111 HPs (incl. 5 from Helm), 220 kills

Joak, diviner 89, 47 HPs, 72 kills, 0 deaths (1 petrification)


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#16061
corey_russell

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Congrats, Grond0/Gate70! Time for another MP trilogy success?


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#16062
Dyara

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Congratulations :)

 

 

In the temple Joak moved forward invisibly to test whether web and stinking cloud traps were active, but they didn't trigger (not sure if they've been removed by the latest patch).

 

At least in an unmodded game the traps are still there.


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#16063
ussnorway

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fyi I have survived my trip to the nine hells and hope to get it posted soon guys... rr is cutting into my game time this week.

s1-eed047.jpg

Spoiler
s1-eed054.jpg

 

SDE -08, 

 

Fear and Flame;

 

Hear text as mp3,

 

I used archers against trolls and Mage hunters against the magic unit… leaving my dwarfs and back stabbers available for the final push.

 

The DS champion offered me single combat and I agreed to save time (umm I mean Lives)!

 

Tactical note; the boss of the nine hells is a beast of Fear and Flames so tool up with that in mind.

 

My reputation | persuade was go enough to stop her turning fully to the dark side which proved fortuitous when we all failed the opening fear check. When we regained control and dispatched the adds Viconia and myself became a glorified cheer squad (healing the Asumar tank) and Edwin, Safana, Captain did range attacks while M'Khiin spent the entire fight held… goblin saves aren’t great.


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#16064
Grimwald the Wise

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My first try with the Dragonspear installation came as a result of death by AI.

 

My cleric of Tyr cast sanctuary when faced by Tarnesh.

 

I was then going to wait until the inn guards got rid of his mirror image, then get up close, cast command and attack him whilst unconcious.

 

A good plan, but the AI kicked in and cast command when the cleric was a long way away. It ran out before a single blow could be landed. Cleric therefore died when the magic Missiles landed.

 

I obviously need to switch off the AI in future. :(

 

EDIT

 

I subsequently played an identical character and when faced with the same situation succeeded without injury since the AI was switched off. :)

 

Dwarven Cleric of Tyr: Str 18, Dex 17, Con 19, Int 16, Wis 18, Cha 3.

 

http://s1108.photobu...ldr006.png.html

 

PS only mods are a self-made one. Shank and Carbos are both given +2 studded leather armour and +1 knives. One of them is +4 against Werewolves also. Not a major influence in the game particularly at the start, but could have a minor impact on Werewolf Island if it is visited. One of them is carrying a +2 Morning Star. That could have a bigger impact, particularly in the current game and I am wondering if it should have been +1. Playing Core Rules.

 

Decided not to use the +2 flail in the end. I am using the one belonging the fishermen.

 

Upon returning to Tenya, Justicus levelled up to level3.

 

Decided to attack the ankheg. Used Bless, Chant, Spiritual Hammer, Armour of Faith and three Command spells. It was just sufficient. Bless had expired just before the ankheg. :) I was just getting ready to run even though it was on the brink of death.

 

In subsequent games that +2 flail will be replaced by a +1 mace since maces are in short supply in vanilla BG1 (Not in my old modded version).

 

My thinking is that both Shank and Carbos both still need some beefing up. Perhaps Gauntlets of Brawling (Gauntlets of dexterity) I will try various adjustments until they are dangerous without giving excessively good equipment.


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#16065
Blackraven

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Dear forum friends, how are Nightmare mode's extra XP gains supposed to make this game easier? I really haven't cracked the code yet lol.

Anyway here's no less than three reports on three different runs! Maybe you guys could tell me which one you think is the most interesting for you to follow. Restartitis has me in its grasp again, so your input is welcome!

Maeve, NE Human Kensai, 2nd BG1 report

Maeve befriended Kagain, Edwin (who succesfully Horrored Tarnesh, providing the party access to the FAI and Dorn), Viconia (with the party successfully disrupting and kiting the Flaming Fist cleric), and Shar-Teel - in that order. Killing Algernon for his cloak and recruiting Vicky had lowered the party's reputation so much that the Fist and Bounty Hunters were now after them. When they arrived in Nashkel, a number of hostile Amnian Soldiers awaited them. The companions prevailed with the help of non-hostile soldiers who picked Maeve's side, but killing those soldiers reduced their rep to 1. Bounty hunters spawned, and Nashkel basically became inaccessible.
South of Nashkel the party successfully handled Dorn's rivals, thanks in large part to the fact that most of them focused their aggression on Dorn, who was not yet killable. Dorn joined and the party traveled to the Mine. They killed Greywolf with some kiting, and were then reminded by Edwin of their promise to seek out and slay Dynaheir. So, off to the Cloudpeaks they went. They defeated Sendai with a Hold Person by Viconia, but avoided Delgod and Alexander. Vax gave them more trouble. Although it had become clear to me that the adage 'Ranged is king in BG1' applies a fortiori in Nightmare mode, and although the Gauntlets of Dexterity were still two maps away, Kagain had to tank Vax in a pinch, due to movement space issues. The Dwarf panicked when he got hit once or twice. His morale is so low he really needs a Bard or Remove Fear to keep him focused. Dorn didn't do much better, though at least he didn't panic.

Spoiler
The party minus Kagain tried to keep Vax busy while the Dwarf was panicked, but Kagain's panic lasted very, very long. It looked like he was going to survive after all when his companions managed to kill the Xvarts he had alerted with his running around, but a Cave Bear was less forgiving.
Spoiler
The party traveled back to Nashkel or Beregost to raise Kagain. Edwin disapproved and buggered off with the Ring of Wizardry still on his finger. I've never been a fan of Edwin: shitty personality, not that funny (sarcasm has never been my type of humor). Maeve however was incensed. She swore she'd kill the Thayan next time she'd see him.
The companions decided they'd try and find this Dynaheir anyway, but changed their mind when Zal almost one-shotted Viconia. They went Basilisk hunting instead. Maeve used a green PfPetrification scroll, and with her throwing daggers, she did a fine job kiling the lizards but she wouldn't be able to finish that job. Mutamin found her and Slowed her. Maeve went invisible right after that. But the Gnome cast Detect Invisibility, and Horrored Maeve before she could quaff another invisibility potion. Thankfully Viconia arrived soon enough to remove the fear effect. When the Slow effect had expired, Maeve went looking for remaining Basilisks, but Mutamin saw her first, and removed her PfPetrification with a Remove Magic. Maeve went invisible again, and Mutamin found the Kensai's companions in a remote corner of the area.
Spoiler
Dorn poisoned the Gnome and VIcky Held him, so that fight went well.
Back in Beregost there were Flaming Fist Enforcers, including a Battle Mage, a (sneak-attacking) Scout, and two Archers. Kagain was hit by the Archers, and panicked again, complicating a swift escape. He was dismissed, and so was Shar-Teel at Near Death status. Viconia was killed by the Scout, and raised at the Temple of Lathander, where Maeve left her for a while, in order to go looking for the Elf's equipment (Ankheg plate among other things). She found the equipment, but the companions ran into Neera, and although they told her they weren't interested in protecting her, and told her pursuers that they might have her, the Thayans went hostile anyway. (Is this supposed to happen?) The Thayan then one-shotted Dorn with a Flame Arrow, so Maeve ran off to raise him too. She left him with Vicky at the Temple, so now she's only 'disliked'. However the Enforcers (with a collective pool of about 850 HPs) are still in Beregost waiting for Maeve to show up again.
In sum, the Kensai has about 2k GP, almost no resources in terms of potions, items, and throwing daggers, and no easy way of boosting her rep as apparently reputation boosts at Temples are more expensive in either v.2.1 or Nighmare mode. I honestly don't know where to go with her, and I consider abandoning this run, and maybe giving her another chance from scratch.

Shade, CG Human Archer and custom party, 1st BG1 report

My experiences with Maeve only made me want to succeed more. I rolled a custom party that might be fun and hopefully effective. The party is led by Shade, a female Human Archer specializing in darts. (Other starting profs: * Flails/Morningstars, * S&S-style)
Spoiler
Not the most powerful protagonist one might imagine, not even the most powerful Archer, with her being Human rather than Elven, and a Dart thrower. However I hope she can make it to level 8 and dual into Cleric. I enabled all Druid spells for Ranger/Clerics, so she should become an excellent divine spell-caster. She'll have two daily Called Shot uses, meaning that with Improved Haste she'll be able to lower enemy Saves by 4 per round during twenty seconds with a sling. She'll lose her ability to use darts once she duals into Cleric, but her specialization remains somewhat relevant, namely for using Fire Seeds and Energy Blades.
Btw one reason I restored full Druid spell progression for Cleric/Rangers is that the Shaman class doesn't work in my install, probably a conflict with SCS. The Shaman I rolled made way for Shade, who became the protagonist.
Shade's companions are: Alaam, a Human Wizard Slayer (** in axes and ** in two-handed swords), who should dual into Thief come level 7;
Spoiler
Gizi, an Elven Archer (** longbows, * long swords and * war hammers);
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Aine, Half-Elf Sorcerer, with Enchantment as specialization (the only substantive change I made using EEKeeper, not sure how well this works) and with Charm Person and Blindness as his starting spells;
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Guennean, with my second triple digit stat roll ever and the first I didn't click past, Human Priestess of Tyr (* maces, * slings), to dual into Mage at level 11;
Spoiler
and finally Dwaim, Dwarven Bounty Hunter (* short swords, * crossbows), a tough call compared to Fighter/Thief but those sweet, sweet Maze traps can really help in battles with multiple enemies.
Spoiler
I think this party has good potential when it comes to disabling. Alaam's attacks impose a spell failure penalty, Shade's and Gizi's Called Shot will lower saving throws vs spells, so that Aine, Guennean and Shade will be able to hold, charm, stun, etc the enemy. This is pretty much the same plan as I had for my Enchantress Eirian and her companions, but that wasn't a Nightmare run while this run is. Enemies have ridiculous amounts of HPs, more APR and they hit hard, so straight melee does not seem a viable approach. There is no fast killing in Nightmare mode I think. Still I would have liked another single or multi-class warrior. 

The crew did not fight Shank or Carbos, as there was no oil of speed from Deder. But they were very diligent in the first two areas, patiently taking down all the Gibberlings they could find as well as a rogue Ogre. Hobgoblins and Ogrillons south of Beregost met the same fate. Poor Aine served as bait every time, as the others were the superior marksmen. Landrin's Spiders were dealt with by Gizi and Shade alone.
The companions pulled into Nashkel where Shade enjoyed a considerable armor upgrade (Ankheg), and Noober and the Great Gazib provided some cheap XP.
Further south, Greywolf came a bit too early for the party. They had to retreat when Kobolds joined him, got waylaid by Hobgoblin archers who killed Aine, returned to see if Greywolf could be approached anew without any Kobold intervention, but had to retreat again. Pathfinding issues on the way out (one of the party cutting him short) then saw Dwaim succumb to a single blow by Greywolf.
Spoiler
The party had not much gold, a mid-range reputation and no charismatic leader, so they exchanged most of their gold for a scroll of PfPetrification. Archer Gizi was appointed Basilisk huntress, and she was doing fine with the group of four, when I somehow (stupidly) had Shade move in (unaware she was selected rather than Gizi). I didn't realize it immediately but Shade drew the attention of several Gnolls, which basically meant the party had to leave the area, and that the investment in the green scroll had been a big waste. On the positive side, Shade did not run into a Basilisk. smile.png And it may be for the best that the Basilisks are faced later on, when Shade and/or Alaam are in the process of dualing into Cleric and Thief respectively.
The companions returned to the Nashkel Mines Area, where they lured a bunch of Kobolds toward the mine entrance, where Amnian soldiers helped fight them, and where Aine Blinded two of them. The companions prevailed, and could now try once more to defeat Greywolf. They did when Guennean Held the bounty hunter just before he could close the gap with the party.
Spoiler
The friends traveled to the North Coast to see if Shoal could provide them some longed for XP, but three Dread Wolved awaited them there, which basically meant they had to go back. Melicamp was rescued from a wolf, but finding a skull was going to be too dangerous for the time being, as the Skellies at the High Hedge worked in groups.

Again I'm not sure how to proceed. Of course, having all her companions and not being harassed by Flaming Fist Enforcers and bounty hunters means that Shade is in a much better situation then Maeve, even though the latter is more experienced.
So far the combination of SCS and Nightmare has made BGEE almost a new game to me. I have to think every step, as I haven't found a safe and sure way to comfort yet. For the moment the party are unfit to deal with hordes, with ranged attackers, and with (most) Mages. This leaves only individual, melee targets. There aren't many of those. One Mage the companions did take on was Tarnesh. Aine had picked Web as his first level 2 spell and cast a few of those at the wizard while out of sight. The others then finished the mage with ranged attacks.
It was only later that I realized that Aine isn't supposed to cast Web spells, as I 'kitted' him as an Enchanter. When leveling up, he can still pick Evocation spells. I considered removing the Enchantment specialization school or the Web spell, but Aine has been an Enchanter Sorecer the entire time, and the Web spell has already been used, so I will keep Web as an idiosyncrasy like the special abilities that some of the game's NPCs have.

Saoni, 4th BG1 report

I've also made some progress with Saoni, whose run I keep abandoning and returning to. This is BGEE v1.3, so no Nightmare mode, 'only' insane, but more role-played. It's actually quite a fun run with a fun party, and banter. This one has the BG1 NPC Project for funny banter and a beautiful romance with Xan. As I mentioned in my previous post, the companions were all noncommital adventurers, and fond travelers, so it shouldn't come as a surprise that they've seen quite a lot of the Sword Coast since the last time I reported on them. One destination was Adoy's hideout, where the companions had to fight several Thayans before they could learn from Adoy how they could control Neera's wild magic. There were two fighters, an Ogre and two wizards, including their leader Ekandor. Saoni was buffed with Shield, PfE, MI (and possibly Blur) and opened with a wand Fireball. Garrick stunned Ekandor with his wand of paralyzation, and with Safana he focused on the guards. Xan slew paralyzed Ekandor. Saoni proceeded with wand Scorchers to injure several enemies at a time. Unfortunately AI was on (I think it's on by default once the game is started, because I never want it to be on), so Neera - who had been invisible - also joined the fray. She caught the Ogre's eye, and in fleeing from the monster got herself killed in Saoni's scorcher.
Spoiler
During the party's subsequent adventures, Neera became a different person: shy, quiet, aloof. The companions attributed this change to her death experience and her missed opportunity to confer with Adoy. Little did they know that it was actually a bug caused by her death that kept her quest and friendship from progressing.
She was there when the party saved a nobleman from a mountain bear, Skull Trapped Neville to death, slew a pack of Gnolls with Drizzt, the Half-Ogres that had injured Bjornin, and the party of Teyngan with more Skull Traps. She witnessed Xan loot three vaults in the Valley of the Tombs and saw him nearly bested by Mustard Jellies.
Spoiler
She also saw how Saoni quaffed a potion of magic blocking when Narcillicus cast a Skull Trap at her, and how the Dragon Disciple, Xan and Safana made the Conjurer pay for his insolence.
Spoiler
She was also present when Garrick scribed several spells into his spellbook, but showed no signs of envy. Not even their adventure in the Firewine Ruins brought back the spark in Neera. Garrick cast a Stinking Cloud at Lendarn, but the wizard's MGoI insta-triggered and rendered the cloud ineffective, and a nasty Minor Sequencer of Blindness and Ray of Enfeeblement disabled the Bard. Saoni hastily cast Invisibility on her friend to keep him out of harm's way. When Lendarn's MGoI had worn off, two Skull Traps were more than the wizard could handle. An Ogre Mage awaited the party next. Xan buffed, and dual-wielding the Dagger of Venom with his Moonblade, he managed to repeatedly poison the monster. (Jenkal normally escapes, but was stunned this time by Saoni's Chromatic Orb.)
It was after these adventures that the companions decided that it was in everyone's best interests if Neera left the party to leave and do some soul searching.
The party safely navigated the Ulcaster School, relying on Invisibility and on Xan (PfFear and potion of free action) to deal with the Wolf of Ulcaster. The also cleared the Firewine Plains without incident, and the Wood of Sharp Teeth (Teven & Co were slain, Raiken was joined to infilitrate the bandit camp).
All of the above is from a week or two ago. All I did today with this party was visit the bandit camp. I was a bit nervous before the battle in the tent, what with my having become used to Nightmare mode creatures kicking major ass, and with previous solo wizards having difficulty in the tent. Nevertheless, Saoni handled the tent solo. The others were invisible. Saoni buffed with potions (magic protection, defense, fire protection, regeneration, speed, free action) and spells (PfE, Blur, MI). Garrick did cast a Web but after that it was just Saoni running around wand-scorching the opposition until they were all dead. There was one incident, Safana started to attack (once more forgot to switch off AI), but repaired that mistake with a Sandthief Ring charge.
Spoiler
On the way out a still hasted Saoni managed to kill Taugosz for his armor, using more scorchers and Magic Missiles. They got ambushed by Giant Spiders on the road to the FAI. Saoni was not invisible (no more level 2 spells), and had a turbid aura due to having quaffed a healing potion before leaving the area, but the Spiders failed to web her. (And even if they had succeeded, both Xan and Garrick would have been able to cast Invisibility on her.) 
The party is currently in Cloakwood. Somehow this playthrough fails to grab my attention for long periods, but I'm aware that this is the run I'm most likely to make it into SoD with, which would be a blind adventure, an exciting prospect.


  • corey_russell, ussnorway, Serg BlackStrider et 1 autre aiment ceci

#16066
corey_russell

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@Blackraven - I like the Human Kensai - Kensais can get so powerful in the late game, if they can just survive the 1st half of the Trilogy - Gate70 beat the whole game with a Kensai alone, so in a party you should do well?


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#16067
Grimwald the Wise

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Justicus headed southwards meeting some officious Flaming Fist Guards on the way. They attacked him, but didn't live to regret it. :D

 

Took three healing potions to survive, but in return got three sets of plate armour.

 

Continued south to Nashkel Carnival and slept until he got the ability to heal.

 

Lord Foreshadow didn't give him a ring. :(

 

Took on Greywolf and it took another four healing potions. :(

 

Helped Mellicamp, now level 5.

 

Having no mods neither makes it easier or harder as the mods that I install balance each other out as far as difficulty is concerned IMO.

 

However the game isn't as interesting so will probably revert to modded game in the future.

 

Now time to build a party. Haven't decided who to have yet.

 

As a cleric of Tyr, Ajantis seems an obvious choice from a Role Playing persepective. Imoen and Dynaheir are other possibilities if Imoen can keep her lack of respect for other's property under control. :D .


  • ussnorway et Dyara aiment ceci

#16068
ussnorway

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@Blackraven - I vote the Human Kensai but thats a hard character to no-reload mate.


  • corey_russell, Grimwald the Wise et Blackraven aiment ceci

#16069
Dyara

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I vote for Saoni (&Xan :D)

 

Unfortunately AI was on (I think it's on by default once the game is started, because I never want it to be on)...

 

You can play with AI on but change the AI scripts to none. That's what I usually do - only thieves get the controlled thief script (makes them either hide or search for traps/detect illusions all the time).


  • Grimwald the Wise et Blackraven aiment ceci

#16070
Grimwald the Wise

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@ Blackraven

 

I'm pleased to know that I am not the only one that had AI problems.

 

I don't feel so silly now, :)

 

Continuing Saga of Justicus the Priest of Tyr.

 

Justicus linked up with Imoen and just about cleared the ankhegs.

 

Joined up with Ajantis who helped to lug the shells to Beregost.

 

Used the gold for them to get a suit of ankheg armour and got a small surplus into the bargain.

 

Picked up the ring of fire protection and took Samuel to the FAI.

 

They are now trying to find their way to Durlag's Tower with little success. :(

 

Something has changed with the patch and it is now not so easy to find. :(


  • ussnorway et Blackraven aiment ceci

#16071
Blackraven

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@ Blackraven

 

I'm pleased to know that I am not the only one that had AI problems.

 

I don't feel so silly now, :)

 

Continuing Saga of Justicus the Priest of Tyr.

 

Justicus linked up with Imoen and just about cleared the ankhegs.

 

Joined up with Ajantis who helped to lug the shells to Beregost.

 

Used the gold for them to get a suit of ankheg armour and got a small surplus into the bargain.

 

Picked up the ring of fire protection and took Samuel to the FAI.

 

They are now trying to find their way to Durlag's Tower with little success. :(

 

Something has changed with the patch and it is now not so easy to find. :(

Thanks Corey, USSN, and Dyara. I'll go with both: Maeve (new run, but not in LoB mode) and Saoni.

Wise, you're right re: the map. I had difficulty getting to the Lighthouse Area. It's no longer accessible from the Red Canyons (Bassilus' area), only from the southern coast area (where Brage is). You've been up north farming Ankhegs already. Why don't you go to Ulgoth's Beard and speak to Hurgan. He should locate Durlag's Tower on your map. 


  • Grond0, Grimwald the Wise et Dyara aiment ceci

#16072
Grimwald the Wise

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Thanks Corey, USSN, and Dyara. I'll go with both: Maeve (new run, but not in LoB mode) and Saoni.

Wise, you're right re: the map. I had difficulty getting to the Lighthouse Area. It's no longer accessible from the Red Canyons (Bassilus' area), only from the southern coast area (where Brage is). You've been up north farming Ankhegs already. Why don't you go to Ulgoth's Beard and speak to Hurgan. He should locate Durlag's Tower on your map. 

 

Glad you told me about the Lighthouse Area. :)



#16073
Grond0

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Phantasmic 6 {53} - monks party (update 1)
 
I set the monks back on the road shortly after they were flayed yesterday and they've made a good start.  I haven't made any mistakes yet and none of them have taken more than 50% damage so far (and that was from a natural lightning strike).  I won't inflict details on you, but they've killed all the basilisks and totally cleared the Cloud Peaks and a number of the other southern areas and are currently at level 5.
 
I might change my mind later, but at the moment I'm setting up for another attempt at a completionist BG1 run while trying to avoid any party deaths.
 
Stats
Chimera - L5, 30 HPs, 80 kills
Spectre - L5, 41 HPs, 121 kills, 0 deaths
Phantom - L5, 33 HPs, 89 kills, 0 deaths
Wraith - L5, 46 HPs, 85 kills, 0 deaths
Spook - L5, 35 HPs, 86 kills, 0 deaths
Spirit - L5, 34 HPs, 95 kills, 0 deaths

  • ussnorway, Grimwald the Wise et Dyara aiment ceci

#16074
Grimwald the Wise

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Justicus, Ajantis and Imoen investigated the southern area of the SC, helping Rufie, a dryad and a cat in the process.

 

Got some gauntlets of dexterity from a body. Picked up a charisma enhancing tome and then took on Shoal an Droth.

 

It was then the basilisk area which Korax did well at before getting hungry. Nutamin was faced by Ajantis who had read the pfp scroll and a potion of oil of speed.

He panicked as the result of a spell and Mutamin was able to do some serious damage with acid arrows before the effect of the spell wore off.

 

EDIT

 

After that Mutamin was killed quickly and Ajantis took Mutamin's healing potions before finishing off the basilisks. The party then headed for the mines.

 

It was only when they reached Mulahey that things got interesting.

 

Imoen took on Mulahey single handed whilst the others took on Mulahey's cronies/summons. Thiey took some time to do this. Imoen had rigid thinking cast on her. It was some time before Mulahey began to hurt her seriously. Justicus and Ajantis then arrived on the scene.

 

Both of them got held and then there were some more summons on the scene.

 

Things looked grim.

Then rigid thinking wore off.

Imoen immediately took a potion of healing followed by necklace of missiles. She was near the centre of the blast and was brought to death's door.

 

However, the summons were all but wiped out and Mulahey was panicked.

 

This allowed Imoen to take healing potions.

 

She killed the last summons with her bow before finishing off Mulahey using +1 arrows.

 

Success. However the partiy's health was poor.

 

They fought their way out of the mine and then slept. Twice!

 

They were then back to full health with good spells memorised.

 

Imoen scouted about whilst hidden and told Ajantis of some well-armed adventurer's to the north. Ajantis used detect evil which confirmed the party's suspicions. They were up to no good. Imoen used necklace of missiles on them.

 

All were killed except Lamalha, the leader. Imoen crept up behind and attempted a backstab. It didn't work, but nevertheless the party were victorious without further injuries. :)

 

Further sleeping was interrupted, but at last they had a good night's rest.


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#16075
Grond0

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Phantasmic 6 {53} - monks party (update 2)
 
The monks got up to level 6 by doing their usual routine at Durlag's Tower - lots of ghast dodging there, but no-one was ever in real danger.  They then carried on clearing areas.  I was still being pretty careful and patient, with lots of micro-management for instance in killing the Doomsayer - Phantom running him round, while the other monks used a relay system to hide in the shadows before attacking.
Spoiler
They went back to the basilisk area to deal with Kirian's party, who had been left previously
Spoiler
and have now vacuumed everywhere else they intended to do prior to the main quest.  They've just arrived at Nashkel Mine.
 
Still no serious injuries or significant mistakes, though I did rest after killing Zordral - letting Bentha's equipment evaporate as a result.
 
Stats
Chimera - L6, 33 HPs, 172 kills
Spectre - L6, 46 HPs, 272 kills, 0 deaths
Phantom - L6, 40 HPs, 171 kills, 0 deaths
Wraith - L6, 55 HPs, 167 kills, 0 deaths
Spook - L6, 45 HPs, 166 kills, 0 deaths
Spirit - L6, 44 HPs, 208 kills, 0 deaths

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