Durlag's Tower - Thoughts?
TheArtisan
Member Posts: 3,277
So, Durlag's Tower. We all know about it (aside from the newbies). Some of us love it. Some of us hate it. But it's a pretty big part of the TotSC expansion, so you can't really ignore it if you're planning on completing the majority of BG1.
My thoughts? It's a pain in the a*s.
I don't mind that it's tough. I don't even think the Demon Knight is that hard once you figure out what he can do, and if I don't want to bother I just pack a Protection from Magic scroll and send my best warrior up against him. Most of the time I don't even use the mirror. But the dungeon itself is just so... annoying.
There's like 7-8 levels to explore in total, counting the above ground levels. It takes forever to get through the tower and clear it. I don't even know what I dislike most about it anymore, whether it's the annoyance of going back and forth picking up items and going for doors that you need to find the key for on the other side of the map, or the monsters, or the traps.
And holy cr*p the traps are annoying. Even after I've gotten through it about half a dozen times it's frustrating trying to pick out every single one of them especially with the game's horribly slow trap detecting system. Even now I get blown up by random traps I didn't know were there. I get blown up by traps I KNEW were there either because I get impatient or pathing sends my characters through them when I don't pay attention. Then I have to reload because every party I have has at least 3 really low HP characters that will die to a fireball.
Also because of some mod I installed the four elements part of the tower is bugged and I have to manually set the global to transition to the chess phase.
I just had the motivation to type this out after beating Durlag's Tower for... at least the 8-9th time by now. I felt like ranting :P But seriously, this is one of the most annoying dungeons in the entire trilogy. It's even worse than Irenicus's Dungeon by now, because not only is it so trap happy but I know I don't have to do it, but I *have* to. I know at least the first time I ran though it blind I was intimidated because there was a trap around every corner which could force a reload. Now it's just tedious. For once, Eldoth was right: "This is so tedious."
Edit: Count the number of times I said "annoying" "annoyance" or something to that effect lol. Spoilers: four times. Not that bad considering the tangents I can get into :P
My thoughts? It's a pain in the a*s.
I don't mind that it's tough. I don't even think the Demon Knight is that hard once you figure out what he can do, and if I don't want to bother I just pack a Protection from Magic scroll and send my best warrior up against him. Most of the time I don't even use the mirror. But the dungeon itself is just so... annoying.
There's like 7-8 levels to explore in total, counting the above ground levels. It takes forever to get through the tower and clear it. I don't even know what I dislike most about it anymore, whether it's the annoyance of going back and forth picking up items and going for doors that you need to find the key for on the other side of the map, or the monsters, or the traps.
And holy cr*p the traps are annoying. Even after I've gotten through it about half a dozen times it's frustrating trying to pick out every single one of them especially with the game's horribly slow trap detecting system. Even now I get blown up by random traps I didn't know were there. I get blown up by traps I KNEW were there either because I get impatient or pathing sends my characters through them when I don't pay attention. Then I have to reload because every party I have has at least 3 really low HP characters that will die to a fireball.
Also because of some mod I installed the four elements part of the tower is bugged and I have to manually set the global to transition to the chess phase.
I just had the motivation to type this out after beating Durlag's Tower for... at least the 8-9th time by now. I felt like ranting :P But seriously, this is one of the most annoying dungeons in the entire trilogy. It's even worse than Irenicus's Dungeon by now, because not only is it so trap happy but I know I don't have to do it, but I *have* to. I know at least the first time I ran though it blind I was intimidated because there was a trap around every corner which could force a reload. Now it's just tedious. For once, Eldoth was right: "This is so tedious."
Edit: Count the number of times I said "annoying" "annoyance" or something to that effect lol. Spoilers: four times. Not that bad considering the tangents I can get into :P
9
Comments
I love the actual dungeon design too, the rooms and layout is really cool!
Aside from the story, I *hate* dopplegangers. Ever since BG1, I tense up anytime one of those slimy face-shifters is around. Of COURSE they'd be behind this mess. Feels good to liberate the place.
Movement is *so* fundamental to any game and in a game like BG much more so.
One thing I've found is that, if select the all in a line formation, it works much better, if fact, I think it works in a different way to the other formations.
I was wondering if the this fairly simple algorithm might solve it.
When a party destination is clicked, only the lead character starts to move initially and the other characters delay finding a path - say a 1/4 second delay.
After delay, the 2nd player in the party calculates a route, if the shortest route is blocked by the lead party member (the one that is moving now), and that party member is within a certain distance delay, then do not move and wait another 1/4 second. After delay, calculate and check shortest route/distance and again delay if blocked. After (say) 6 delays (1.5 seconds), then the shortest route is really blocked, so use an alternate route.
Perform the above for each party member, using the character before you in the line up is check for blocked.
So, if we have 6 party members:
0 Lead CharA
1 CharB
2 CharC
3 CharD
4 CharE
5 CharF
Then, 1 would check if 0 is blocking the path, 2 would check 1 was blocking, 3 would check 2 and so on.
The timings might have to be tweaked, but I reckon this stands a good chance of making it work nicely.
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Just had another thought and I used something like this once. It went like this. If PlayerA can find a short route to a DestinationX from where it started from, and I can't but I am near to this point, then plot a route to where PlayerA started from, and, once there, try to find a route to destination X.
This worked like magic in an App I worked on.
With that in mind, I don't feel bad about fireballing everything on the chessboard before it can even see me. And I found the Demon Knight to be easier if you don't use the mirror, oddly.
But after doing it four times, all in recent playthroughs, it does start to wear on you. It's not a particularly hard dungeon after a while, but it's long and tedious. I especially hate the room with the exploding fireball in the center, which will actually prevent you from saving your game if you pause at the wrong time. Not to mention the horrible explosion noises spewing from your computer speakers. UGH.
It might be almost self-punishing in practice, but I could see playing a Let the Fates Decide style run in which the three ToSC quests are taken on as early as feasible--and for Durlag's that'd basically be as soon as the party's thief can handle the traps there.
So with this approach I would roleplay it through the dungeon without meta-gaming, and using card flips and die rolls for some decisions where I'm either unsure what the characters would do, or just to increase the fun value. That would sort of freshen up the experience, and make it more interesting and challenging.
If I were ever to do this, I think the main question is would I attempt it at the point that the Thief could handle the traps there with potions, or via natural skill. The merchant on that map, Erdane, has lots of potions for sale. So even if a Thief has only around 45 in Find Traps, with plenty of potions of master thievery it could be doable. I can never remember if it's 85 or 90 in Find Traps that you need to keep from getting crushed by the wall...
Werewolf Island on the other hand, LOVE IT.
Lots of traps, lots of monster respawn points, lots of hard-hitting monsters, hostile terrain (acid pools), and the items are not much more powerful than the other items and most certainly not necessary to take down Sarevok. Meh.
What is up with the returning to an empty town and having some cultist steal the damn dagger and then attack you? You go down and kill a Demon and that's it. Compared to the Demon earlier with his pretty mirror, the whole ending at Ulgoth's couldn't have been more anti climatic.
I went in, sure that I would get bored in minutes, but it turned out to be one of the best experiences I had in BG:EE.
I flippin' hate that demon.
But mostly, I've found that getting super pissed off at traps is a *very* good indication that it's time to step away from the game and do something else for a while. It'll be fun again later. Maybe months later.
There is no reason to go there other than third floor (above dungeon) for the Wisdom tome. At least in Watcher's keep you were constantly getting upgrades.
And any character with two invisibility potions can get the tome alone without ever having to fight.
The trickiest part are the enemies who backstab you, IMO. Those guys really hurt. There were a few cultist rogues in Ulgoth's Beard who backstab you too, and it's nasty business.
Aec'Letec is mostly just a beefed up fighter once you block off his gaze with Mirror Eyes potions on your party, and there's definitely plenty of those in the game, though killing off the cultists first is still your big goal.
I *despise* with a passion dungeons that trap you there forever until you finish them, and I also *despise* with a passion puzzle dungeons. The lower floors of Durlag's Tower are *both* of those things. For me, it's just no fun, and I have no interest in playing that particular scenario. Thank the gods it's optional and not plot-required.
I feel the same way about Watcher's Keep, although it's not as bad as Durlag's Tower. I rarely play either one past their points of no return, though, and the one time I got stuck in lower Durlag's Tower, I spent about an hour of real time there, said "No, thank you, Mr. Gamemaster," reloaded an earlier save, and never looked back.
Watcher's keep is artistically a masterpiece. However these levels are essentially series of challenges with a limited background, storywise.
The first time I played the Durlag's tower, I was captivated. This was a strong invitation to roleplay with a rich and non trivial story. Much better. Obviously such an interest fades away : this is not the best place for veterans. Furthermore in the original game, the engine limitations were painful, especially in such narrow areas.