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The Adventurer's Lounge: Guidance and Support for No Reload Challengers- Newbie or Veteran

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  • AasimAasim Member Posts: 591
    aldain wrote: »
    So, I've been thinking a bit on difficulty (not the gameplay-setting) for a no-reload, and would appreciate some input.

    First, SoD. I always go through SoD in my no-reloads, but I've started to think that maybe this is making things easier. I've never lost a run here (in fact I got through it no-reload the first time I played it, though I did use a walkthrough). There are as I see it two advantages to going through SoD prior to SoA:
    1. Imported items/spells known. The items are rather trivial, but if you play any arcane spellcaster, you get some useful scrolls during SoA that are not available in BG1 (notably Spell Immunity, a gamechanger). Admittedly you can buy most of these in early SoA if you want (and you can pick up Spell Immunity from the Graveyard), but still.
    2. Experience. This is major in my opinion; starting at 500k as opposed to 161k is a serious advantage.

    So, I'm wondering: Would you say it's more of a challenge to just skip SoD and go straight to SoA? I enjoy SoD, but I enjoy a good challenge more. There's also the fact that it takes a fair bit of time to go through SoD if you're a completionist.

    Second, the SCS HLA component: This turns HLA spells into once-per-day abilities. So no 9th level arcane slots filled with Summon Planetar. On the other hand, you now get your highest-level spell slots to fill with regular 9th level spells, in addition to your HLA spells, and the same goes for priests. Of course, this change holds for enemy spellcasters as well.

    Given that enemy spellcasters usually die within a few rounds, I would think that this change actually makes ToB quite a bit easier, but maybe I am underestimating how much more powerful several casts of the same HLA spell can be. Thoughts?


    1) I also think SoD makes the whole run easier. It has a few pitfalls, but the chance of ending the run there isn't big. Personally, I can't see it as "core" part of the run; and consider it more of a "big quest mod".

    2) yes, it's a big difference. I like it, tbh - most of my no-reloads actually ended in early BG2 - the power drop your party experiences from end of BG1 is huge.

    As per SCS HLAs - I don't think it makes the game easier, quite the opposite (even more so if you're not playing with Spell Revisions). Most of level 9 mage spells are useless when compared to Planetar or Dragon's Breath.
  • Mantis37Mantis37 Member Posts: 1,175
    edited May 2019
    With regards to 1) I think that overall adding SoD makes the full run slightly easier with the extra xp, but not greatly so if you are playing with extra quest mods and on a level higher than core through SoD.

    For 2) my issue has been that every HLA- capable spellcaster seemed to cast the same spells, which made mage battles a little monotonous. Conceptually it is a good change though,
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,727
    I'd never say SoD makes the whole run easier. You can suffer badly in SoD and lose the no-reload run if you don't know spoilers and stuff (unprepared for certain fights and bosses).

    I normally reach 3mln XP in the Underdark without SoD, even with a 6-member party, so this additional XP from SoD doesn't matter much. While you get higher spells earlier, you get higher spawns as well (hi, SCS liches!).

    HLA spells turning into once-per-day abilities - I actually think this makes the game harder.
  • StummvonBordwehrStummvonBordwehr Member, Mobile Tester Posts: 1,357
    I will second @JuliusBorisov.

    I once said that my best tool is metagaming. That is actually not true - its my only tool.
    SoD is difficult for me because I cant metagame all that much (for now) and the plot bids me kill the boss at level 9-10

    BG2 is not that hard early on since it so un-linear and there are a lot of quest for every class to do well in with minimal risk.

    Fighters can do some quests and kill the easy prey, thieves can open locks/traps, mages scribe scrolls and cleric handle the undead. You can dodge the truly troublesome parts until you’re a epic character.
  • AasimAasim Member Posts: 591
    I'd never say SoD makes the whole run easier. You can suffer badly in SoD and lose the no-reload run if you don't know spoilers and stuff (unprepared for certain fights and bosses).

    This is true, but it applies for both BG1 and BG2 as well. If you don't know Kangaxx can Imprisonment you, your run will likely end when u fight him. Since you do know, you prepare. I don't think this is a valid point for "you can suffer in SoD". Sure u can, u'll suffer in Mutamin's garden also if you don't know what to expect.
    Additional cca 400k XP may not matter much in Ch.6; but it makes one hell of a difference in Ch.2. when u get out of Irenicus dugenon. Certain classes hit a huge power spike much earlier with SoD xp boost (Imp.Haste, and especially Death spell can make some encounters a breeze).

    Mantis37 wrote: »
    With regards to 1) I think that overall adding SoD makes the full run slightly easier with the extra xp, but not greatly so if you are playing with extra quest mods and on a level higher than core through SoD.

    For 2) my issue has been that every HLA- capable spellcaster seemed to cast the same spells, which made mage battles a little monotonous. Conceptually it is a good change though,

    I agree with ad.2) - ToB mage battles (and frankly, all high-level mage battles) are a chore more than a challenge. They're just tedious work, especially if they happen to have a few Time Stops memorized. It slows the game pace immensly. And frankly, TS isn't that good of a spell anyway...

  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Siege of Dragonspear can be pretty challenging. Disablers are even more common than they are in BG2, enemy types can be very diverse, you have to deal with large groups of critters at once, and there are multiple high-intensity encounters with very unique challenges, from the Neothelid to Darskhelin to Morentherene, the Bridgefort fight, Hephernaan, the Coalition Camp invasion, the siege of Dragonspear Castle, and the final battle itself. The Coalition Camp invasion and the Bridgefort fight both have instant death scenarios if things go poorly, both of those as well as the siege are very long and very resource-intensive, and the final battle is very different from all previous encounters, to the extent that you could find the fight unwinnable if you don't have enough +3 weapons on hand.

    The bonus XP is helpful at the start of BG2, but you have to work harder to get that XP in SoD than you would in BG2. A tetralogy run is going to be more difficult than a trilogy run unless you have a specific playstyle or party makeup that's well-suited to SoD specifically, or ill-suited to early BG2.

    The SCS innate HLAs component makes the game a little bit harder for spellcasters. HLA spells are significantly stronger than conventional level 9 mage spells or level 7 priest spells, so you're losing out on overall power, at least by the end of the game when you have more slots (druids are far weaker with that component installed because they get so many more level 7 spells).
  • NeverusedNeverused Member Posts: 803
    Is it standard for all of Ust Natha to go hostile immediately after the demon-silver dragon egg deal goes off successfully? The journal said that I probably had several minutes to get out, but the city went hostile in approximately 3 seconds after I left the room with no warning about failing any quests. I had improved Ust Natha installed; if the answer is that going hostile this early is normal, then I have another failed run on my hands, and I’m definitely not installing improved Ust Natha ever again.
  • FlashburnFlashburn Member Posts: 1,847
    @Neverused
    No. You have 2 or 3 minutes to leave the city before everyone in it goes hostile and the army starts spawning. It's more than enough time to escape even without the aid of speed-boosting items or magic, so you pretty much have to intentionally stay inside the city for the drow to start bearing down on you.

    I'm not sure what went wrong for you, but I haven't had a problem with it in SCS v31.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Neverused: How quickly did you kill the Egg Guards? Did you spend much time in between the Egg Guards and arriving at the ritual? The timer might start after attacking them, rather than after finishing the ritual, in which case a time delay between stealing the egg guards and the Matron Mother's death could create the impression that the city turned hostile immediately after the ritual.
  • NeverusedNeverused Member Posts: 803
    Egg guards were killed in two, three rounds maybe? I think I had some bad rolls in there. I went straight from swapping the eggs to the ritual. Curious. Regardless, I don’t think there’s quite enough evidence to warrant a reload: escape, even in those circumstances, might’ve been possible if I were ready and actually rested. And I want a second go at the sphere system of Faith and Powers anyways, because I want to find which sphere actually has Chaotic Commands. :tongue:
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Neverused: When I was poking around in F&P, I created a whole party of different types of clerics, used the console to level them up, and took screenshots of their spellbooks at each level so I could figure out which type of cleric could serve which purpose.
  • Mantis37Mantis37 Member Posts: 1,175
    edited May 2019
    According to the sphere guide (https://docs.google.com/spreadsheets/d/1uQJia0z1FePlkodb_AHajvlOl7dyRavOMR9US8acNP4/htmlview#) Chaotic Commands should be a universal spell available to all classes. However... it does not seem to be available to clerics in my install, so it's likely to be bugged not to appear? In my installation all available spells can be seem from level one as it happens.
  • Mantis37Mantis37 Member Posts: 1,175
    @Neverused Subtle Doctor says it's now in the sphere of Thought, so anything with major access to that sphere will get it. Acolytes of Sune even get it at level 4 I think!
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    edited June 2019
    @DavidW: Would re-installing SCS randomize stuff again? I'd like to randomize spell picks for every run, ideally.

    So, pretty much any mage level 16 or over has a chance of knowing Maze?
  • DavidWDavidW Member Posts: 823
    Yes, reinstalling will rerandomize. Of specialist wizards, only enchanters learn Maze, but fighter/mages, rakshasas, and vampires also learn it sometimes.
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,859
    edited June 2019
    For a change I am planning to play an evil character (Blackguard) and I am wondering if there are any romances for evil characters. (I have BG1 NPC Project installed. (Or do I have to install the romantic encounters mod for my character to get his/her oats?)
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,859
    1) I wish that I could play a cleric/thief who is not a gnome. Is there a mod out there which makes it possible?

    2) I also wish that I could play a fighter/cleric/thief but strongly suspect that the game engine would make that impossible even with mods. Am I correct?
  • AasimAasim Member Posts: 591
    1) half orc is viable I think
    2) I think u r correct, yes

    As per romance, I don't think any of the romances depend on alignment, but rather on race.
  • StummvonBordwehrStummvonBordwehr Member, Mobile Tester Posts: 1,357
    1) I wish that I could play a cleric/thief who is not a gnome. Is there a mod out there which makes it possible?

    2) I also wish that I could play a fighter/cleric/thief but strongly suspect that the game engine would make that impossible even with mods. Am I correct?

    CD tweaks opens up the options for races and classes. Just install it manually and dont do a BWS or EET setup.
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,859
    I already have a BWS setup. Is it Ok to install CD tweaks afterwards?
  • AasimAasim Member Posts: 591
    I already have a BWS setup. Is it Ok to install CD tweaks afterwards?

    yes
  • Mantis37Mantis37 Member Posts: 1,175
    BG1 NPC's evil romance is Shar-Teel. Keep your rep below 10 for fireworks...
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,859
    edited June 2019
    Mantis37 wrote: »
    BG1 NPC's evil romance is Shar-Teel. Keep your rep below 10 for fireworks...

    I have had a VERY short term relationship (One night stand) with her as a high reputation good guy. Presumably very different as a low rep bad guy.

    However, what if I play the fairer sex? That too could be interesting to see what pans out. Don't tell me. I'll wait and see. Knowing that Shar-Teel is the only romanceable character for a bad guy is sufficient info. Looks like Romantic Encounters might be required for playing bad guys.
    Aasim wrote: »
    I already have a BWS setup. Is it Ok to install CD tweaks afterwards?

    yes

    I already had this installed using BWS :smiley:

    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Internal working version, unsupported.

    However I can still only play cleric/thief as a gnome. I am thinking that I will have to create non-gnome cleric-thieves using Keeper to change a gnomish cleric-thief to a cleric-thief with a different race. If it works it works, if not, it doesn't. As it is unsupported I clearly won't get further help from whoever maintains the mod.
  • AasimAasim Member Posts: 591
    Odd. Afaik changing which race can be which class is a matter of tweaking one single game file. If you use NearInfinity, you can change this yourself.
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,859
    edited June 2019
    Aasim wrote: »
    Odd. Afaik changing which race can be which class is a matter of tweaking one single game file. If you use NearInfinity, you can change this yourself.

    I have changed it with Keeper and it works fine. I created an elven mage/thief, changed the character in keeper to a cleric/thief, gave her the required cleric kit, changed the cleric level to 0, removed the wizard spells, added the kit innate spells, updated the bonus stats, and in-game levelled up the cleric to level 1. This gave her the cleric spells.

    I played the game long enough to level up as both a cleric and a thief and there were no problems.

    A bit long-winded, but it works. I am more familiar with keeper than I am with NI which is why I used that editor. :)
  • RaduzielRaduziel Member Posts: 4,714
    What spells do passive damage?

    I can only think about Blade Barrier, Globe of Blades, Circle of Bones and Fireshield.

    Is there any other (both BG(2)EE and IWDEE)?

    Thanks in advance.
  • kjeronkjeron Member Posts: 2,367
    @Raduziel Unless you're changing how Fireshield does damage, I wouldn't worry about Fireshield with Sanctuary - the only creatures that will be hit by Fireshield are those that can already attack through Sanctuary.
    Anyway, there's Repulse Undead (not damage, but works the same as Blade Barrier), Greater Sun (Sun Soul Monk Fireshield), Aura of Flaming Death (Fireshield HLA for priests).
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Raduziel: Depends on how you define passive. Aura of Flaming Death also has a Fire Shield-style backlash. Otherwise everything requires targeting besides Sunfire.
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