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Enemy AI and difficulty, a plea for BG2EE!

Well, first of all i should clearly state that i'm an old school player that knows a lot about this game (and other original Black Isle products) so this probably will not apply for most. I play these games first playthrough for the RPG experience, obviously further playthroughs i play for challenge and usually with a solo FT or FM character. And this is the problem i find in this one, enemy AI is very poor so there's basically no challenge. The game is full of mages casting remove magic when you have no buffs and don't have a clue what to do when you go invisible.
That said, i am not entirely satisifed with my purchase here, i find that imo not enough was done to deserve the attribute "enchanced". Still i don't regret, but mainly due to nostalgy :)

Back to the topic, my plea is that people working on Bg2EE should maybe consider the following: would it not be great if difficulty slider had an effect on enemy AI and stats, instead of simply "doing that ammount of damage"? I realize it would be a lot of work, but as it is, the slider only effects the damage received, but my problem with that is that in such a setting stats and wepons kind of lose meaning, i.e. what good is my STR of 18 and +2 sword if a kobold suddenly does more damage then me, despite poor stats and worse weapons? What could be done is that difficulty slider leaves damage as it is but for example:

- affect enemy HP +-50 percent
-affect enemy stats +-20 percent
- affect enemy level (and therefore known and memorized spells, potions on hand, rogue skills)
- affect AI ( makes enemies actually use potions and scrolls, pick what spell to use based on circumstances etc.

yes i know i'm asking a lot and that this would be a lot of work, however it would have a huge impact on replayability positively.

David Gaider's did this with his Ascension mod for original BG2 and improved battles with the 5 and improved Mellisan. Slider actually affected the enemy scripts and enemies were more "clever" the higher you went!. As soon as you cast stoneskin someone would cast breach, you cast shadow door someone immediately casts true seing etc. Final fight in TOB with this mod was what i consider a real challenge, and you do not know pain if you haven't experienced this :).

Anyway, i'd like to hear if there are more people that share my opinion, are the devs considering anything of what i wrote about. If someone has any info about activities of David Gaider and is he considering to do some mods for EE i'd appreciate it :)



Comments

  • Aasimar069Aasimar069 Member Posts: 803
    Fair pain is something manageable.

    When it's nor fair, it's not funny.
  • Aasimar069Aasimar069 Member Posts: 803
    edited January 2013
    Fair pain is something manageable.

    When it's nor fair, it's not funny.
  • SeveronSeveron Member Posts: 214
    I believe SCS (Sword Coast Stratagims) also improved the AI. I too am waiting for this mod to become compatible as I think the AI is a bit poor. I personally hate it when a group of enemies go after you 1 by 1 because of line of sight. It should be that if an enemy is in a group, they attack as a group.
  • treemonkeystreemonkeys Member Posts: 7
    Is OP saying AI got worse since the original or that he would like to see it upgraded in the EE?
  • IgnatiusIgnatius Member Posts: 624

    Is OP saying AI got worse since the original or that he would like to see it upgraded in the EE?

    I believe he says he would like to see it upgraded in EE, or upgradeable in setting the difficulty cursor. SCS significantly improves the level of the AI and the challenge of the game, sadly it is not yet compatible with BG:EE.

  • LemernisLemernis Member, Moderator Posts: 4,318
    It may have been that Beamdog wasn't contractually allowed to overhaul the AI. There are some tweaks to the final battle. But otherwise Atari or Hasbro or Wizards or whichever it was that negotiated was reportedly pretty strict about keeping the game in its original state in most ways. Just add some new content seemed to be the rule of thumb.

    Sword Coast Stratagems for BG:EE (SCS:EE) is in development and the release is probably within around a month or so. That will provide the smarter enemy AI that you seek.

    I'm really looking forward to it myself. SCS really does make the game more immersive for me because the enemies behave more like there's a thinking creature doing the spellcasting.
  • swnmcmlxiswnmcmlxi Member Posts: 297
    @RogueN, David Gaider is unlikely to do mods for EE since he is now lead writer for Dragon Age at Bioware.
  • DexterDexter Member Posts: 253
    Totally agree with Lemernis. And it's the same for BG2. I read somewhere something like "ohhhh it's a yuan-ti mage, look out for chaos followed by true sight". That's the feeling.
    I'm also waiting for SCS to come out. Huge thanks to DavidW for his outstanding work!
  • BorsookBorsook Member Posts: 152
    Actually I have a mod I made that allows you to choose what kind of bonuses (Thac0, AC, HP, Saves) you want and to what. But it requires Weidu and I guess it has not been ported to BGEE yet?
  • ScooterScooter Member Posts: 182
    about David Gaider, this is from Trent's twitter 5 days ago:
    "Hey @davidgaider a while ago we talked about the thing and the stuff. I'd like to follow up on that if it isn't too much trouble"
    Mysterious? Yes, exciting? quite possibly :)
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