As far as exporting to BG2 your level is reset to.... I believe level 8. This can be justified story wise by saying Jon through his experiments has drained as well as stripped you of your items.
Many even lowest tier monsters received too significant stats boost for a player's party that constantly lingers around level 1-2. They difficulty curve goes up as the adventure progresses - Without the advantage of one extra level average, the player could forget about beating many encounters.
Thanks for answering my question. I'm glad you point to DH as an unbalanced mod, it provides some context for what you consider reasonable or not. I agree with your assessment of it, btw.
New positions for WORK IN PROGRESS 1.3: - Enemies will use smart targeting system (priority system) if their intelligence allows them. - Wider variety of Random Drops from enemies - Enemies receive a chance to have healing potion(s) or other potions, which they will use when needed.
Some of the changes really sound awesome. Waiting for 1.3 before I will try the Mod. - Are the Random Drops new drops or will the place of all items change ? How big is the impact on existing items ? - Is it possible to do a version without the HP changes ? I really enjoy enemys using more tactics, spells and items, but I don't like it when somebody can take hits from 100 arrows for example.
No impact. The mod is not invasive and doesn't even need Weidu - Does not edit dialog.tlk, does not touch STRINGS (however I think I'll weidu it for the sake of it). Does not replace existing items, does not change their locations or their stats. It simply adds via override script a chance(It is small. There is a possibility that you won't have a LEGENDARY tier drop in whole game.) to generate additional treasure in equipement (Stronger enemy = higher tier loot chance). Mages have whole separate section for it (They have a chance to drop spell scrolls, that perviously were unavailable to find).
Only left to do is to manually split and assign the scripts to nearly all NPC's in Baldur's gate. While I'm on it I will be doing minor difficulty changes like increasing accuracy or maxing out HP Dice rolls (Possibly following Class/races progression Charts according to AD&D rules) - However the average increase in HP will not be that significant if any, so you won't have to worry about any enemy who's able to endure 100 arrows for example. I'm really doing my best to keep it balanced and not to go overboard in any direction (Walk in a part <> Impossibru to defeat). Personally I hated high HP kobolds and Hobgoblins in "Increased difficulty" - I mean COME ON A KOBOLD/HOB WITH 50 HP? I guess you should have an idea what I'm aiming for here.
1.3 should be actually like 2.1 now, because of the amount of work Lunar and I put into this lately.
I'll wait for the XP fix to give it a try PS. Any conflict with SCS scripts?
The mod overwrites creatures and their scripts so there should be no conflict, I have parts of scs installed and parts of this mod too. Since it's a manual install, it works in a case-by-case basis, f you have scs installed and then put, say, Hareishan's creature file and script from this mod into your override folder, Hareishan in the game will use this mod's spells and abilities, while other mages will still use scs scripts.
Overall, scs scripts are longer and as such, they act smarter, this mod's spellcaster scripts use some higher level and different, flavourful spells and spell combos according to their theme. It is good and fun for challenge, and it can get quite difficult too, a player who has mastered scs battles can find new tactics and a breath of fresh air in their game.
Ok I'm pretty sure ETA must be pushed a little. While doing the last part (Manually editing all CRE all over again) I noticed many opportunities to further enhance enemies AI and speed up the randomisation script a little. Also randomize enemy behaviour a little and incorporate smart target picking better.
The mod will be done when it feels 100% done. New ETA: Around the middle of next week.
Sorry for that, but I rather release it when it so much more smooth and better.
All items were carefully hand picked from the whole pool. No personalized items are included (for example you can't get balduran's helmet as drop, because that could potentially lead to having two Balduran's Helmets which is simply stupid), unless they never appeared in game before.
Oh and scrolls. Mages have a greater chance to drop something but usually it will be a randomised scrolls - most likely with a spell that did not occur in the game before - yeah some more fun for magic lovers.
Not sure if you could get Teleport Field spell before, but damn I love it.
For example you can't get balduran's helmet as drop, because that could potentially lead to having two Balduran's Helmets which is simply stupid.
I have my party (prepeared for BG 2 or BGEE 2) with a lot of same items - I've completed game individually with each character (of course on insane difficulty). And it is strange to look on my party with balduran helmets, cloaks, 2 same drizzt scimitars, plate armors +3...
So, I agree with Charan but I will continue in using same items in one party
Progress Update. It's not done yet. I spend nearly every minute of my free time to finish editing mobs but my pressure on balance is so intense that I keep making adjustments which slows the process. I hope to release the mod by Friday or thursday.
For example you can't get balduran's helmet as drop, because that could potentially lead to having two Balduran's Helmets which is simply stupid.
I have my party (prepeared for BG 2 or BGEE 2) with a lot of same items - I've completed game individually with each character (of course on insane difficulty). And it is strange to look on my party with balduran helmets, cloaks, 2 same drizzt scimitars, plate armors +3...
So, I agree with Charan but I will continue in using same items in one party
You went through all that pain and don't even wear one of the top 3 heavy armors?
You went through all that pain and don't even wear one of the top 3 heavy armors?
Plate Armor +3 has got same AC as Full Plate +1 (of course, Full Plate +1 has some better slashing piercing and missile AC but i am switching between it by temper (and if I can't carry much weight I am using Plate +3 because it is lighter)).
And maybe we should stop this off topic conversation.
First, for some reason - ranged using enemies who were lucky enough to receive additional treasure for loot, simply refused to switch weapons from Range to Melee if enemies came too close. This problem is now solved by using a different ACTION.IDS for the item lottery(Necessity of rewriting Responses - takes some time).
Second (actualy problem). I'm looking for new ways to speed up the Global Randomisation script. It has incorporated some neat triggers which allows enemies to efficiently use all kinds of potions in battle - according to given situation.
BUT. Now there is a split between <9 INT and >9 INT users of potions - lower intelligence monsters have only a CHANCE to use possesed potions. If I would remove the INT split and simply make every enemy use their potions when needed, it would propably speed up parsing of initial script by nearly 1 second or so. It's barely noticible but I need your oppinion.
Would you rather have the split, where less inteligent enemies are more likely to drop their potions, because too stupid to use them, or should I make everyone use everything to make the script run more smooth?
Progress Update: I'm half way done with editing monsters stats etc. I'm pretty satisfied with the result so far, but some minor script adjustements slows the progress further.
I'm back. I decided to keep the INT check for potions usage. - Speeded up script parsing by creating additional variations of the script per monster tier, which allowed me to cut unused parts. I'm pretty satisfied now.
All that is left is some manual stat editing + drop chance adjustments. Should be done in couple of days.
I'll wait for the XP fix to give it a try PS. Any conflict with SCS scripts?
The mod overwrites creatures and their scripts so there should be no conflict, I have parts of scs installed and parts of this mod too. Since it's a manual install, it works in a case-by-case basis, f you have scs installed and then put, say, Hareishan's creature file and script from this mod into your override folder, Hareishan in the game will use this mod's spells and abilities, while other mages will still use scs scripts.
Overall, scs scripts are longer and as such, they act smarter, this mod's spellcaster scripts use some higher level and different, flavourful spells and spell combos according to their theme. It is good and fun for challenge, and it can get quite difficult too, a player who has mastered scs battles can find new tactics and a breath of fresh air in their game.
Still hope there will be 1.3. This mod is very interessting. SCS feels to much for me. And I really like the idea with boss monsters with random drops.
I am terribly sorry for the huge delay guys but I just could not spare any of my free time lately. I'm back on it right now and it's almost ready. Will be available soon. For real this time.
Compatible but not recommended. Dark Horizon is the main reason I decided to create this modification. This mod will be quite a counter to Dark Horizon, because DH breaks the game balance by sneaking in some incredibly ridicolously OP items(not via content, just via quite easy fights scattered around the world), while this mod makes the game harder and less predictible by improving enemy AI and stats (Additional random loot chance + EXP rewards increased about 15% TOTAL to balance this. However some fights may still require literally dozens of attempts to complete).
Comments
- Enemies will use smart targeting system (priority system) if their intelligence allows them.
- Wider variety of Random Drops from enemies
- Enemies receive a chance to have healing potion(s) or other potions, which they will use when needed.
- Are the Random Drops new drops or will the place of all items change ? How big is the impact on existing items ?
- Is it possible to do a version without the HP changes ? I really enjoy enemys using more tactics, spells and items, but I don't like it when somebody can take hits from 100 arrows for example.
Thanks for this and keep up the nice work
Only left to do is to manually split and assign the scripts to nearly all NPC's in Baldur's gate. While I'm on it I will be doing minor difficulty changes like increasing accuracy or maxing out HP Dice rolls (Possibly following Class/races progression Charts according to AD&D rules) - However the average increase in HP will not be that significant if any, so you won't have to worry about any enemy who's able to endure 100 arrows for example. I'm really doing my best to keep it balanced and not to go overboard in any direction (Walk in a part <> Impossibru to defeat). Personally I hated high HP kobolds and Hobgoblins in "Increased difficulty" - I mean COME ON A KOBOLD/HOB WITH 50 HP? I guess you should have an idea what I'm aiming for here.
1.3 should be actually like 2.1 now, because of the amount of work Lunar and I put into this lately.
ETA: Friday 2013.08.02
And thank you - Testers are always welcome. :]
PS. Any conflict with SCS scripts?
Overall, scs scripts are longer and as such, they act smarter, this mod's spellcaster scripts use some higher level and different, flavourful spells and spell combos according to their theme. It is good and fun for challenge, and it can get quite difficult too, a player who has mastered scs battles can find new tactics and a breath of fresh air in their game.
The mod will be done when it feels 100% done. New ETA: Around the middle of next week.
Sorry for that, but I rather release it when it so much more smooth and better.
Oh and scrolls. Mages have a greater chance to drop something but usually it will be a randomised scrolls - most likely with a spell that did not occur in the game before - yeah some more fun for magic lovers.
Not sure if you could get Teleport Field spell before, but damn I love it.
So, I agree with Charan but I will continue in using same items in one party
It's not done yet. I spend nearly every minute of my free time to finish editing mobs but my pressure on balance is so intense that I keep making adjustments which slows the process. I hope to release the mod by Friday or thursday.
And maybe we should stop this off topic conversation.
First, for some reason - ranged using enemies who were lucky enough to receive additional treasure for loot, simply refused to switch weapons from Range to Melee if enemies came too close. This problem is now solved by using a different ACTION.IDS for the item lottery(Necessity of rewriting Responses - takes some time).
Second (actualy problem). I'm looking for new ways to speed up the Global Randomisation script. It has incorporated some neat triggers which allows enemies to efficiently use all kinds of potions in battle - according to given situation.
BUT. Now there is a split between <9 INT and >9 INT users of potions - lower intelligence monsters have only a CHANCE to use possesed potions. If I would remove the INT split and simply make every enemy use their potions when needed, it would propably speed up parsing of initial script by nearly 1 second or so. It's barely noticible but I need your oppinion.
Would you rather have the split, where less inteligent enemies are more likely to drop their potions, because too stupid to use them, or should I make everyone use everything to make the script run more smooth?
Progress Update: I'm half way done with editing monsters stats etc. I'm pretty satisfied with the result so far, but some minor script adjustements slows the progress further.
All that is left is some manual stat editing + drop chance adjustments. Should be done in couple of days.
Like I said previously :-)