SCS mod questions
FrdNwsm
Member Posts: 1,069
People keep suggesting I install the SCS mod for SoA, to see what improved AI opponents are like. Indeed, I'll admit that some scenarios have unrealistic and weak critter AI responses. Apparently some of the combats involving quests for the new EE NPCs have programming resembling SCS. Those combats were hard, but not exactly unwinnable, so it seems fair enough. I'd be curious to see what this is like.
One of my questions is what this entails mechanically. I went to a site that offered a download for SCS, which explained most of the modifications that would be made. If I download this, would the installation involve opening up and altering game files myself? I would not feel comfortable doing that.
Assuming that the files install themselves, can I then choose which modifications will go into effect, or is it a package deal? For example, I don't see any reason to change the Melf's Meteor spell, and why shouldn't the Adventure Mart special merchandise be available? That didn't appear until chapter 6 when MC hit level 20. Hardly a game breaker there. Another change is cosmetic; it removes the color change that occurs when a wizard casts stoneskin. I rather like this; it's a visual confirmation that the spell is still in effect. Can I choose to leave things like that unchanged?
One of my questions is what this entails mechanically. I went to a site that offered a download for SCS, which explained most of the modifications that would be made. If I download this, would the installation involve opening up and altering game files myself? I would not feel comfortable doing that.
Assuming that the files install themselves, can I then choose which modifications will go into effect, or is it a package deal? For example, I don't see any reason to change the Melf's Meteor spell, and why shouldn't the Adventure Mart special merchandise be available? That didn't appear until chapter 6 when MC hit level 20. Hardly a game breaker there. Another change is cosmetic; it removes the color change that occurs when a wizard casts stoneskin. I rather like this; it's a visual confirmation that the spell is still in effect. Can I choose to leave things like that unchanged?
1
Comments
Take note, though, that some of the components, like "Smarter mages" with pre-buffing, or "Smarter Beholders/Vampires", will murder a player who doesn't know what to expect. The same goes for the various "Tactical Challenges". SoA isn't BG1.
But then again, SCS is highly customizable. You can always remove/add a component if thing are too hard/too easy.
I suggest trying it out after your first succesful virgin game, however. It can be a little...tense. (But fun!)
As for the difficulty level, I always advise people to be bold and challenge themselves. Even the most hardcore settings in SCS are not unbeatable, and you learn a lot about the game trying to overcome the things SCS throws at you. The mod is quite fair for the most part, but it does require attention and an eye for detail in some places. Don't let that discourage you - on the contrary, let it excite you!
Also how come I keep hearing AI "tougher mages" and "vampires" are so tough or maybe better I find out for myself and no spoilers lol...just want it to be doable as understand how tough it can be
If such an enemy did appear, it could be rendered vulnerable to a Magic Missile with five magic attacks, and my party of spiders currently awaiting direction in ToB has all of the spells needed for precisely that occasion, even though barely anything in SCS2 ever uses Spell Trap. Or, you could just cast Cloudkill, though an SCS2 mage won't stay in the cloud if it can escape.
The more common approach for high-level SCS2 mages is to bring out Improved Mantle+Horrid Wilting+Spell Deflection/Turning via a Chain Contingency, trying to deal some rapid damage and force the party to heal instead of attack the mage. A Spell Trigger with Improved Invisibility and two Fire Shields, or Improved Invisibility and SI: Divination, or GOI and Spell Deflection, is also common, and serves as a getaway for mages who have lost their defenses. Mages often use Improved Mantle or sometimes Absolute Immunity to give them enough time to use Time Stop, and have a Contingency with Stoneskin or PFMW, depending on their level, which will trigger when they run out of Stoneskins or PFMW. Their Spell Sequencers, meanwhile, might have three Flame Arrows, but probably not three Skull Traps. Yuan-ti mages prefer to use Haste in their sequencers for the benefit of their allies, and basically always have (M)GOI active to thwart lower-level spellcasters.
SCS2 mages don't put triple Horrid Wilting spells in their Chain Contingencies because it's such an easy spell to thwart, and it leaves them completely vulnerable. It'd be putting their eggs all in one basket. And I've never seen an SCS2 enemy use Death Fog, with or without using Spell Trigger. And Minor Sequencers contain Charm Person or Magic Missile, and maybe Chromatic Orb and Acid Arrow. Double Web Minor Sequencers are rare.
Also, you forgot they cast Comet.
SCS2 enemies don't activate all the buffs they could know at their level; they usually only have one or two Abjuration spells, not counting a weapon immunity spell. This means their defenses can be broken down in one to three rounds depending on how many mages you have.
But it's not necessary to deal damage to slow down a mage. SCS2 mages usually have backup spells in case they get debuffed, which means you can force them to spend a round restoring their defenses by removing their initial protections. I have turned the tide against SCS2 mages several rounds before ever actually harming them, because I keep up the pressure and force them to concentrate on their defenses, instead of using their attack spells.
Or you could just focus on the other enemies. You can survive an enemy mage's spells for many rounds if you play defensively, and succeed against pre-buffed mages even without using any debuffing spells.
If you walk into battle with no protection and you start attacking without bringing down the enemy mage's protections then he might start blasting on you with heavy offensive spells but it would be easy to avoid.
Really all you need to do is throw a spell thrust followed by a secret word and then breach while your theif is using his detect illusion skill. After that they will fall. Maybe a handful of TOB casters will have spell immunity and might require some summons or AOE spells to weaken them up a bit but they are not that hard once you get into the habit of dealing with them. Once you have spell sequencers it becomes a quick 1 round procedure to bring an enemy caster's defense down and pummel them so hard with melee that they won't even get any other spells off.
That isn't to say that they are not challenging, just that they are not that bad if you spend a little time to understand them. I went from the vanilla game on insane to SCS on insane with all the hardest options and I struggled a little but I felt it was a fantastic and fun challenge.
Subledoctor may be correct that it may be more of a challenge then you want. It's not for everyone but I felt that subledoctor exaggerated a little much when explaining the harder bits of SCS. They are tough but anyone could beat them given a little time to study the spells that are being cast. If you don't want to do that sort of thing then you should tone down the pre-buffs but enemy casters are not super hard unless you have never faced them before. After a few reloads you will figure it out and then they are simply challenging but no big deal really.
I don't remember the thread but someone made an SCS spell guide and bengoshi has linked to it in the past. It really helped me out and I realized that SCS mages are only hard because you don't understand the the spell system entirely. After a little study of the after-mentioned guide every thing became easier to deal with. Challenging but not too much to handle.
EDIT:
subledoctor must have replied before I posted what I wrote. I agree with both of ya.
Pre-buffs and improved enemies should probably be added last. The improved enemies will give monsters like dragons and demons more hit points and make them higher level so the challenge can leap up pretty drastic with these options enabled. After all that you will have some tweaks to items and ease of use options and economy options which are more about individual preference than actual difficulty. The battles won't be harder with these last options enabled but they can put a strain on your equipment which will effect the way you battle and can make the game harder in the long run.