Tactical challenge mods?
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in BGII:EE Mods
Hi, I would love to play a party of 4-5 self-made characters but not have the game become too easy, so I'm looking for some challenging mods to spice up the playthrough. I did a similar run back in the original game with the Tactics, Ascension and Solaufein mods, but of them it seems only Ascension has made it to EE. Most people talk about SCS a lot, but it doesn't really sound like that difficult of a mod.
So yeah, basically I'm looking for if anyone has any tips or insight of a combination of mods that would make a 4-5 men self-made group run really challenging. Think Kuroisan/Red Badge/Eclipse Party/Ascension final fight stuff.
So yeah, basically I'm looking for if anyone has any tips or insight of a combination of mods that would make a 4-5 men self-made group run really challenging. Think Kuroisan/Red Badge/Eclipse Party/Ascension final fight stuff.
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Note that it's pretty much a self-contained install; you won't use many other mods with it and it changes a lot of items, spells and classes. If this bothers you then SCS is your only real other choice.
I think that's slightly too macho for me. I'm looking more for fights around the Eclipse group in difficulty, since that to this day is by far my favourite BG2 modded encounter.
I'll keep it in mind though. Maybe one day it's time to brave that beast.
IA now has a very detailed complimentary readme that explores some of design decisions and the current state of the mod, especially on the so-called "cheat & cheese" subject. The readme available online and should give a better understanding of what to expect.
Alright, that makes it sound a bit interesting. It was after all ten years or so since I read about it last, and what I disliked wasn't that it was extremely challenging - I'm after extremely challenging -, it was that it sounded like it was, as I said, to the point of being ridiculous and made hard just for the sake of it.
The reason I liked the Eclipse party is because there was plenty to learn and outside of scripted spell casting (which could've been argued as them having access to near unlimited scrolls) and party wide time stops, they all played by the rules, the rules that I had become accustomed to beforehand and was looking to put to the test. Anvil sounded nothing like that.
Basically, I'm looking for a challenge I can defeat while using my arguably wide knowledge about the game, I'm not looking to learn a completely new one.
Thanks for clearing things up about the mod though, will definitely be worth reading about it. Who knows, maybe it's exactly what I'm after.
1) an enemy has an "extraordinary" nature which gives the opportunity to grant him an "illegal" ability (e.g., dragons are not limited in terms of fireballs but the AI scripted not to abuse it very often and fight more "intelligently")
2) adjusting overall effectiveness of certain spells and types of attack that allow for "cheesy" behaviour. One of the most glaring examples would be missile weapons or traps, which are relatively useless in IA. They allow the player to employ guerilla tactics (hit & run, luring, etc.) which the AI is helpless against. It's a part of the mod's overall framework, so to speak. This is the main reason why many players dislike IA and consider the enemies to be the "cheaters". They are right, to a certain extent, of course. I am afraid you would have to learn some stuff about the game due to many changes in the balance introduced by IA. If you are looking for a more conservative approach, which is understandable, SCS with tactics/ascension is a good and challenging combo, I imagine.
A dispel magic that is global, frequent and impossible to protect from with spell immunity (etc) doesn't sound fun in the slightest however. I'm not too avert to changes, I would almost appreciate the nerf of some of the more ridiculous classes and strategies, such as Inquisitor dispel magic or Spike/Time traps, to force me to try out new things.
I think I'll be settling for SCS with some restrictions or an additional mod for the next playthrough though. But thanks a lot for the information, it's definitely opened my eyes to the possibility of trying the mod out sometime in the future.
But I can see why do you have that point of view. I remember some players who had beaten IA but stopped at the final encounter because it felt a bit too much or just a drag in terms of real playing time required. In fact, I have plans to tone that particular encounter down. No problem. If you ever decide to give it a try, we can always give you a few pointers or help out in some way.
(The EE port is officially still an "alpha" release, but some components work perfectly well already. See the README and thread comments, to find out which ones are safe to install.) You underestimate it.
It's main appeal isn't the "Tactical Challenges" components¹ - they're just a bonus, and many of them are redundant with the Tactics mod anyway².
Instead, it's the "AI Enhancements" components that give SCS its deserved fame.
Smarter Mages, Smarter Beholders, Smarter Mind Flayers, and Improved Vampires, in particular, can make a veteran BG2 player feel like a total n00b again, and force you to really learn how to use your party's spells and abilities to the max.
If you only want a moderate difficulty increase, skip Smarter Beholders and Smarter Mind Flayers, and select the option to disable enemy prebuffing when installing Smarter Mages.
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1) See the README of the EE version of the Tactics mod, for details on which SCS and Tactics components can be installed together. Tactics' Improved Ilyich combined with SCS' Smarter Mages, for example, can make Irenicus Dungeon quite a challenge.
2) Though the Slightly Improved Drow component really is something else
I mean, basically everyone seems to be playing with SCS installed, so how hard can it be?
For human enemies, thieves focus heavily on maximum backstabs and target the squishies as much as possible. Mages are actually pretty disappointing overall, they're simply too obsessed with defenses to pose much of a threat unless they're Raskhasas at which point they can be dangerous.
@critto
@ineth
By the way, do any of you guys know if SCS insane changes more than just double damage taken? Like, are they even smarter or have more abilities? I'm trying to read as little of the mod as possible before trying, but this would be very useful to know.
In fact, SCS is pretty complicated in terms of engineering: the mod features its own framework library and meta-language with a kind of on-the-fly compiler for writing and generating complex scripts more efficiently.
I've always felt that was a boring and unbalanced way of increasing difficulty which only leads to dual or multi mages being even better since they flat out negate damage and doesn't care whether they fight kobolds or ravagers when it comes to how much damage they take.
If that's the case I'll play on Core most likely. Just want to make sure I'm not missing anything of importance and people going "oh that isn't the real scs" over it.
And thanks for the tips, might look into a lot more mods in the future
Barring, of course, complete removal of magical resistance as a concept by one of your mods
Following your logic, MR is a part of game mechanics. IA and SCS grant extra MR, DR or other resistances to monsters whereas you take them away. How is that not a violation of basic rules?
PS: I'm not criticising, just curious. And your combination sounds quite fun. I'd try it if you weren't releasing a new version every other day
Any plans for a final release?
I've written a pair of paragraphs in reply regarding the MR issue but decided to drop it since this is pointless anyway. The overall idea sounds curious and I'd try it whenever the mods reach a certain more stable check-point. Perhaps, when the EET is stable too. That'd be a good opportunity to do the whole saga one last time.
Different tastes and this is fine
My point is just that if you you figure out, or even worst steal from other players, the "winning" strategy for each encounter and stick to it forever I suspect that the game will become boring and easy, no matter how is modded.
Your approach is completely different to Weimer's one and Sikret's one is different from both. And that is great because a player can choose according to his tastes or maybe enjoy all them in different runs and I tank you modders one more time for the GREAT work that you donate to the community.
But the fact that when you have found the trick the game becomes fairly easy (and boring) imo is independent from the modder approach, is a player related problem. All of those approaches can lead to funny and creative gaming if a player uses his creativity, always search for new still unexplored ways.
> Oh I understand it's not for everyone. It's really just for me, I only released it in case some other weirdo finds it fun.
Well, that's a good motivation. Any mod should represent an idea of a good playing experience of the mod's author, first and foremost.