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[MOD] Tactics Remix

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  • morpheus562morpheus562 Member Posts: 658
    Cleric scripts have a slightly different check to have the creatures rest than the other scripts, so I'll see what's going on.
  • shevy123456shevy123456 Member Posts: 428
    Just a tiny report, as I am right now installing Version 5.0 - it writes that
    it could not find a file called oldrand.baf in city_encounters. Not sure if
    this is important or not, just mentioning it here.
  • morpheus562morpheus562 Member Posts: 658
    I'm guessing you have a conflicting component installed from the questpack mod.
  • Kensei_xXxKensei_xXx Member Posts: 368
    Install Ding0‘s Questpack without the „random city encounters“. That should solve the problem.
  • Kensei_xXxKensei_xXx Member Posts: 368
    Btw Morpheus,
    Have you been able to reproduce the bug with those messed up Lizarmen scripts?
  • morpheus562morpheus562 Member Posts: 658
    edited January 6
    I think it's to do with how I had enemy resting work, which I revamped. It should be corrected now. EDIT: The fix is part of the next update.
    Post edited by morpheus562 on
  • crizunhorcrizunhor Member Posts: 2
    Hello! Tried playing BG1 with this mod and here's a few things (bugs?) I noticed:
    1. Monsters summoned by the player have hp increased by the same formula as all enemies (i did 3x+30), although the description claims otherwise. I tried installing this component alone on a clean game and it was the same.
    2. Color spray doesn't do anything against lvl 5+ mobs, not sure if it was intended, in-game and readme descriptions differ.
    3. When enemies are both slept and blinded, they do not wake up on hit, if there isn't anyone in melee range.
    4. Phase spiders in Cloakwood teleport to the first enemy they see and not to the backline, although the same spiders in Durlag's tower teleport to the backline right away, not sure if this was intended.
    5. Flesh golems only use rage ability when near death, although I never fought them properly, instead blocked them with invisible characters and killed with ranged weapons (it turned out they had 500+ hp with my settings)
  • morpheus562morpheus562 Member Posts: 658
    edited January 6
    crizunhor wrote: »
    Monsters summoned by the player have hp increased by the same formula as all enemies (i did 3x+30), although the description claims otherwise. I tried installing this component alone on a clean game and it was the same.
    I'm seeing a bug which is now fixed where it would prevent some but not all friendly aligned creatures from getting benefit. This should now be corrected in the next update.
    crizunhor wrote: »
    Color spray doesn't do anything against lvl 5+ mobs, not sure if it was intended, in-game and readme descriptions differ.
    I reverted this change a few versions ago so Tactics Remix does not update the spell anymore. If the in-game description is not correct, it is not something that TR touches.
    crizunhor wrote: »
    When enemies are both slept and blinded, they do not wake up on hit, if there isn't anyone in melee range.
    This is likely an engine limitation with the respective sleep opcode. Not something that can be altered via Tactics Remix.
    crizunhor wrote: »
    Phase spiders in Cloakwood teleport to the first enemy they see and not to the backline, although the same spiders in Durlag's tower teleport to the backline right away, not sure if this was intended.
    Phase spiders throughout the game use the same teleport scripts. What you are seeing is the randomness the scripts offer.
    crizunhor wrote: »
    Flesh golems only use rage ability when near death, although I never fought them properly, instead blocked them with invisible characters and killed with ranged weapons (it turned out they had 500+ hp with my settings)
    Current script relies on a straight HP check instead of a % of HP lost. I'll get this updated to % based to better work with components that alter golem HP. Mechanically, if the HP threshold is met, it will roll a 1d6 per round to enrage. If you are playing on Insane difficulty, no 1d6 is rolled, and the flesh golem will always enrage when the HP requirement is met.
  • shylamanshylaman Member Posts: 174
    edited January 13
    I am doing a new install with updated mods for my annual play through. I have been using SCS for years, but have never played Tactics. I appreciate you working to keep the old game fresh with new challenges. I don't know if I am a good enough player for Tactics, it sounds like it is quite challenging. I guess I can give it a try. Either way I appreciate the hardwork. I use your power gaming scripts, forgotten armaments, and I am going to try Crucible.
    Post edited by shylaman on
  • morpheus562morpheus562 Member Posts: 658
    The difficulty slider for Tactics Remix and Crucible are both highly responsive to whichever difficulty setting you place it at. If you have a hard time, just turn it down and the overall encounters will become much more manageable.
  • ThrasymachusThrasymachus Member Posts: 979
    I'm using Tactics Remix for the first time and it's definitely made the game more challenging (I've used SCS for years). Appropriately enough, I find myself having to rethink my party's tactics often, and I've had to put off certain encounters until later in the game (something I haven't felt necessary for years). Overall, it's made the game feel more exciting. Thanks very much for providing this mod! B)
  • shevy123456shevy123456 Member Posts: 428
    > I've had to put off certain encounters until later in the game (something I haven't felt necessary for years).

    It works for the most part in my opinion, just requiring some adaptation to the gameplay and some other mods may also help. For instance, some additional companions - Djinni, Jazon, Aura's automaton. And various items. The stronger vampires changes, for instance, are quite difficult early on, but become easier lateron. On the other hand, I wasn't able to beat through Crucible in my latest run a few months ago or so. Judging the scaling factor is super-hard. I realised after a while that I am not quite the primary target group as I prefer more a storyline-centric approach and the max-difficulty aspect is too hard for me (even medium difficulty can be challenging due to scaling issues; for instance, the for me hardest dragon fight when I picked stronger dragon, was that acid dragon that attacked the team upon arrival, though I also lateron found that it is possible to have the dragon there not notice the party - not sure why, perhaps because day/night and vision range differs, e. g. I play with the improved light effects mod too). Or the almost permanently invisible Rakshasa - I never quite found out how to defeat them when the party level was fairly low still.
  • crizunhorcrizunhor Member Posts: 2
    Finished BG1 with 5.0 version installed. Overall, I really liked the mod, it's a much better alternative to LOB+SCS, looking forward to trying it in BG2 later. Here's some more stuff I noticed:
    1. Bandits that appear to attack in a city when at 20 rep say wrong lines in chat (from SoD, something about Rashemi).
    2. Tellan in the ice island cave attacks his own elemental with a sling after he summons it, while elemental itself just runs across the whole map to the player even if it can't see them (invisible).
    3. Boss fight on the first floor of Durlag's tower: casters spawn with almost no buffs on, not sure if it's intended. Also, Fear started casting something, but then interrupted his cast for no apparent reason.
    4. Cultists in Ulgoth's Beard all have potions of Heroism, but never use them during the battle.
    5. Almost no mages use fire shield, in theory making them an easy prey for a druid, despite insects nerf. I didn't have a druid in my party though, so not sure how it would actually go.
    6. Winter wolfs look like they haven't been touched -- they keep attacking the same target with cold attacks even when it has cold immunity and there are other available targets nearby.
    7. Doomguards spawn in many encounters with mages, but on maximum difficulty settings they are pretty much unkillable by normal means until late in the game, with their 500+ HP and immunity to ranged. A lot of times I had to just leave them standing there blinded after killing other enemies, never finishing them off. Speaking of which, blind remains a universal solution to most encounters even with the nerf.

  • morpheus562morpheus562 Member Posts: 658
    edited January 17
    I'm working on a number of updates throughout and was able to incorporate the following into the next release:
    1. I couldn't find what was causing this. Will see if it reappears but I'm guessing it is something present in BGEE and not EET.
    2. Updated a vanilla script that I think may be the cause of this behavior.
    3. Updated across the board. One of the guardians is now a fighter/mage and will buff accordingly. Fear that you saw has an insta-cast, so you likely just saw an insta-cast.
    4. Updated generic scripts across the board for better use of potions if they already exist on creatures instead of solely net new assigning potions.
    5. Mages will now use fire shields much more often.
    6. Updated winter wolfs and brought in the winter wolf breath from IWDEE into BG. This means they have one ranged attack and another cone shaped breath attack.
    7. Welcome to Tactics Remix :)

    EDIT: Wanted to add, thank you for the feedback and I'm happy you enjoyed your first TR run!
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