There is (or appears to be) something strange in regards to the Yuan-Ti mages. I
constantly read "casts death spells", and the targets seem to be his own allies,
e. g. "Yuan-Ti mage casts death spell on Umber Hulk" or
"Yuan-Ti mage casts death spell on Greater Yuan-Ti". Not sure if that
has any effect (or perhaps just resisted), and I welcome even enemies who support
my party killing monsters - but it seems a bit odd to see the summoned monsters
seem to fight one another, at the least in regards to spell-choosing (e. g. the target
of the spells). This seems to only happen with the death spell, or at the least so far
that I could observe it.
Also, for some reason in a recent play-through test-run, there are bandits at
night (which I actually like, those fights seem to be at a good challenge, e. g.
bandits choosing better options during the fight), normally there is a cut scene
where this Reivik or whatever his name was, shows up - the one the party can
carry to the Harper building. For some reason that cut scene never showed up
this time. I am not sure if this is due to bandits showing up or not, so it may be
a false positive; just reporting it anyway. (I actually changed mod installation
order too; now I am down to 50 mods, but on the good side, I have had zero
issues in general, e. g. no overwriting of random Strings. I suspect that some
mods, probably one other item mod, is causing weird problems. I haven't
narrowed it down yet, but in my current list of 50 mods, issues I had when
I installed ~80 mods, don't show up.)
Tried out the lite version of the Irenicus fight just to test things out, very enjoyable. I remember hating the original years back because of the item steal and shatter magic, despite the potential the encounter had, this slightly toned-down version is really nice.
I'll make a fresh full install of your encounters and rule changes in the coming days, but I have a question about mixing some of them with SCS. The yuan-ti component especially, I play with SCS and increased enemy caster levels by 40% in stratagems.ini so yuan-ti mages have access to level 9 spells and I'm quite tempted by your 40% MR and poison immunity addition to spice them up even further, since I often drown them in cloudkills in the early game.
Should your "Tougher Yuan-ti" component be installed before or after SCS if I want to benefit from both your improvements and SCS caster levels or would those be incompatible for that purpose ?
Tried out the lite version of the Irenicus fight just to test things out, very enjoyable. I remember hating the original years back because of the item steal and shatter magic, despite the potential the encounter had, this slightly toned-down version is really nice.
I'll make a fresh full install of your encounters and rule changes in the coming days, but I have a question about mixing some of them with SCS. The yuan-ti component especially, I play with SCS and increased enemy caster levels by 40% in stratagems.ini so yuan-ti mages have access to level 9 spells and I'm quite tempted by your 40% MR and poison immunity addition to spice them up even further, since I often drown them in cloudkills in the early game.
Should your "Tougher Yuan-ti" component be installed before or after SCS if I want to benefit from both your improvements and SCS caster levels or would those be incompatible for that purpose ?
Very happy you enjoyed the toned down version of Irenicus, and I agree with your points (especially the item steal). Any tactical or ai components from SCS will not work with Tactics Remix. Choose one or the other.
alright, thanks, I'm gonna make an install with all your new components anyway
One other question: did you implement the Athkatla city guard+cowled wizards fights that spawn in the Slums, Docks, Bridge and Waukeen's promenade for very low reputation parties? Or am I misremembering and this isn't actually in Tactics at all? I'm still using some components of the old EEtactics mod in my current install and I think those encounters come from the core component?
Anyway, thanks for your work!
I updated the components that came with the base game, but I can't remember that one. I did update random in-city encounters, but that does not include rep based attacks.
Ah yes I thought they were changed by Gebhard Blucher's Random City Encounters but checking the original readme they're actually left untouched by Tactics, my bad
I had a fairly strange fight with the Demi-Lich in the Basement of Morandin (Region of Terror mod) lately. I believe Tactics Remix may be largely responsible for the changed fight, as I did not encounter the problem before.
So the Demi-Lich there casts dispel as well as those teleporting field (which seems new)- the spell where you keep on getting shifted about in the area. Interestingly the Demi-Lich does not attack at all (ever) now, and I can not harm him (lack the proper weapons but also reaching the demi-lich was slow; guess I could have tried for ranged weapons). This leads to some kind of infinite battle where nobody does any damage.
I am not sure why the Demi-Lich does not attack; perhaps some routine makes him constantly do strange spells instead. I am almost 100% certain that the Demi-Lich behaviour there changed, because in prior run-throughs the Demi-Lich was even harder than Kangaxx from what I remember (though Dusk can sometimes one shot him if he has his final weapons).
I had a fairly strange fight with the Demi-Lich in the Basement of Morandin (Region of Terror mod) lately. I believe Tactics Remix may be largely responsible for the changed fight, as I did not encounter the problem before.
So the Demi-Lich there casts dispel as well as those teleporting field (which seems new)- the spell where you keep on getting shifted about in the area. Interestingly the Demi-Lich does not attack at all (ever) now, and I can not harm him (lack the proper weapons but also reaching the demi-lich was slow; guess I could have tried for ranged weapons). This leads to some kind of infinite battle where nobody does any damage.
I am not sure why the Demi-Lich does not attack; perhaps some routine makes him constantly do strange spells instead. I am almost 100% certain that the Demi-Lich behaviour there changed, because in prior run-throughs the Demi-Lich was even harder than Kangaxx from what I remember (though Dusk can sometimes one shot him if he has his final weapons).
No idea. Per your prior messages you do custom modifications and such to your installs and fail to provide logs as to what you're running (wouldn't help as again you modify them).
So I am slowly progressing (even managed to kill a planetaar finally \o/), but I found another oddity,
recently. The gnome called Valtor Darkspell is hiding in that house. I killed his two flying bodyguards,
then went down. Now, interestingly, every time I go back upstairs, a new project image (or whatever
is that clones Valtor), is showing up.
I now managed to spawn 8 of him! They all cutely surround the main Valtor (who is actually invisible
so I can not see him.)
These project images don't seem to be doing anything, not even moving, but I found that strange
altogether. It is probably absolutely harmless (I am not quite strong enough to kill Valtor actually),
so I am not sure I could call this a bug, but nonetheless it is a bit strange, as it would mean that
Valtor has the power to clone an infinite amount of project images, which I think is weird. If it is
not too much work or bother, perhaps the code could be changed, either to a check how many
of those project images were created or are nearby, or to simply limit the number of such project
images that can be used, like 3 per day or whatever else the limit is, whatever seems easier to do.
(In older versions of tactics remix this was not the case; if I recall correctly there was always only
one of those project images of Valtor. He now seems to be using that teleport field, though,
which seems different to the old behaviour as well. Actually, that teleport field seems to confuse
some of the AI, or change it at the least, but I haven't yet tested this sufficiently. I first noticed
this with the demi-lich, and now Valtor also seems to behave differently; before he seemed more
eager to chase, now he kind of seems to prefer spells? But as said, I am not yet sure about that.)
Newest update to Tactics Remix covers sirines, so I no longer recommend using PnP Fey from aTweaks. The Tactics Remix version updates sirines added by some other mods that aTweaks does not cover.
Comments
constantly read "casts death spells", and the targets seem to be his own allies,
e. g. "Yuan-Ti mage casts death spell on Umber Hulk" or
"Yuan-Ti mage casts death spell on Greater Yuan-Ti". Not sure if that
has any effect (or perhaps just resisted), and I welcome even enemies who support
my party killing monsters - but it seems a bit odd to see the summoned monsters
seem to fight one another, at the least in regards to spell-choosing (e. g. the target
of the spells). This seems to only happen with the death spell, or at the least so far
that I could observe it.
Also, for some reason in a recent play-through test-run, there are bandits at
night (which I actually like, those fights seem to be at a good challenge, e. g.
bandits choosing better options during the fight), normally there is a cut scene
where this Reivik or whatever his name was, shows up - the one the party can
carry to the Harper building. For some reason that cut scene never showed up
this time. I am not sure if this is due to bandits showing up or not, so it may be
a false positive; just reporting it anyway. (I actually changed mod installation
order too; now I am down to 50 mods, but on the good side, I have had zero
issues in general, e. g. no overwriting of random Strings. I suspect that some
mods, probably one other item mod, is causing weird problems. I haven't
narrowed it down yet, but in my current list of 50 mods, issues I had when
I installed ~80 mods, don't show up.)
I'll make a fresh full install of your encounters and rule changes in the coming days, but I have a question about mixing some of them with SCS. The yuan-ti component especially, I play with SCS and increased enemy caster levels by 40% in stratagems.ini so yuan-ti mages have access to level 9 spells and I'm quite tempted by your 40% MR and poison immunity addition to spice them up even further, since I often drown them in cloudkills in the early game.
Should your "Tougher Yuan-ti" component be installed before or after SCS if I want to benefit from both your improvements and SCS caster levels or would those be incompatible for that purpose ?
Very happy you enjoyed the toned down version of Irenicus, and I agree with your points (especially the item steal). Any tactical or ai components from SCS will not work with Tactics Remix. Choose one or the other.
One other question: did you implement the Athkatla city guard+cowled wizards fights that spawn in the Slums, Docks, Bridge and Waukeen's promenade for very low reputation parties? Or am I misremembering and this isn't actually in Tactics at all? I'm still using some components of the old EEtactics mod in my current install and I think those encounters come from the core component?
Anyway, thanks for your work!
So the Demi-Lich there casts dispel as well as those teleporting field (which seems new)- the spell where you keep on getting shifted about in the area. Interestingly the Demi-Lich does not attack at all (ever) now, and I can not harm him (lack the proper weapons but also reaching the demi-lich was slow; guess I could have tried for ranged weapons). This leads to some kind of infinite battle where nobody does any damage.
I am not sure why the Demi-Lich does not attack; perhaps some routine makes him constantly do strange spells instead. I am almost 100% certain that the Demi-Lich behaviour there changed, because in prior run-throughs the Demi-Lich was even harder than Kangaxx from what I remember (though Dusk can sometimes one shot him if he has his final weapons).
No idea. Per your prior messages you do custom modifications and such to your installs and fail to provide logs as to what you're running (wouldn't help as again you modify them).
recently. The gnome called Valtor Darkspell is hiding in that house. I killed his two flying bodyguards,
then went down. Now, interestingly, every time I go back upstairs, a new project image (or whatever
is that clones Valtor), is showing up.
I now managed to spawn 8 of him! They all cutely surround the main Valtor (who is actually invisible
so I can not see him.)
These project images don't seem to be doing anything, not even moving, but I found that strange
altogether. It is probably absolutely harmless (I am not quite strong enough to kill Valtor actually),
so I am not sure I could call this a bug, but nonetheless it is a bit strange, as it would mean that
Valtor has the power to clone an infinite amount of project images, which I think is weird. If it is
not too much work or bother, perhaps the code could be changed, either to a check how many
of those project images were created or are nearby, or to simply limit the number of such project
images that can be used, like 3 per day or whatever else the limit is, whatever seems easier to do.
(In older versions of tactics remix this was not the case; if I recall correctly there was always only
one of those project images of Valtor. He now seems to be using that teleport field, though,
which seems different to the old behaviour as well. Actually, that teleport field seems to confuse
some of the AI, or change it at the least, but I haven't yet tested this sufficiently. I first noticed
this with the demi-lich, and now Valtor also seems to behave differently; before he seemed more
eager to chase, now he kind of seems to prefer spells? But as said, I am not yet sure about that.)