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[MOD] Tactics Remix

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  • morpheus562morpheus562 Member Posts: 390
    Tactics Remix official release for version 0.9.8.9-alpha which brings the following enhancements:
    • Improved Icharyd fight.
    • Improved Kahrk fight.
    • Improved Centeol fight.
    • Improved Ragefast and Ramazith fights.
    • Improved Ekandor and other Red Wizard (Neera's Quest) fights.
    • Assigned a thief script to Desreta.
    • Updated Giant Spiders to cast Web Tangle.
    • Corrected Cause Wounds and Harm spell names that were incorrect for BGEE installs.
    • Added scroll of restoration to the Ulcaster ruins.
  • shevy123456shevy123456 Member Posts: 296
    edited January 10
    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.)
  • morpheus562morpheus562 Member Posts: 390
    The issue with Yuan-ti mages was identified earlier and corrected in a previous release. Updating via the hot fix will correct your issue.
  • Sayn1911Sayn1911 Member Posts: 7
    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 ?
  • morpheus562morpheus562 Member Posts: 390
    Sayn1911 wrote: »
    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.
  • Sayn1911Sayn1911 Member Posts: 7
    edited January 10
    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!

  • morpheus562morpheus562 Member Posts: 390
    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.
  • Sayn1911Sayn1911 Member Posts: 7
    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
  • shevy123456shevy123456 Member Posts: 296
    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).
  • morpheus562morpheus562 Member Posts: 390
    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).
  • shevy123456shevy123456 Member Posts: 296
    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.)
  • morpheus562morpheus562 Member Posts: 390
    Tactics Remix official release for version 0.9.8.10-alpha which brings the following enhancements:
    • Updated Sirines.
    • Updated scripts and enemies for the Dark Tidings mod.
    • Add Breach scrolls to Sorcerous Sundries.
    • Add Ruby Ray scrolls to Trademeet merchant.
    • Fixed bug with Torgal script global variables.
    • Minor tweak in Gnome F/I script.
  • morpheus562morpheus562 Member Posts: 390
    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.
  • morpheus562morpheus562 Member Posts: 390
    edited January 19
    Tactics Remix official release for version 0.9.8.10-alpha which brings the following enhancements:
    • Tweak Davaeorn fight and scripts.
    • Further improved vampires.
    • Fixed Ramazith/Ragefast golems from going hostile prematurely.
    • Corrected bug in hit point component with a couple extra "END".
    • Added more spells to universal mage scripts.
    • Added a new Lesser Dispel Magic spell to the mage chess component.
    • Added component to add a save vs. spell for on-hit dispel weapons.
    • Created a new Spell Tweaks component to house minor tweaks to existing spells.
    • Merged changes to Abidalzim's Horrid Wilting and Web into a singular Spell Tweaks component.
    • Fire Shields (and other) repeating damage that bounce back and forth from one another is fixed in the Spell Tweaks component.
    • Added new component so successful vorpal hits will remove Death Ward.
  • morpheus562morpheus562 Member Posts: 390
    Tactics Remix official release for version 0.9.9-beta which brings the following enhancements:
    • Official Beta release for Tactics Remix covering the entire series of BG1:EE, BG2:EE, and EET.
    • Updated scripts to use EEex offset casting if EEex is present.
    • Updated universal mage script to have more randomness with spells chosen.
    • Fixed scroll of Lesser Dispel Magic as before it wasn't casting or being memorized.
    • Fixed spell cast delay in mages.
    • Fixed bug so Mutamin will now cast Cloudkill.
    • Fixed bug with Maevar casting Cone of Cold.
    • Update Jalantha Mistmyr experience.
    • Amarande will now reward more experience when defeated.
    • Tweak Durlag's Chess opponents.
    • Tweak calls for help.
    • Added new BAM file for Will of Atar halberd.
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