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[MOD] Tactics Remix

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  • morpheus562morpheus562 Member Posts: 430
    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: 315
    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: 430
    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: 430
    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: 430
    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: 315
    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: 430
    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: 315
    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: 430
    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: 430
    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: 430
    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: 430
    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.
  • shevy123456shevy123456 Member Posts: 315
    This is a bit more feedback in regards to Tactics Remix 0.9.9b, see https://www.morpheus-mart.com/tactics-remix.

    I have not tested everything and elected to not use some of the new changes, such as improved planetars and a few more things. I did, however had, test the "lite" variant of Ilyich in the first dungeon this time.

    I am not saying it was necessarily easy, but it was definitely much easier to prevail in, than the prior variant with the stun-using or mass-confuse-using demon (and the stone golem; the small clay golems were actually easier in the lite variant. I don't know how much the golem mod changes in regards to the difficulty slider).

    I had to kite Ilyich and the others quite a bit, in particular the ranged sniper kept on being a troublemaker (I would pull back injured NPCs too slowly usually).

    There were two small clay golems as mentioned (I also used Argent77's mod for golems) - they were faster than the other duergar, but actually that worked against them in that they outran most of the other duergar and were somewhat easier to kill once isolated (for instance, I killed them when they were in the middle of the first level dungeon). I also had the Region of Terror mod, and Bruenor was quite effective in dealing out damage here. So, overall I would say the Lite part is ok-balanced - it provides a challenge without being almost impossible (this is also highly dependent on weapons available; in later parts of the game this becomes easier, in early parts it can be much harder). I would not necessarily call it "lite" by itself, but compared to the nightmare-mode it was definitely easier.

    There is one thing that appears to have changed or I may not have paid attention to this before. Many humanoid-like enemies drink a potion, e. g. the bandits that ambush at night (there may also be another mod that increases ambushes). Is the potion a real object in their inventory though? It seems as if it provides an explanation to their buffs ("drinks an oil of speed potion", or something like that), but I was not sure whether it really was an item they kept. One can say that they have only one potion, and use that one potion at the beginning of the fight, but there are trigger-conditions where they could not tell that the fight starts (e. g. invisibility and then use horror when sneaking up on enemies, and all targets that fail the saving throw will run away in panic, then you kill these panicked units before the fear-effect runs out - but, even when you do that, no potion ever seems to "appear" in the corpse.) Here I think it may be better to have a real potion in the inventory, in part because it could then be looted too (e. g.
    when they failed to drink it before, due to horror/fear used before and then a quick kill or possibly a stun-effect or anything similar int his regard), but more importantly than that, because I think all game-messages should be represented by tangible in-game "logic" as well. In other words: if a message appears by the game engine for the player to read, that message should be based on truthful and factual observation. I remember in an old text-based MUD, where one admin there "engineered" text messages in PvP to make one overpowered guild where he had his alt account play and PvP/PK-nuke down other players, change to appear that all members of this guild are more "harmless" in PvP than they really are. Their features soaked up a LOT of damage in PvP, due to hardened skin/damage reduction that was never explained to the other players directly, other than sneakily swallowing information, without giving players any means to understand what is going on directly. In other words: the game engine there swallowed information from the players. Back then I came to the conclusion that any game engine should be truthful at all times about everything, as long as there can be an in-game discernable observation of it. Evidently if players can not discern something then it should not be displayed either, but e. g. "drinks a potion" should derive from having a potion. By the way, I actually think an empty vial is more logical than the potion just disappearing - in the guarded compound, we can even see that, e. g. if you kill them, they have empty vials or empty bottles. That is more logical than an empty potion just disappearing without any explanation about why that container vanished. I am not sure why the original developers did not do so consistently.

    I did test a few more things (once on the surface) and in general it seems that the changes made more sense now, compared to the prior release, but I have not tested everything yet, so my feedback is very incomplete in this regard.
  • Kensei_xXxKensei_xXx Member Posts: 152
    On a recent BG1 Run with Tactics installed, it happened to me that Tarnesh was insta killed by Arrows of Charname and Imoen when he turned hostile, just before his scripts could kick in.
    Is there a way to prevent this? Maybe if casters would be turned invulnerable for a short time until their scripts are fully executed?
  • morpheus562morpheus562 Member Posts: 430
    Kensei_xXx wrote: »
    On a recent BG1 Run with Tactics installed, it happened to me that Tarnesh was insta killed by Arrows of Charname and Imoen when he turned hostile, just before his scripts could kick in.
    Is there a way to prevent this? Maybe if casters would be turned invulnerable for a short time until their scripts are fully executed?

    I need to think on how I'd want to approach this. Couple different options.
  • Kensei_xXxKensei_xXx Member Posts: 152
    I found another small issue on an EET Setup, regarding custom encounters;
    5pg7saxdsvaz.jpg

    Any idea what might cause this warnings and what's to be expected if I keep it installed this way?

    Didn't include any SCS AI or Tactics Parts this time, WeiDu Log attached.
  • morpheus562morpheus562 Member Posts: 430
    Kensei_xXx wrote: »
    I found another small issue on an EET Setup, regarding custom encounters;
    5pg7saxdsvaz.jpg

    Any idea what might cause this warnings and what's to be expected if I keep it installed this way?

    Didn't include any SCS AI or Tactics Parts this time, WeiDu Log attached.

    It looks like you have another mod altering the following files: ar0041.bcs, ar0045.bcs, and ar0046.bcs.

    On an unrelated note to your posted issue, your install order has some problems. UI mods, like Dragonspear UI++ need to come near the beginning, not at the end. You are also splitting Tactics Remix up both before and after SCS, don't do this. Install all of Tactics Remix after SCS or those encounters will not use IWD spells. Also, why are you installing the Tactics City and Wilderness encounters out of order with Forgotten Armament before them?
  • Kensei_xXxKensei_xXx Member Posts: 152
    Because I remembered both of them causing issues on my last EET Setup, so I left them out at first. Wilderness encounters seems to be installed fine this time.
    Splitting new encounters between SCS and the other parts was suggested for version 0.8 of tactics remix. I‘m still used to it in some way, I guess. Will keep that in mind next time.

    I left the city encounters out this time. Just wanted to let you know, that there might be mod conflicts somehow.
  • Kensei_xXxKensei_xXx Member Posts: 152
    Btw

    Tactics readme still says the following:

    „New encounters should be installed prior to SCS while updates to existing encounters should be installed after SCS…“ ;)
  • morpheus562morpheus562 Member Posts: 430
    Kensei_xXx wrote: »
    Splitting new encounters between SCS and the other parts was suggested for version 0.8 of tactics remix. I‘m still used to it in some way, I guess. Will keep that in mind next time.

    It is likely to lead to issues now or unoptimal performance as some of the spell changes will not be applied to those fights due to the order of your install. Similarly, those fights will not use IWD spells since they are installed before IWD spells.
  • morpheus562morpheus562 Member Posts: 430
    Kensei_xXx wrote: »
    Btw

    Tactics readme still says the following:

    „New encounters should be installed prior to SCS while updates to existing encounters should be installed after SCS…“ ;)

    The readme, located here, does not say that. https://www.morpheus-mart.com/tactics-remix

    Its possible you are looking at old/outdated files to an inactive github buried in the files, but the readme, link above, does not make that claim.
  • Kensei_xXxKensei_xXx Member Posts: 152
    I was quoting the readme in the Mod files. It‘s written there under the part „content“.
  • morpheus562morpheus562 Member Posts: 430
    Kensei_xXx wrote: »
    I was quoting the readme in the Mod files. It‘s written there under the part „content“.

    Its a .md file that is a front page to a now-defunct github page. If you look at it, its missing all of my new components as I'm not keeping the git active. Please refer to my web page for all compatibility and mod install descriptions as that is up-to-date.
  • morpheus562morpheus562 Member Posts: 430
    Looking closer, this seems to be the component causing the issue:

    ~SETUP-D0QUESTPACK.TP2~ #2 #4 // Verschiedene Verbesserungen -> With Additional Random Encounters: v3.5

    You also installed ~SETUP-D0QUESTPACK.TP2~ #2 #0 // Generelle KI-Verbesserungen: v3.5 which will also likely cause issues. Speculation on my part as I haven't tested to confirm.
  • Kensei_xXxKensei_xXx Member Posts: 152
    edited February 4
    Thanks for your help and advices.

    I will leave it as is for now, but take it into consideration, next time I do an EET Setup, and do some further testings on my own.
  • morpheus562morpheus562 Member Posts: 430
    Tactics Remix official release for version 0.9.9.1-Beta which brings the following enhancements:
    • Fixed bug where there was no save vs. the sleep spell.
    • Fixed my bug with Loretakers boss update.
    • Tranzig will now initiate dialog with the player.
    • Tweak Gibberlings call and attack script.
    • Changed Doppelganger shout script to prevent bug with Candlekeep Revisited.
    • Slightly nerf my implementation of Insect Plague and Creeping Doom. Both will deal damage every 2 seconds instead of every second.
    • Corrected bug where Ragefast's golem wasn't going hostile.
    • Slight tweak to shout script.
    • Vampiric Wolves will now use Vampiric Domination on Insane or LoB difficulty settings.
  • Kensei_xXxKensei_xXx Member Posts: 152
    Morpheus, do you have any idea, how tactics might interact with Talents of Faerun in it's actual (beta) version?
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