Skip to content

[MOD] Tactics Remix

1457910

Comments

  • morpheus562morpheus562 Member Posts: 564
    Tactics Remix official release for version 1.2 which brings the following enhancements:
    • Updated Basilisk scripts to better hunt the player.
    • Korax will now be targeted by Basilisks.
    • Fixed issue where Shadowdancers would not use shadowstep.
    • Tweaked to remove warnings with EE Fixpack.
    • Tweaked Tarnesh to be one level lower to help soften that mage fight for an early party.
  • Kensei_xXxKensei_xXx Member Posts: 243
    edited April 5
    Morpheus, did you test Tactics Remix against the old Mega Mods like Darkside, Northern Tales oder Darkest Day?
    I remember SCS tuned up clerics and thieves making the last Dungeon of DSotSC nearly impossible to play, due to hundreds of duergar Assassines and Priests crowding the area, summoning Skeletals and the like.
    What do you think is to be expected, if one combines these oldies with modern tactics?
    Northern Tales for example has its own "improved fiends" which was also pretty tough combined with SCS, and pretty much not what the Authors of NTotSC had intended. :|
  • morpheus562morpheus562 Member Posts: 564
    I update existing game scripts, so if those mods use that, then they will be updated. I update the existing fiend files, so it's likely there will be some overlap.
  • Kensei_xXxKensei_xXx Member Posts: 243
    Does that also influence those mods if installed after Tactics? What do you think?
  • morpheus562morpheus562 Member Posts: 564
    Likely so as I'd imagine those mods will use the altered versions of the generic scripts.
  • SatSat Member Posts: 29
    edited April 12
    Thanks for this mod and amazing follow-up.
    Played several fights (on vanilla rules) which were few times tough but very doable in BG1 and the start of BG2 and I faced a big wall: Faldorn with my thief naked. No other npcs allowed... Is it something intended ? it really looks impossible pre Spellhold. I somehow suspect a bad combination with other mods.
  • morpheus562morpheus562 Member Posts: 564
    Sat wrote: »
    Thanks for this mod and amazing follow-up.
    Played several fights (on vanilla rules) which were few times tough but very doable in BG1 and the start of BG2 and I faced a big wall: Faldorn. I had to face her with my thief naked. No other npcs allowed... Is it normal or it was caused by mod conflicts?

    Do you have any mods touching faldorn? You should be able to have Cernd face her and win.
  • SatSat Member Posts: 29
    edited April 12
    In fact, yes despite being a very small install. Probably coming from multi stronghold from cdtweaks, it makes my npcs identified as a druid and I cannot skip it with another choice.
  • morpheus562morpheus562 Member Posts: 564
    Faldorn is mostly untouched from the original Tactics (latest release in 2009). If multi stronghold is causing an issue, then I would recommend not to combine the two together.
  • SatSat Member Posts: 29
    I wanted to check if it was intended. Thanks for your super fast answer.
    There is maybe another mod involved but multi strongholds is for sure among the culprits.
  • morpheus562morpheus562 Member Posts: 564
    Cernd is there and he can defeat faldorn on his own. If another mod is interfering or preventing him, then that is most unfortunate, but I can overwrite it further.
  • shevy123456shevy123456 Member Posts: 371
    > I cannot skip it with another choice.

    I think I also encountered the problem Sat described; Tweaks has a multi-stronghold component yes?

    If so there may also be a bug involved; I remember that I could never choose Cernd or Jaheira, even when they are in the party, and only the main character could be chosen (which I think is different to vanilla, where we have all druids as options, but it has been a long time since I last played vanilla), which can be a bit problematic if a pure thief (I usually have a mage and then it gets easier). What you could also perhaps try, Sat, if you don't mind other mods, is to beat the enemy via innate abilities. Perhaps the ghost summon from one of Lava's mod and perhaps there are some other abilities that can help and deal damage, aside from summonables.
  • SatSat Member Posts: 29
    No real need I think... I went with a cleaner install to avoid further surprises.
  • morpheus562morpheus562 Member Posts: 564
    Tactics Remix official release for version 2.0 which brings the following enhancements:
    • Added Siege of Dragonspear compatibility.
    • Updated Smarter Mage/Divine component to choose if you want enemy casters to universally get more spells.
    • Overhauled melee and ranged attack scripts.
    • Skeletons summoned by Gnoll Shamans will last for 8 hours before being destroyed.
    • Tweaked how oBG1 weapon group profs get assigned to characters.
    • Reverted BG1 experience changes back to original (vanilla) values for Basilisks and Ghasts.
    • Diarmid will now grant more experience.
    • Shandalar will teleport when attacked.
    • Update Copper Coronet as sometimes patrons would become hostile when freeing the slaves.
    • Updated Temple District Sewer fight as it was not going hostile after the conversation.
    • Nerf Torgal's dropped claw from 2d6+3 to 1d6+3 damage.
    • Corrected BAM file for Darkened Glory +2 katana.
    • Added cycle saver within the scripts to assist in large areas with lots of enemies to prevent and reduce game slowdown (looking at you SoD and IWDEE).
    • Updated dragon's breath targeting to better work with knockdown component.
    • Updated Mind Flayer's targeting to better prioritize who to melee attack.
    • Thieves using generic thief scripts will prebuff using RoyalProtector's Weapon Oils, if mod is installed.
    • Fixed vanilla bug that could cause Bodhi to be immortal in her final fight.
    • Added additional class checks for prebuffing with potions.
    • Umber Hulks in De'Arnise Keep Cellar should now chase after the food bowl and not immediately hunt down the player.
  • Kensei_xXxKensei_xXx Member Posts: 243
    edited April 15
    Your working output is quite impressiv Morpheus. One could think you‘re doing this for a living ;)

    Could you elaborate a bit more on the changes for SoD? Anything added for specific encounters, or just script changes, or what is to be expected?
    Post edited by Kensei_xXx on
  • morpheus562morpheus562 Member Posts: 564
    Mostly generic tweaks to get everything feeling as part of Tactics Remix. Enemies will prebuff similarly, same attack styles, consistency of enemy types, and the dragon will act more like what the player is going to expect to find in bg2, albeit the SoD dragon is toned down a little.
  • morpheus562morpheus562 Member Posts: 564
    Tactics Remix official release for version 2.1 which brings the following enhancements:
    • Updated Haer'Dalis to not attack his companions during the channeling scene.
    • Tied generic enemy mage use of Protection from Magic Energy to the difficulty slider.
    • Tweaked phase spider teleporting to not teleport on dead players or players in a different area.
  • Kensei_xXxKensei_xXx Member Posts: 243
    edited April 16
    Nice!
    Someone addressing that stupid and annoying phase spider thing, where they warp to group members miles away from your scout, was long overdue.

    As good as your combat scripts preventing enemies from chasing your party till the end of time, even after loosing sight oder you leaving and reentering the map.

    I can‘t say how much those things where getting on my nerves.

    Keep up the good work! :)
    Post edited by Kensei_xXx on
  • Kensei_xXxKensei_xXx Member Posts: 243
    One questions Morpheus, does Tactics Spell System address leveldrain in any way? Or can it be safely combined with subtle spells "Add savingthrow" against it?
  • morpheus562morpheus562 Member Posts: 564
    I don't touch level drain, so it can probably be safely combined.
  • morpheus562morpheus562 Member Posts: 564
    Kensei_xXx wrote: »
    Someone addressing that stupid and annoying phase spider thing, where they warp to group members miles away from your scout, was long overdue.
    They will jump across the map still, but my change is to prevent them from jumping to a different map if you have a character located there. It will also prevent the phase spider from teleporting onto a dead character.

    Kensei_xXx wrote: »
    As good as your combat scripts preventing enemies from chasing your party till the end of time, even after loosing sight oder you leaving and reentering the map.
    Is this a complaint with Tactics Remix? I'm just trying to understand, so I can address.
  • Kensei_xXxKensei_xXx Member Posts: 243
    edited April 16
    No, it was meant to highlight your efforts in changing that ;)

    I always found it annyoing and unrealistic, when enemies, after spotting your party, were chasing you like forever. I can't remember if this was in the original game or if it was custom scripting by SCS.
    It's good how Tactics now approaches it.
    Post edited by Kensei_xXx on
  • morpheus562morpheus562 Member Posts: 564
    Oh good! I'm happy you're liking the new approach.
  • shevy123456shevy123456 Member Posts: 371
    edited April 17
    > It will also prevent the phase spider from teleporting onto a dead character.

    While this may be objectively called a bug, it could also be a feature, e. g. "the phase spider
    is so hungry and wants to gobble up the innards of the fallen" or lay some eggs in it right now.
    It's probably way too much work to do, but imagine some fancy animations of "minor" monsters
    doing things on instinct even in the middle of a fight, because they are so distracted by the
    tasty corpse of an elf. (In the old NPC mod of Paina, the avatar-like huge spider was kind of
    oddly but buggily animated, e. g. at first I thought she would climb on top of the ceiling of
    a cave sometimes, until I realised that the animation is simply buggy. The spell was lateron
    removed or so, but the animation was still kind of cool.)


    > I always found it annyoing and unrealistic, when enemies, after spotting your party, were chasing
    > you like forever.

    Yes, some more randomness or in-mob behaviour would be nice. Conversely some should also
    be focused on specific targets, e. g. favoured (hated) enemies. I forgot what main enemy Minsc
    had, but it would be interesting if that would influence some of the AI to favour such enemies,
    and in reverse too (e. g. some monsters hating elves more than humans).
  • morpheus562morpheus562 Member Posts: 564
    Tactics Remix official release for version 2.2 which brings the following enhancements:
    • Better use of enemies randomly selecting which player to dimension door to (when applicable).
    • Fixed bug where Ihtafeer would be permanently immune to physical attacks.
  • morpheus562morpheus562 Member Posts: 564
    Tactics Remix official release for version 2.3 which brings the following enhancements:
    • Updated Chinese translations.
    • Fixed install error will Improved Celestials.
  • morpheus562morpheus562 Member Posts: 564
    Tactics Remix official release for version 2.4 which brings the following enhancements:
    • Updated enemies' ability to use healing potions.
    • Tweaked attack script for basilisks to better work with knock unconscious component.
    • Removed generic check if a creature took damage and instead checks if the player damaged the creature.
    • Updated Iron and Stone golem attack targeting and chasing.
    • Fixed bug where Dao didn't reward the player with Rashad's Talon for completing the Trademeet quest.
    • Added missing animation for Displacer Beast.
    • Generic attack scripts will use See() instead of Detect() triggers.
    • Fixed minor bug where an invisible wraith in Bridgefort would cast spells prematurely.
    • Sirines will summon water weirds if aTweaks PnP Elementals component is installed.
    • Fixed bug with SoD Erinyes script not carrying over correctly.
    • Updated description image for Betrayer of Humanity and Sanchuudoku, courtesy of zenblack.
    • Updated the generic ranged enemy target selection to be more closely tied with the difficulty slider.
    • Updated cure wounds series of spells to heal at +2hp per level of the caster instead of +1.
  • morpheus562morpheus562 Member Posts: 564
    Tactics Remix official release for version 2.5 which brings the following enhancements:
    • Fixed bug where some Dark Tidings and Throne of the Mad God scripts were not being updated.
    • Fixed bug with RoyalProtector's Weapon Oils, where I was overwriting the incorrect scripts leading to some funny results.
    • Made Spirit Trolls more dangerous and standardized exp gain at 7200.
  • EtOpISTEtOpIST Member Posts: 10
    edited May 8
    Thanks for your great work with the mod!

    Tried to install it on BGEE: SoD with The Enhanced Edition Fixpack Alpha 2 https://www.gibberlings3.net/mods/fixes/eefp/ but keep getting the same warnings for all "improved" and "tougher" components like "Improved Bassilus":

    "WARNING: no effects altered on spin862.spl"


    Installing Tactics Remix without EE Fixpack works OK - no warnings.


    Should I ignore those warnings or do they indicate some kind of issue and incompatibility with EE Fixpack?


    Additional inconvenience: Project Infinity pauses installation after each warning with message:

    "Has encountered errors during installation, exited with ExitCode = 3"
  • morpheus562morpheus562 Member Posts: 564
    Warning can safely be ignored as the fixpack is correcting the same thing that I am correcting. I'll probably push a fix out shortly to get that warning removed. It is completely harmless.
Sign In or Register to comment.