I have a strange issue when attacking enemies with my thief in stealth mode and they're casting detect illusions on my char. When my thief turns visible, he's also loosing all of his Equipment, like that effect Beholders cast sometimes. Could this be related to tactics spell sytem, or can you confirm that it's working well from your side? I'm also using some other spell tweaks mods, like Subtle Spells or ZS Tweaks, so there might be incompatibilities on that side.
This is related to the Klatu Tweak to drop equipment on disintegration. Enemies using the thief detect illusion will disintegrate all illusion spells, but the klatu effect to drop equipment targets all creatures in range and doesn't restrict by creature type.
The only thing Tactics does is use the vanilla detect illusion thief spell (it's a spell in game for enemy thieves to use). I recommend not installing the series of klatu tweaks to drop equipment vs. Spells (imprisonment, disintegrate, stone).
As a short follow-up, in regards to the overpopulation of vampires:
I tested with Korgan being berserked at the place before the Firkraag
red dragon and realised that Korgan could just block the doors there. So
the vampires were confused at first and did not attack him, trying to go
to the rest of the party behind him while Korgan just stood there with his
fat dwarf behind - or, rather, just standing still, as they seemed undecided
what to do in case there is no tasty non-berserked target. (They seemed
to almost freeze in place actually; it did not seem to be valid for all
vampires, but for some at the least.)
Korgan meanwhile, as the vampires were pondering what to do next, chopped down
on the old geezers with his trusted axe and hammer (axe from the Dusk-NPC mod,
and the hammer setting strength to 25).
Berserk ran out and then the vampires were more eager to eat that tough,
tasty dwarven meat, but the rest of the party was poking the vampires down
via missile damage as well as disposable summons that just bought some time.
It was not quite as easy as described here, as some movement and chickening-out
may have happened, but in the end Korgan prevailed and all vampires were dead.
(It may be possible to optimise this even more, but I was more focused on
getting through, to get at that fat bloated red dragon below instead.)
Nonetheless I found it somewhat entertaining in that solo-Korgan was more
effective than the rest of the party (which would end up getting dominated or
confused, whereas Korgan just chopped down the undead meat like mince, solo).
Scaling-wise the vampires are difficult early on, but lateron they are very
easy. That's of course not the fault of the mod; I think the whole game series
has an issue in regards to balance, the upscaling power-wise happens too early,
and I think things such as whirlwind, are broken. They just dish out too much
damage. It should perhaps instead be a single whirlwind, and more damage
applied, but only once per day or something like that. Anyway.
I'll give the updated Tactics Remix another run soon, but I will probably be
more conservative in selection, as I want to test two other things (one is a
mages-only party; the other is another attempt via
MainChar-Dusk-Korgan-Drizzt-Viconia-Fall, which seem to
have the most storyline-content in total actually; could
take Aerie but she is so weak in comparison to Viconia
really).
Firkraag was quite difficult actually, as he healed himself up and then
summoned those kobolds. The kobolds were actually really annoying since
there were so many of them and they kept coming and Firkraag's wing
strike always sent the party back to the end of the screen. (Is it a
bug, by the way, when the party ends up in areas where they normally
can not go, because of the stairs going upwards icon? I guess technically
it is not a bug, because the area exists, and the effect of the dragon
wings just hits them to the wall, but it is still strange because the
party can not reach that area behind the icon where it says to go
up, so my party ended up being on the wall, and could not go in the
part where the staircase-up icon showed up, which was a bit odd.)
The brown dragon was probably the strongest; the acid damage was insane,
like 250 damage on Korgan sniping him. One problem was that the dragon
would be right on the edge of the map; if the party could buff up prior
to it, it would have been easier. The other dragons were not so difficult;
The Ritual one was surprisingly easy. Not sure why, the behaviour appears
to have been different. The big boss dragon in Drizzt's mod was also
super-easy, much easier than the brown acid dragon. The three dragons
before the big boss dragon were also much harder than the big boss
dragon; in prior runs the big boss dragon was almots unbeatable. Not
sure what factors all contribute here; I need to check the tweaks mod
more, it seems to do too much. The beholders seemed very confused in
general but I see that the update changed some things.
One thing that was both cool and confusing were the mind flayers. I
love the idea of intellect devourers and mind flayers going invis
before the sneak attack, but one surprising thing is that they barely
tried any stun-action anymore. This was a bit confusing because in
vanilla game, mind flayers would often try to stun and then go in
to eat the brain. Perhaps there could be a mixed behaviour between
old and new behaviour (aka two styles) or two different mind flayer
"classes". One the more direct soldier, and the other the sneaky
one. I loved seeing the intellect devourers by the way; did not
notice them before. That reminds me of the 1990s era, if anyone
played those ancient DnD games where those intellect devourers
also appeared.
Demiliches behaviour was also a bit different. The vanilla ones
seem to want to cast imprisonment. The changed demiliches seem
to go about things differently e. g. teleportation field, this
Larloch group drain or what's the name and so forth.
One thing that confused the hell out of me was Kangaxx. At first
I thought he was invincible; then I realised that at the least
one spell could damage him. I did time stop and that faster
casting thing, and killed him but the demilich variant was almost
even stronger. In vanilla we can kill Kangaxx via e. g. the
sword of light or whatever is the name. I was surprised to see
Kangaxx was totally immune.
One thing I still like a lot are the bandits, and they seem
more varied in composition, like conjurer, or bounty hunter,
which is quite nice. It would also be cool if we could get
a few more races in, such as evil gnome, evil dwarf evil
elf or half-elf. By the way, the bounty hunter places traps,
naturally, but these traps seem to stay forever. Now it may
be realistic that they damage the party lateron, but in a big
city, I would reason that some civilian ends up running into
those traps a few days ago, so I think a decay timer would
be nice, e. g. "after 36 hours" (or something like that) it
is assumed that some civilian went into those spike traps
instead of the party. It's not a big deal either way, but a
bit surprising to see in the big city everyone else managed
to avoid the trap but the party walks right into them.
If 3.5 is still the latest version? That's the one I use. It seems as if just the BAM is missing in the proper file? At least NI points to a filename which isn't there.
@morpheus562 I'd like to play with Tactics Remix and probably some quest and item mods, and could use some advice for install order and what mods to combine. Could you provide a WeiDU.log of a working install that has a bunch of mods installed?
TR should come fairly late in game, after items, quests, tweaks and so on. It should be compatible with everything except SCS and Made in Heaven Stuff. At least thats my experience. Check the readme for further informations.
I post weidu logs on my discord that you can use for reference. I would refer to my logs for reference as some tweaks come before TR (e.g., Tweaks Anthology, Klatu, aTweaks) while others come after TR (e.g., my Skills and Abilities).
For compatibility, some of the quality of life changes in SCS should be fine (e.g., wider selection of scrolls, price for Gaelyn, price for Cowled Wizard license, etc.); however, do not mix any of the AI or Tactical enhancements from SCS with Tactics Remix. Additionally, the only spell tweak I would use from SCS is adding the new IWD spells, and those can be gotten from IWDification. Issues with Made in Heaven mods is not unique to my work, I just happen to call it out. G3 appears to be covering for that series of mods and mod author for awhile now for I have no idea why. There is currently a discussion on the G3 forums regarding a known bug with Made in Heaven where it breaks weidu functionality and is causing SCS to fail on install. I posted a breakdown of the issue months, if not a year ago, and I even guest posted in the discussion pointing to the cause, but G3 never approved the latter message.
I tried it with an older version of tactics and can‘t remember any issues. It adds mostly new encounters in some areas and doesn‘t change much regarding stats or AI.
For those struggling with the improved Firkraag challenge, I kind of semi-cheesed it just now.
First, I triggered the initial transformation (e. g. "kill" Firkraag), then chickened out (run
upstairs); I had some kobolds chase after the party, who evidently thought they are winning ("GET THEM!!!),
though they seem to spawn semi ... infinitely, so perhaps they thought they had thousand of kobolds
behind them. Armies of armies of little nasties.
Anyway, when the party returned back down to the lair, my weaker party members would usually keep
on dying in particular to the fire breath + wing + inferno combo Firkraag may use. I then had this
idea following that observation:
1) After having buffed everyone, the party would go in to where Firkraag normally lives. (By
the way, the fat Firkraag icon-avatar looks actually better than the slender Firkraag. I still
think dragons should actually be much larger and longer, but I understand that there are always
constraints; bigger sprites are probably harder and slower to render.)
2) I would then use the stronger summons, aka cast them or use item, as new "front row". They
would soak up any initial damage, and also serve to distract Firkraag.
3) Dusk would next run in (or about when the last summon is about to emerge), and actually
run behind Firkraag, either flipping the middle finger to the red fatso boy, or calling bad
things about Firkraag's mother being a red hairless hamster. Naturally this greatly infuriated
Firkraag - nobody has ever lived who did insult his mother after all. I also noticed that Firkraag
does his group damage much more regularly and frequently when he expects to be able to hit many
targets at the same time, so running behind him semi-solved this issue for me. Dusk would begin
to whack at the tail of the red dragon from behind (and if there is anything found under the
tail, this would also be a valid target, so naturally this made Firkraag even angrier; red dragons
may not be the brightest dragons).
4) Meanwhile the mages in the party would try to isolate/weaken Firkraag. I found that pierce
barrier or pierce shield and anything lowering resistance was useful. Perhaps other spells
may also work; I tried this abhilzazim something something withering something; this was
semi-ok againts the kobolds but did not do much against the dragon, so it was quite useless,
at the least if Firkraag has high resistance still.
5) Another party member would chase away the annoying kobolds with fear/horror; this was also
useful because they wouldn't quite clump up. But this is probably not needed, I just took
away about 10 kobolds or so, which was better for me, as I noticed they sometimes swarmed
and overwhelmed party members or my summons, making movement harder. Pathing is quite an issue
in the BG2 engine really; I'd wish they would have thought about this more. Anyway.
6) Past this point others in the party would also run in. Drizzt ran from the left lower side
and stabbed the fat belly of the red fatso monster. Firkraag seemed a bit confused as to
what to do now, so he did some wing attack antics and other shenanigans, but the important
part was that the group damaged was either avoided (not triggered) or mitigated. (I did not
have Korgan this time; in my opinion Korgan may be better than Drizzt, and it may have
even been better if Korgan was there rather than Viconia or so.)
7) Ranged weapon users were poking Firkraag down meanwhile, in particular Fall was really
useful; I was using the special item from one of Lava's mod actually, that silver arrow or
what it was. It's like death-by-thousand-pings or thousand-needles. It is probably possible
without that item; Fall has some cold bolts or so. The important part is that extra damage
IMO. That helps deal a bit damage even quite early on or at the least after one or two
debuffs steps.
8) Last but not least everyone and their grandma was focusing on Firkraag when I noticed
that he was finally taking more damage; I think this was due to debuffing him and lowering
his resistance. Once that is reached it turnes out that Firkraag is more of a hot balloon -
fillt with red anger but once there is an opening, the hot air all goes away and he was
finally collapsing to the ground.
So the key for me was to surprise Firkraag with a spanish inquisition move - he did not expect
Dusk to be in his back, as nobody would ever expect the spanish inquisition anyway, we learned
that from Michael Palin decades ago already.
I should also say that at this point the party was of a somewhat high level, e. g. first or second
HLA, give or take, and also planetar as summon already. It may be even easier than above, but the
main point here is that the improved Firkraag challenge is actually not that difficult if one makes
the right decision(s). Initially I kept on fighting down the kobolds or moved in with the whole
group, which oddly enough drew more aggro and led to eventual failure (some party members dying,
in particular Jan was constantly vanishing into the void due to fiery death from above), but
focusing on the boss as strategy can be more effective. (It is probably possible to also win
with some party members dying, but I hate re-equipping them, and sometimes they took enough damage
to actually be rendered impossible to ress, so that was also an issue.)
(I also found some other strategies, e. g. the various dragons in Drizzt's Realms of Terror mod. Unfortunately
a few of them are a bit buggy, I had one fight against the three dragons where one dragon died to the
area damage of another dragon, which was pretty cool to use the dragons against one another, but
upon resting and waking up, that dead dragon was suddenly back and insta-nuked Fall and Viconia. No
clue how that dragon got back, it is not the fault of tactics remix but of RoT. RoT is still a great mod,
but unfortunately has many small issues; it is possible to play it through, but one has to handle smaller
annoyances on the way.)
Tactics Remix official release for version 4.0 which brings the following enhancements:
Added components to double various enemy HP.
Added new component to set the enchantment level for Melf's Minute Meteors.
Added sub-components for Tougher Wolves component to have the option to update or not update dread wolves.
Refinements to attack targeting for all creatures.
Call of the Lost Goddess is getting an increase in difficulty.
Improved Demogorgon to be tougher and now immune to level 6 and lower spells.
Player controlled Nymphs, Planetar, and Deva will not override player decisions.
Tweaked some BG2 Hobgoblin experience.
Updated Pai'Na fight encounter.
Fixed bug with Cone of Cold.
Nerfed Nevaziah who is encountered as part of Edwin's companion quest.
Updated Solaufein to be immune to intelligence drain.
Removed skeleton warrior BG2 animation from skeleton warriors in BG1.
Updated the dispel tied to lich teleport to chance of dispel (instead of automatic).
Fixed bug where Cespenar would not give the character the upgraded Betrayer of Humanity 2h axe.
Corrected Cespenar's dialog regarding needing a scroll of protection from normal weapons.
Increased the difficulty for the Guarded Compound.
Updated various enemies to use the Sunder ability (AoE physical damage reduction).
Updated Generic Mage script to use Pierce Shield to reduce physical damage resist (if applicable).
Improved Dragon prebuffing and debuffing.
Updated dragon breath's to no longer have a save vs. losing elemental resistance and to be more liberal in their useage and a shorter delay between uses.
Dragon's Wing Buffet will now reduce -5% Physical Damage Resistance for 30 seconds.
Increased the physical damage resistance of Dragons from 30% to 60% and set Dragon magic resistance at 80%.
Corrected some Tactics Remix script bugs with Throne of the Mad God.
Updated Kuroisan to use Improved Mantle instead of Lesser Mantle/PfMW.
Updated Kuroisan variable checks to ensure he will reappear if the player missed the encounter.
Updated Shangalar's and Llayen's scripts in Twisted Rune.
Updated Master Brain encounter in the Underdark.
Updated Mind Flayers use of invisibility.
Updated Psychic Drain to have a save vs. Death at -4.
Fixed bug so Planetar's will not get bonus mage spells.
Corrected Breach's secondary type to work better with Spell Shield.
Updated Master Vampires to be mages.
Updated Balor's offhand to reduce fire resistance on hit and main hand to cast dispel on hit.
Updated Stone, Clay, Iron, Adamantine, Mithral, and Guardian Golems to reduce physical DR on hit.
Added more immunities to Celestials.
Beholders are receiving much improved melee combat capabilities to counter cheese.
Boosted Minor Avatar of Sekolah's health and physical resistances.
Updated enemies from The Ritual component to not drop as much equipment.
Updated Illasera to be more dangerous.
Added more enemies to the Odamaron fight in Sendai's Lair.
Fixed bug with Mass Cause Light Wounds not hitting enemies.
Comments
The only thing Tactics does is use the vanilla detect illusion thief spell (it's a spell in game for enemy thieves to use). I recommend not installing the series of klatu tweaks to drop equipment vs. Spells (imprisonment, disintegrate, stone).
Will leave that one out then on future setups.
I tested with Korgan being berserked at the place before the Firkraag
red dragon and realised that Korgan could just block the doors there. So
the vampires were confused at first and did not attack him, trying to go
to the rest of the party behind him while Korgan just stood there with his
fat dwarf behind - or, rather, just standing still, as they seemed undecided
what to do in case there is no tasty non-berserked target. (They seemed
to almost freeze in place actually; it did not seem to be valid for all
vampires, but for some at the least.)
Korgan meanwhile, as the vampires were pondering what to do next, chopped down
on the old geezers with his trusted axe and hammer (axe from the Dusk-NPC mod,
and the hammer setting strength to 25).
Berserk ran out and then the vampires were more eager to eat that tough,
tasty dwarven meat, but the rest of the party was poking the vampires down
via missile damage as well as disposable summons that just bought some time.
It was not quite as easy as described here, as some movement and chickening-out
may have happened, but in the end Korgan prevailed and all vampires were dead.
(It may be possible to optimise this even more, but I was more focused on
getting through, to get at that fat bloated red dragon below instead.)
Nonetheless I found it somewhat entertaining in that solo-Korgan was more
effective than the rest of the party (which would end up getting dominated or
confused, whereas Korgan just chopped down the undead meat like mince, solo).
Scaling-wise the vampires are difficult early on, but lateron they are very
easy. That's of course not the fault of the mod; I think the whole game series
has an issue in regards to balance, the upscaling power-wise happens too early,
and I think things such as whirlwind, are broken. They just dish out too much
damage. It should perhaps instead be a single whirlwind, and more damage
applied, but only once per day or something like that. Anyway.
I'll give the updated Tactics Remix another run soon, but I will probably be
more conservative in selection, as I want to test two other things (one is a
mages-only party; the other is another attempt via
MainChar-Dusk-Korgan-Drizzt-Viconia-Fall, which seem to
have the most storyline-content in total actually; could
take Aerie but she is so weak in comparison to Viconia
really).
Firkraag was quite difficult actually, as he healed himself up and then
summoned those kobolds. The kobolds were actually really annoying since
there were so many of them and they kept coming and Firkraag's wing
strike always sent the party back to the end of the screen. (Is it a
bug, by the way, when the party ends up in areas where they normally
can not go, because of the stairs going upwards icon? I guess technically
it is not a bug, because the area exists, and the effect of the dragon
wings just hits them to the wall, but it is still strange because the
party can not reach that area behind the icon where it says to go
up, so my party ended up being on the wall, and could not go in the
part where the staircase-up icon showed up, which was a bit odd.)
The brown dragon was probably the strongest; the acid damage was insane,
like 250 damage on Korgan sniping him. One problem was that the dragon
would be right on the edge of the map; if the party could buff up prior
to it, it would have been easier. The other dragons were not so difficult;
The Ritual one was surprisingly easy. Not sure why, the behaviour appears
to have been different. The big boss dragon in Drizzt's mod was also
super-easy, much easier than the brown acid dragon. The three dragons
before the big boss dragon were also much harder than the big boss
dragon; in prior runs the big boss dragon was almots unbeatable. Not
sure what factors all contribute here; I need to check the tweaks mod
more, it seems to do too much. The beholders seemed very confused in
general but I see that the update changed some things.
One thing that was both cool and confusing were the mind flayers. I
love the idea of intellect devourers and mind flayers going invis
before the sneak attack, but one surprising thing is that they barely
tried any stun-action anymore. This was a bit confusing because in
vanilla game, mind flayers would often try to stun and then go in
to eat the brain. Perhaps there could be a mixed behaviour between
old and new behaviour (aka two styles) or two different mind flayer
"classes". One the more direct soldier, and the other the sneaky
one. I loved seeing the intellect devourers by the way; did not
notice them before. That reminds me of the 1990s era, if anyone
played those ancient DnD games where those intellect devourers
also appeared.
Demiliches behaviour was also a bit different. The vanilla ones
seem to want to cast imprisonment. The changed demiliches seem
to go about things differently e. g. teleportation field, this
Larloch group drain or what's the name and so forth.
One thing that confused the hell out of me was Kangaxx. At first
I thought he was invincible; then I realised that at the least
one spell could damage him. I did time stop and that faster
casting thing, and killed him but the demilich variant was almost
even stronger. In vanilla we can kill Kangaxx via e. g. the
sword of light or whatever is the name. I was surprised to see
Kangaxx was totally immune.
One thing I still like a lot are the bandits, and they seem
more varied in composition, like conjurer, or bounty hunter,
which is quite nice. It would also be cool if we could get
a few more races in, such as evil gnome, evil dwarf evil
elf or half-elf. By the way, the bounty hunter places traps,
naturally, but these traps seem to stay forever. Now it may
be realistic that they damage the party lateron, but in a big
city, I would reason that some civilian ends up running into
those traps a few days ago, so I think a decay timer would
be nice, e. g. "after 36 hours" (or something like that) it
is assumed that some civilian went into those spike traps
instead of the party. It's not a big deal either way, but a
bit surprising to see in the big city everyone else managed
to avoid the trap but the party walks right into them.
For compatibility, some of the quality of life changes in SCS should be fine (e.g., wider selection of scrolls, price for Gaelyn, price for Cowled Wizard license, etc.); however, do not mix any of the AI or Tactical enhancements from SCS with Tactics Remix. Additionally, the only spell tweak I would use from SCS is adding the new IWD spells, and those can be gotten from IWDification. Issues with Made in Heaven mods is not unique to my work, I just happen to call it out. G3 appears to be covering for that series of mods and mod author for awhile now for I have no idea why. There is currently a discussion on the G3 forums regarding a known bug with Made in Heaven where it breaks weidu functionality and is causing SCS to fail on install. I posted a breakdown of the issue months, if not a year ago, and I even guest posted in the discussion pointing to the cause, but G3 never approved the latter message.
First, I triggered the initial transformation (e. g. "kill" Firkraag), then chickened out (run
upstairs); I had some kobolds chase after the party, who evidently thought they are winning ("GET THEM!!!),
though they seem to spawn semi ... infinitely, so perhaps they thought they had thousand of kobolds
behind them. Armies of armies of little nasties.
Anyway, when the party returned back down to the lair, my weaker party members would usually keep
on dying in particular to the fire breath + wing + inferno combo Firkraag may use. I then had this
idea following that observation:
1) After having buffed everyone, the party would go in to where Firkraag normally lives. (By
the way, the fat Firkraag icon-avatar looks actually better than the slender Firkraag. I still
think dragons should actually be much larger and longer, but I understand that there are always
constraints; bigger sprites are probably harder and slower to render.)
2) I would then use the stronger summons, aka cast them or use item, as new "front row". They
would soak up any initial damage, and also serve to distract Firkraag.
3) Dusk would next run in (or about when the last summon is about to emerge), and actually
run behind Firkraag, either flipping the middle finger to the red fatso boy, or calling bad
things about Firkraag's mother being a red hairless hamster. Naturally this greatly infuriated
Firkraag - nobody has ever lived who did insult his mother after all. I also noticed that Firkraag
does his group damage much more regularly and frequently when he expects to be able to hit many
targets at the same time, so running behind him semi-solved this issue for me. Dusk would begin
to whack at the tail of the red dragon from behind (and if there is anything found under the
tail, this would also be a valid target, so naturally this made Firkraag even angrier; red dragons
may not be the brightest dragons).
4) Meanwhile the mages in the party would try to isolate/weaken Firkraag. I found that pierce
barrier or pierce shield and anything lowering resistance was useful. Perhaps other spells
may also work; I tried this abhilzazim something something withering something; this was
semi-ok againts the kobolds but did not do much against the dragon, so it was quite useless,
at the least if Firkraag has high resistance still.
5) Another party member would chase away the annoying kobolds with fear/horror; this was also
useful because they wouldn't quite clump up. But this is probably not needed, I just took
away about 10 kobolds or so, which was better for me, as I noticed they sometimes swarmed
and overwhelmed party members or my summons, making movement harder. Pathing is quite an issue
in the BG2 engine really; I'd wish they would have thought about this more. Anyway.
6) Past this point others in the party would also run in. Drizzt ran from the left lower side
and stabbed the fat belly of the red fatso monster. Firkraag seemed a bit confused as to
what to do now, so he did some wing attack antics and other shenanigans, but the important
part was that the group damaged was either avoided (not triggered) or mitigated. (I did not
have Korgan this time; in my opinion Korgan may be better than Drizzt, and it may have
even been better if Korgan was there rather than Viconia or so.)
7) Ranged weapon users were poking Firkraag down meanwhile, in particular Fall was really
useful; I was using the special item from one of Lava's mod actually, that silver arrow or
what it was. It's like death-by-thousand-pings or thousand-needles. It is probably possible
without that item; Fall has some cold bolts or so. The important part is that extra damage
IMO. That helps deal a bit damage even quite early on or at the least after one or two
debuffs steps.
8) Last but not least everyone and their grandma was focusing on Firkraag when I noticed
that he was finally taking more damage; I think this was due to debuffing him and lowering
his resistance. Once that is reached it turnes out that Firkraag is more of a hot balloon -
fillt with red anger but once there is an opening, the hot air all goes away and he was
finally collapsing to the ground.
So the key for me was to surprise Firkraag with a spanish inquisition move - he did not expect
Dusk to be in his back, as nobody would ever expect the spanish inquisition anyway, we learned
that from Michael Palin decades ago already.
I should also say that at this point the party was of a somewhat high level, e. g. first or second
HLA, give or take, and also planetar as summon already. It may be even easier than above, but the
main point here is that the improved Firkraag challenge is actually not that difficult if one makes
the right decision(s). Initially I kept on fighting down the kobolds or moved in with the whole
group, which oddly enough drew more aggro and led to eventual failure (some party members dying,
in particular Jan was constantly vanishing into the void due to fiery death from above), but
focusing on the boss as strategy can be more effective. (It is probably possible to also win
with some party members dying, but I hate re-equipping them, and sometimes they took enough damage
to actually be rendered impossible to ress, so that was also an issue.)
(I also found some other strategies, e. g. the various dragons in Drizzt's Realms of Terror mod. Unfortunately
a few of them are a bit buggy, I had one fight against the three dragons where one dragon died to the
area damage of another dragon, which was pretty cool to use the dragons against one another, but
upon resting and waking up, that dead dragon was suddenly back and insta-nuked Fall and Viconia. No
clue how that dragon got back, it is not the fault of tactics remix but of RoT. RoT is still a great mod,
but unfortunately has many small issues; it is possible to play it through, but one has to handle smaller
annoyances on the way.)