How hard is the mod sword coast stratagems?
How hard is the mod sword coast stratagems?
Can I change its difficulty ingame?
I would like my game to be a little more challenging, but the tactics mod is too hard for me.
Does the mod cheat or are the enemies just smarter in using their abilities?
I would like to play it with a full party of six and the game just to be a little more challenging but still fair. Will I have that experience wit that mod?
Can I change its difficulty ingame?
I would like my game to be a little more challenging, but the tactics mod is too hard for me.
Does the mod cheat or are the enemies just smarter in using their abilities?
I would like to play it with a full party of six and the game just to be a little more challenging but still fair. Will I have that experience wit that mod?
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Comments
The mod doesn't allow enemies to cheat really, but like I said, it can give them more abilities. Mainly in the form of having a number of protection spells ready at the start of combat. This already happens a little in the un-modded game, but enemies will cast even more in SCS.
My experience with the mod is that it definitely pushes the player into pre-buffing much more themselves before a fight. And relying more heavily on summoned monsters. And obviously it pushes you into having more mage-breaking spells. Adopting many of the mod's changes adds a great deal of instant deal abilities to various enemies, especially as you progress towards ToB.
If I change something of the mod components do I need to start a new game or does it work with my savegames?
Base game difficulty does not work like this. It's all global modifiers. Which are still in place with SCS, so be careful with the lowest difficulty ("Easy"/"Basic", which grants +6 luck to the party) or when playing without the setting that disables damage multipliers from difficulty.
In almost all cases, installing or uninstalling mods in the middle of a run (which includes uninstalling and reinstalling parts of a mod to make different choices) is a bad idea. Some of the game's files are incorporated into the save as you play and then drawn from there instead of grabbing clean copies, so playing from a save after a midstream mod change leads to a patchwork of changed and unchanged stuff. Things break, in ways that are hard to predict. Just don't do it.
But as others mentioned, there are layers to its enhancements. My own preference is smarter (using items and potions well), but not cheating (pre-buffing things in a way that breaks immersion. Again, to me that means short term buffs up as soon as you see them. Or adding new abilities). To some extent you can set the mod to enhance itself in some ways but not others. It offers a lot of customization.
Where the mod does kind of "cheat" is with the improved encounters (those are in a separate section of the mod package). Most have extra enemy spawns, increased levels, extra abilities. They can be fun, but depending on the difficulty settings they can become frustrating. I usually don't install those as they change up the encounters too much and some of the improved enemies tend to be cheesy.
The rest of the mod is changes to the spell system and some convenience/rules changes. Personally I never liked the spell changes (the changes in Tactics Remix are a bit more sensible). Keep in mind that unlike Tactics Remix, some spell changes are obligatory when you install anything in the AI and Improved sections of the mod (they get installed automatically).
Now, both SCS and TR will use ReallyForceSpell() and ForceSpell() depending on the caster, their race or specialty, etc. This allows instant and/or uninterruptible casting. We are about equal in fairness here. TR allows the player to choose to boost enemy HP on install while SCS will do these via the scripts dependent on difficulty settings. Again, I would say we are about equal in fairness here.
One thing that SCS does cheat on is it will have its enemy mages apply opcode 193 (Invisibility Detection) before casting an AoE spell. This allows the mage, for one round, to cast that AoE spell at an otherwise untargetable, invisible creature (something the player is not able to do). This is SCS' way to cast an AoE spell simulated next to a character, as the player would do, but now it is cast directly at that untargetable creature and the spell will follow them if they run away. Additionally, if that mage has improved alacrity, they can get a few more spells off at creatures who would otherwise be untargetable. Tactics, on the other hand, will cast the spell next to an enemy as the player would do.