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Party limit Begone (*)
Stronger Bosses
Tactician Plus Health Boost
Tactician Plus Stats Boost
Immersive AI
Lethal AI
(*) Note, this one, actually, DECREASES difficulty but I consider it necessary because of simplifying logistics and not having to constantly regretting of not having this or that with me. Your
Make sure you Disable Boss Cloning, or you will be facing (as I did) two Mintharas. I had to figure out which one to KO, LOL, but eventually I noticed one had less HP and seemed to say "clone" on it. Heh. I guess it worked, I killed the clone, and KO'd the real one, and she was at Moonrise. I can't understand why anybody would WANT to double bosses, I mean, crap, who wants TWO Raphaels singing at you? Also, some "minibosses" which I guess the mod does not consider "bosses" (... I kinda do anybody with names and not generic identifiers, but, anyhoo) will still get cloned.
You can also Disable Cloning (in general, of grunts) and I recommend doing it, particularly in Act 2 with certain encounters added or modified by the More Encounters mod, or you'll be dealing with infinite respawn. Fortunately, I dodged that bullet because I read about this in the mod's comments.
Sigh. It's not EXACTLY what I want, but what I want is ... either for Tactician Enhanced or some OTHER mod to add enemies based on party size, i.e. if you normally are facing 4 goblins and your party is 6, increase the goblin grunts to 6. TE scales enemy stats, not enemy numbers, based on player config and party size. It's ALMOST what I want. So far, nothing scales enemies based on party size (or player selections), so ... mindless cloning it is, LOL.
You are, of course, doubling the XP from most combats, and doubling the loot you get, in most cases, too. (Not that this bothers me, I'm TRYING to level to 20.)
I gotta say, I have yet to enjoy this much unleashing of martial multislam and/or AOE spellblasting as now, there's been two few enemies until this point. LOL. It really does now keep my party of 6 on its toes. Lots to handle.
This one is not for me. It adds difficulty to the game by randomly changing various enemies into so-called "Goldmembers" (they kinda look like angry golden death knights or oathbreakers) with various random abilities and a rage timer. I really don't like this kind of thing, though I'm sure there are others who do.
More Enemies mod just adds about 25% to your encounters (i.e. if there's usually 4 goblins now there's 5 etc.), and only adds to grunts, it's "smart" that way. Be warned ... it can interact with Doubled Enemies in funky ways if you have both active. But it's also not configurable, nor scaling on party size. Sigh - why can't anybody do this?
More Encounters (same author) is awesome, the first time you add it to your playthrough, you're gonna rediscover the feeling of surprise you had in your first playthrough. Ready to rest at the nearest inn? Oh, crap, there's all kinds of shadows, undead, and killer trees blocking the way. You're NOT done with combat for the day.
Spoiler? For example: when you get to Waukeen's Rest, you're gonna have an amazing battle (with help) before you can do your usual business there, etc. Including some guys who are nailing you from the rooftops. They appear not to care the rest of the place is on fire.
Yeah i wanna try the more encounters as well.
But probably gonna not do double enemies, just feels like too many pitfalls.
Oh?`
Maybe i try this one then.
Double is too much but 25% might be just right
I wasn't gonna touch it until the author offered the option to disable boss cloning. Well, I'm still not positive the disabling of boss cloning is working properly, ...
It lets you clone enemies and arm (equip) them at the beginning of combat. It is just a simple SE script once you scrip out all the buff logic out of the mod. You can clone as many extra enemies as you want 1 - 9 clones of every enemy on the battle field including the Boss.
Combine it with the mod "Many more monsters" and you will have a party. Just make sure you nurf level progression by making it cost 200% more xp per level.
Regarding the difficulty increase, better strategies will win the day, such as using choke points; e.g. on the House of Grief encounter, leave the party atop the stairs and move only 1 or 2 characters to Viconia for the dialogue, then teleport that character/s back to the stairs after turn-based combat begins. Allow enemies to approach the choke points and use many AoE spells (Wall of Fire, Cloud Kill, Ice Storm, etc.).
For the Grym fight, leave some party members atop the forge, and while your tank classes are battling Grym, the characters above use thrown weapons on the Gryms (spears, light hammers, javelins, water bottles, etc.), as the increased height from which these weapons and items are thrown will do extra bludgeoning damage from gravity.
In the Dror Ragzlin and Priestess Gut fight, the party can remain in the rafters and use arrows and thrown weapons, shoving/throwing any enemies that climb the ladders. Dror Ragzlin dies instantly if thrown from the rafters to land in the spider pit.
When fighting the gnolls, enter the cave from the direction that contains the rock-rolling trap. Climb your party right up the back (behind Olly and Rugan, not next to them), use arrows of darkness to prevent gnolls from firing arrows, and shove/throw gnolls back down if they climb up.
Use your environments to your advantage.
Well, the author put toggles into his mod to turn off boss enemy doubling if you want to and only do grunt enemy doubling ... maybe I'm thick, but I could never get those toggles to work properly. I toggled boss doubling off, and yet it still happened. So I ended up abandoning this mod.
I do use as I said the More Enemies mod, which in some basic fights and encounters increases the enemies 25% or so. But seriously, what I would really love is for somebody to make a mod to scale enemy numbers (not stats) based on party size, or better yet, make them configurable the way Tactician Enhanced lets you configure stats. Like let me choose whether to increase enemy numbers 25%, 50%, 75%, or 100% (doubling).
(I think such things may exist at Nexus but require script extender; I mean someone should do a mod.io/Osiris based mod of this nature.)