Tactics Remix

It is with great pleasure I have been given permission from Wes to update his original Tactics mod to be compatible with the Enhanced Editions. Tactics Remix adds quite a few optional, but difficult, encounters to BG2:EE and EET aims to make the game more challenging and rewarding.

Many of these components have been drawn from different mod authors; I did not write everything here. In particular, Wes Weimer, Gebhard Blucher, Kensai Ryu, Xyx and Ishan have made contributions. I have gone through, updated the components for the EE's, and redid most of the AI from the ground up. The goal is for the encounters to feel similar to their oBG counterparts with more challenging enemy AI.

Versioning

Version 0.8-beta
June 4, 2024
  • Added Morpheus562's Improved Mutamin's Garden and Tougher Basilisks component.

  • Added Morpheus562's Improved Gnoll Stronghold and Tougher Gnolls component.

  • Added Morpheus562's Improved Bassilus component.

  • Added Morpheus562's Improved Maulers of Undermountain component.

  • Improve All Enemies Hit Points now installs on BG: EE.

Compatibility

If you are upgrading from an earlier version of this mod, I recommend uninstalling all mod components and replacing all files with the new ones before doing a fresh install. If you choose to use SCS, parts of this mod should be installed before it while other parts should be installed after. These will be clearly outlined during the install process.

If using EET, the Improve All Enemies Hit Points components needs to be installed AFTER EET_END.

These scripts are currently written for a vanilla/SCS understanding of the spells/abilities. Tactics Remix does not take into account other mods that alter existing spells. Some mods do lighter edits that shouldn't impact the scripts, but others, such as Spell Revisions, do a complete overhaul and will cause issues, inconsistencies, and undesired results. As such, I would not recommend install of Tactics Remix if you are playing with Spell Revisions. This may change in the future, but for now I would list these as incompatible.

This mod does add a number of items; however, it can safely be installed after my Forgotten Armaments mod and receive the benefits from those components.

Due to the various technical issues with MiH - EQ, I have made Tactics Remix incompatible. MiH - EQ and its author has zero concerns or regards for other mods and issues that may arise with the changes MiH - EQ makes. Those changes are broad and ill described in regards to either what is being changed and how it is being changed. Further compounding the issue is the author's decision to hide everything being done behind SFO. This leads to multiple downstream impacts that I've found along with a number of crashes to desktop (again, I've found and left unreported due to the author's hostile attitude). In an abundance of caution, I do not want to have to deal with bug reports in something going haywire in Tactics Remix due to MiH - EQ.

Content

Tactics Remix adds quite a few new components, and all of the components are individually optional: you may install some but not others, your choice. I have also broken up the mods into two groups: 1) Add New Encounters and 2) Update Existing Encounters. New encounters should be installed prior to SCS while updates to existing encounters should be installed after SCS (if you, the player, chooses to use SCS).

All of the enemy scripts have been rewritten from scratch and many of the fight mechanics are improved from the old Tactics days. These fights are aimed at being more challenging than the original encounters while removing much of the cheese that players of old remember. These are meant to be BRUTAL. The difficulty slider will alter the overall challenge (e.g. removing undroppable items from enemies to make them easier, less or different enemy spawns, altered enemy prebuffs, etc.). I aim to have a bit of randomness added to the encounters and the scripts are not optimized to always cast the "best" spell. Prebuffs and contingencies/sequencers will vary. Additionally, casters will randomly choose if they will be casting an offensive or a defensive/disabling spell. From there, the enemy scripts will cycle through available spells in the specific category with yet more randomness. Best spells will pop up first, but it is random if the script will choose to cast or pass. This should add a bit of variance to the encounters from reload to reload and hopefully the player enjoys the spontaneity.

Add New Encounters - Install BEFORE SCS

Kuroisan, a Kensai / Wu Jen from Kara-Tur will approach you if you are carrying Celestial Fury or Malakar, regardless if equipped or not. Once you acquire either of these weapons, he will begin the hunt to find you (1 day) and attempt to take yours. Depending on the difficulty level, he may bring additional sword allies to join the fight.

"Kuroisan", the Acid Kensai
The Ritual

The Ritual component adds a new tactical quest started by speaking with the yellow-robed individual outside of Watcher's Keep. This quest takes the player through some outdoor combat and obscure symbolism against a very pretty backdrop.

PLEASE NOTE: Original recommendation for party level is around 2 million XP.

"Red Badge" Poison-Based Encounter

This challenge is triggered if you have more than 3 million XP, have either killed Gromnir or be in SoA, and are standing outside of Watcher's Keep. The "Red Badge" will wisk you away with promises to come. Once you have over 3.5 million XP with the same conditions as above, they will bring you back for your confrontation.

Gebhard Blucher's Lich in the Docks

A new lich can be found in the Docks district with an endless supply of undead minions to call upon. You may find her by entering the door to the north of the main Shadow Thief guildhouse entrance.

WARNING: Reported to be incompatible with Back to Brynnlaw.

Kensai Ryu's Gnome Fighter/Illusionist in the Docks

A gnome fighter/illusionist full of tricks is looking to collect upon the bounty on Valygar's head. Beware on your search as the gnome will kill anyone in his way.

Update Existing Encounters - Install AFTER SCS

This component makes all Sahuagin fiercer opponents. It also updates the fight against the Priestess at the heart of the City of Caverns who will now summon allies to come to her aid. Beware, on Insane Difficulty she will summon the Minor Avatar of Sekolah.

Improved Sahuagin City

These components will check if SCS is present and update accordingly to prevent any compatibility issues.

Improved Irenicus

I take the original Tactics fight, with some slight alterations, to give Joneleth "The Shattered One" Irenicus the fight he and the player truly deserve. This is a multi-phase fight that should provide a suitable challenge. To start, instead of summoning generic demons, Jon will shatter himself into multiple fragments and brings forth enemies for each Tear of Bhaal Test in Hell. These enemies will provide their own unique challenges, and will bring forth more minions to aid themselves, depending on the difficulty.

Improved Guarded Compound in the Temple District

This component provides a drastic increase in difficulty for the guardians of Celestial Fury. Enemies will have appropriate gear and spell picks for their levels. Enemies will prepare for your arrival and prebuff, and once you arrive there is no escape to the lower floor until you are victorious.

PLEASE NOTE: This component pairs well with the Forgotten Armament component to add net new items into the game for yet an additional difficulty increase.

Improved Twisted Rune

Enemies in this encounter will behave as characters of their level should with better decision making and gear. Original Tactics controls to reduce player cheese remain in place. Revanek, instead of being naked, will become Wizard Slayer decked out in new gear with this update. To spice things up, I am assuming the upgrades from the Skills and Abilities Wizard Slayer are or will be installed. This means, if EEex is present, Revanek's hits will have a 10% chance of bypassing PfMW and the like and dispelling the target.

Gebhard Blucher's Improved Demon Knights

This component makes the Demon Knights at the Demogorgon altar in the Underdark overall better opponents and more of a challenge to the player.

Kensai Ryu's Toucher Kangaxx and Guardians

The tomb of Kangaxx is protected by a new set of guardians above. They are looking to acquire his ring and will kill any they perceive as getting in the way. If SCS is installed, Kangaxx will revert to SCS AI; however, the guardians will still remain.

Kensai Ryu's Improved Crypt King

The Crypt King is now more worthy of that name and will summon more undead minions every now and then. I have overhauled the fight mechanics to make it even more challenging than the original Tactics version.

Smarter Dragons (COMING SOON)

As Wes stated: "Dragons clearly got the short end of the stick somewhere. They're just not awe-inspiring in BGII. In fact, they're pretty much pushovers, especially with half-decent tactics on your part." We are not playing Dungeons and Demiliches, or Dungeons and Fire Giants, or Dungeons and Mindflayers. The aim of this component is to vasty improve the power and challenge when facing a dragon.

PLEASE NOTE: This component only updates those dragons introduced in the base game. This will NOT improve dragons introduced in the EE's by Beamdog.

Kensai Ryu's Improved Copper Coronet

Simply adds more guards in the Copper Coronet when they go hostile.

Mike Barne's Improved Small Teeth Pass

Adds three dragons to Small Teeth Pass (AR1700).

WARNING: Reported to be incompatible with TDD.

Morpheus562's Improved Samia and Party in Windspear Hills Dungeon (COMING SOON)

This component makes the fight against Samia and her party within the Windspear Hills Dungeon more difficult. They will be better equipped and have refined scripting to increase the challenge.

Morpheus562's Improved Planar Prison Bounty Hunters

This component makes the fight against the Planar Prison bounty hunters a bit more difficult. Aawill the Bard is now a Blade and will use spells commensurate with his level. His companions will also be better equipped, and an additional companion may join the fight at higher difficulties.

Morpheus562's Improved Drizzt (BG: EE)
Morpheus562's Improved Drizzt (BGII: EE)

This makes the BGEE version of Drizzt more formidable. If he goes hostile, he will prioritize attack the player instead of the gnolls.

This makes the BG2EE version of Drizzt and his companions more formidable. Additionally, if playing on Insane difficulty or higher he will bring in a familiar mage to aid him. Should the mage be defeated, any gear acquired from the battle will not be taken from the party at a later time.

Morpheus562's Improved Mutamin's Garden and Basilisks (COMING SOON)

Basilisks will now be much more difficult and Mutamin will have refined scripting to become more of a threat. The difficulty increase should be enough to prevent early game cheesing to quickly gain experience.

Morpheus562's Improved Gnoll Stronghold and Tougher Gnolls (COMING SOON)

I was never pleased with the Gnoll Stronghold and any of the mods that added to it. Additionally, there never felt like much of a difference between the Gnoll types. For this, I took a twofold approach with 1) making the gnolls more of a threat and 2) add Gnoll Shamans and a leader to the Gnoll Stronghold. Gnolls worship Yeenoghu, a violent demon lord, and their summons reflect his skeletal servants.

Morpheus562's Improved Bassilus (COMING SOON)

This makes the Bassilus encounter more challenging with spells commensurate with his level.

Morpheus562's Improved Maulers of Undermountain (COMING SOON)

To me, the Maulers of Undermountain were always a pushover, so I updated them and their scripts to be more of a suitable party vs. party challenge.

Morpheus562's Improved Durlag's Demon Knight (COMING SOON)

I updated the Demon Knight for this fight to be slightly neutered but more in-line version the Tactics Remix Tougher Demon Knights found within the Underdark. Additionally, the +3 two-handed sword found in the Durlag's Tower chest fight is replaced with magical quarterstaff, and the sword is given to the Demon Knight.

Tougher Fire Giants

Damage output and difficulty for fire giants is greatly increased.

Morpheus562's Tougher Githyanki

Githyanki will now be better equipped, better leveled, and overall pose more of a challenge to the player.

Morpheus562's Tougher Yuan-ti

Yuan-ti will receive a number of immunities, to include some magic resistance (40%) and complete resistance to poison. Additionally, they receive some snake like enhancements to include infravision, faster casting speed, faster weapon speed, and an extra 0.5 apr. Yuan-ti fighters will now be wielding magical scimitars and leather armors.

PLEASE NOTE: With my Skills and Abilities Proficiency overhaul and Forgotten Armament's NWN Style Weapons and Updates to Existing Weapons will greatly increase the deadliness of Yuan-ti fighters. The average Yuan-ti fighter and Greater Yuan-ti will have a crit range of 16-20, and Yuan-ti Elites will have a crit range of 15-20.

Gebhard Blucher's Improved Mae'Var (COMING SOON)

This component improves the overall difficulty of the Mae'Var encounter.

Enemy Improvements - Install AFTER SCS

There are a couple options for the player to select to increase the HP of all enemies. There is an additional option to adjust enemy HP based on the ini file if the player does not like the pre-defined options. Friendly cast summons will NOT have their HP altered.

Improve All Enemies HP