In any case it was a really fun mod and me and my friend both had a great time playing through it with the additional challenge. However, I thought there were a few parts that may have been a bit lacking compared to other parts of the game, namely battles near the end of the game. I know that you didn't alter that many battles specifically, so I'm just giving my opinion some that you did, and some that could definitely use some help. Here are some of the battles I found lacking, even with all of the AI and Tactical components installed on Core difficulty:
1) Ael'Letac - I think this guy could use some serious work (not sure if you altered this one), he casts hold person (death gaze?) on the mages you need to kill making them even easier than they already are, since the only one who even casts spells is their leader, who dies relatively fast (One time I glitched the event by accidentally killing her in 2 hits before she initiated dialogue). I realize that death gaze is supposed to make this a hard battle, but basically my Paladin was able to solo the entire battle while everyone else waited upstairs (The Kensai helped kill a few of the cultists before retreating upstairs, so she didn't get death gazed). I'm not sure what could be done besides making the mages more aggressive, but I don't think a level 8 Paladin should have been able to solo the hardest fight in the game.
2) Sarevok - I know you buffed this battle specifically, but I don't think it was enough, the strategy of just distracting him with summons while you destroy his acolytes trivializes the entire battle. I would suggest giving Sarevok more HP for sure, and I'm not sure if the engine or scripting would allow for this, but have the mages cast fireballs, lighting, cloudkill, or other AoEs at Sarevok, since he's immune to magic, and maybe an animate dead or two from one of the enemy mages. I really think he went down too easy, he hits hard as a truck but a fully buffed Paladin and Kensai killed him in like 10 seconds after the acolytes were defeated.
3) Slythe and Krystin - A bit of a minor battle but it was pretty much a joke at the point you fight them, for a plot based battle. Perhaps a few invisible thieves or assassins assisting them could make it more challenging, just the two of them pose no real threat to a party that's probably at the XP cap and geared to the teeth.
4) Thieves' Warrens - Kind of slow pacing for being right near the end of the game, there's only like 5 enemies here and not very many traps. The slimes here are also a joke, but perhaps you could significantly boost the respawn rate on them so that they approach the player's party from the back, so the slime threat was more in line with what the story suggested. Additionally, the narrow halls could make for some interesting encounters.
5) Davaeorn - I think the battle was pretty easy even with the tactical changes, the Battle Horrors were a nice addition but not particularly hard to deal with. Mainly my problems are that Davaeorn will just stand in his own cloudkill or hurt himself with his own lighting,
dwindling his already low hp. Some reinforcements coming down the stairs mid battle or something could make the battle a bit more interesting, nothing overwhelming, just something to catch the player off guard.
Now I don't want to make this sound negative or anything, I think it's a great mod and we had a lot of fun playing through the entire game, so I'll list some of of my favorite battles and features as well:
1) Balduran's Isle - The finale was simple awesome, we were very poorly equipped to deal with the Loup Garou since we only had the silver dagger and Balduran's Sword and having my Paladin solo the boss on one side while the swarm of like 20 wolfweres attacked from the back definitely takes the highlight of the game.
2) Durlag's Tower - I'm not sure what you changed because I've never done the original version of this dungeon, but my god this is everything a dungeon should be. The traps on *everything* the hellish enemies, the insane chess battle, and the epic final battle with the Demon Knight (we didn't use the mirror) all gave us a deep sense of accomplishment when we finally finished it after so many hours. Though, one thing that could use some help is floor 3's 4 guardians, I'm not sure if they're supposed to be hard but they were weaker than the normal enemies in the tower. The outside and upper floors of the tower are a pretty easy source of experience though, I remember we went there and killed all the battle horrors and greater basilisks etc. for some pretty easy early experience. I know these floors aren't supposed to be hard, but it almost seemed like free experience that was larger than any quest reward.
3) Bandit's Camp - I'm not even sure if we're meant to fight them all at once (I wasn't able to kill any of them without them sounding the alarm), but this battle was pretty fun. We tried a lot of strategies like abusing web, traps, and summons all of which eventually failed, and by accident we found that we could just hole up in one of the tents so that we couldn't be surrounded or sniped, which won the battle for us. I liked this battle because it really forced to develop a good strategy and execution. I guess we kind of abused the game mechanics here, but it was a fun portion of the game nonetheless.
4)Improved Mages - Probably the #1 thing that screwed us over in any given situation, I really liked how more much of a threat mages were in your mod (even though 1 mage casting dimension door 5 times is cheating, it was still awesome). Nothing hurts more than a mage casting chaos on your entire party or charming one of your heavy hitters, and you only really have two defenses in BG1: high saves and dispel. Definitely a source of amusement the entire game, our Kensai had terrible saves so she'd end up getting charmed and killing 1-2 party members. On a side note, I really liked how the priests would rebuke my undead minions, I used animate dead a lot so I thought it was pretty cool.
5) Phase Spiders - Oh man, I didn't find the spiders to be as hard as the installation suggested but these guys were a source of many reloads, I can't count the number of times two or more teleported to Edwin and killed him almost instantly. I'm glad there was only one Astral Phase Spider in the game, that thing was pretty tough.
All in all, we had a lot of fun with SCS and we both plan to start SCS2 and play through that, so I'll be sure to comment on that as well. Granted, we did have a stupidly strong and geared party since we finished Durlag's Tower before going back to Candlekeep and the rest of the expansion material in chapter 4 or 5, the Paladin and Kensai pretty much destroyed everything, with the other characters offering ranged support, buffs, and the occasional CC or summon (we just gave Minsc a shield and had him guard the 3 squishies). I'll list my party with some stats in hopes that it helps somehow (these are the endgame stats with items equipped, but they didn't really fluctuate too much between chapters 5-7):
(Name/Class) (Str/Dex/Con/Int/Wis/Cha) (HP) (AC) (THAC0) (Saves) Paladin (Cavalier) 19/16/19/13/19/19 Attributes, 123 HP, -6 AC, 2 THAC0, 3/ 5/ 4/ 5/ 6 Saves Fighter (Kensai) 18/19/16/19/10/18 Attributes, 85 HP, -2 AC, 4 THAC0, 6/ 8/ 7/ 8/ 9 Saves Imoen (Thief) 9/18/16/17/11/16 Attributes, 74 HP, 1 AC, 8 THAC0, 10/ 9/ 9/13/10 Saves Minsc (Ranger) 18/16/16/ 8/ 6/ 9 Attributes, 79 HP, -5 AC, 8 THAC0, 9/11/10/11/12 Saves Branwen (Cleric) 13/16/15/ 9/15/13 Attributes, 60 HP, -4 AC, 12 THAC0, 6/10/ 9/12/11 Saves Edwin (Conjurer) 10/18/16/18/10/10 Attributes, 53 HP, 0 AC, 16 THAC0, 10/ 6/ 8/10/ 7 Saves
I hope you find my feedback useful, it was a lot of fun playing through it and we're looking forward to starting SCS2 soon.
Edited by Kharhaz, 09 May 2011 - 09:50 AM.












