//====================================================\\ ||//================================================\\|| |||| Baldur's Gate II |||| |||| Improved Battles Mod |||| |||| Authors: Moonfruit ( moonfruit@ananzi.co.za ) |||| |||| Tyrus ( tyrus@ananzi.co.za ) |||| |||| WeiDU: v127 |||| ||\\================================================//|| \\====================================================// //============\\ || Release: 5 || \\============// //==========\\ || Contents || \\==========// 1 - Introduction 2 - Installation 3 - Component 1: Modified STATS.IDS Component 2: Improved Drizzt Component 3: Improved Mencar Pebblecrusher Component 4: Improved Mad Cleric Component 5: Improved House Jae'llat Component 6: Improved Lord Roenall Component 7: Improved Master Brain Component 8: Improved Wraith Sarevok Component 9: Improved Cohrvale, Bregg & Alamas Component 10: Improved Firkraag Component 11: Improved Fire Giants Component 12: Improved Shade Lord Component 13: Improved Trademeet Crypt Component 14: Improved Dungeon Component 15: Improved Temple Sewers Party Component 16: Improved Kiser Jhaeri Component 17: Improved Falahar Component 18: Improved Drow Pit Fights Component 19: Improved Chromatic Demon Component 20: Knights of Dark Renown Component 21: Arcane Avenger Kit Component 22: Blademaster Kit Component 23: Demon Knight Kit Component 24: Bastard Kit Component 25: Bug Fixes (SoA) 4 - Known Bugs 5 - Thanks 6 - Disclaimer 7 - FAQ (Spoilers) 8 - Recent Changes //==================\\ || 1 - Introduction || \\==================// Although an excellent game, with generally well-rounded battles, some encounters in Baldur's Gate II lack the effort put into so many of the others. Some battles are exquisitely designed, while others seem to have been put together in mere minutes. Tyrus and I decided to try and bring more balance into those lacking battles. Together we came up with this mod. All feedback is appreciated, but please give it a relevant subject (e.g. BG2: Battle Mod) to ensure a swift and efficient response on our behalf. We hope everyone enjoys it. //==================\\ || 2 - Installation || \\==================// This mod runs on BGII. While some components work with SoA, it is recommended that you have ToB installed to enjoy the full benefits. This mod should be compatible with all current WeiDU mods. 1 - Extract the main EXE file into your BGII main directory. e.g. "C:\Games\Baldurs Gate II" 2 - Run "Setup-Battles.exe". 3 - Select the component(s) you wish to install. You can uninstall any component(s) later by re-running "Setup-Battles.exe". //================\\ || 3 - Components || \\================// The explanation of each component is written by it's own author, and we will try to remain 'eerily cryptic' in our explanations. /------------------------------------\ | 1: Modified STATS.IDS {Moonfruit} | \------------------------------------/ Originally part of the Detectable Spells mod created by Cirerrek, which allows better detection of active spells within scripts. The most useful aspect of this is the ability to detect for an active Protection from Magical/Normal Weapons, which will help to prevent an enemy from attacking to no avail. NOTE: If you have the Detectable Spells mod installed, you do not need to install this component. WARNING: The following components will not install or function correctly without the modified STATS.IDS file: Knights of Dark Renown /----------------------------\ | 2: Improved Drizzt {Tyrus} | \----------------------------/ I've always thought that the (optional) battle against Drizzt should be more difficult, so I decided to make an Improved Drizzt mod, which I then added to the Battles mod. After demand Improved Drizzt was added to Bodhi's lair to make for more believable allies. To see all the individual changes for the Improved Drizzt mod prior to it's incorporation into the Battles mod, see CHANGES-Drizzt.txt in the 'battles' directory. /----------------------------------------------\ | 3: Improved Mencar Pebblecrusher {Moonfruit} | \----------------------------------------------/ A good battle to practise your skills on is Mencar and Co. above the Den of the Seven Vales. They are a well rounded group (2 warriors, 2 mages, 1 thief), yet their combined battle power is somewhat pathetic to the more seasoned player. This component gives them better equipment, and also improves the scripting for all of them, especially Sorcerous Amon and Pooky. There is also an additional encounter with Pooky's parents. Beware though - they are very difficult. Some people may find this encounter too difficult upon exit of the Dungeon, and it is recommended you wait until around level 11 - 13, unless you wish to test various new tactics. /------------------------------------\ | 4: Improved Mad Cleric {Moonfruit} | \------------------------------------/ When you enter the docks district, you are approached by a mad cleric who worships Cyric. He is extremely easy to kill (usually 2 or 3 hits), which takes all the fun out of this small encounter. This component allows him to use mage spells instead of cleric ones, thereby increasing his arsenal of damaging spells, as well as giving him some improved equipment and droppable items. Be warned though: this guy really is mad! /------------------------------------\ | 5: Improved House Jae'llat {Tyrus} | \------------------------------------/ This could never be classified as a fight, but merely as a butchery. To say the least, this was a boring battle where the only noticeable reward was Water's Edge: Scimitar +3 and a whole lot of pearls. The difficulty has been drastically increased, as well as the addition of some extra reward. /----------------------------------\ | 6: Improved Lord Roenall {Tyrus} | \----------------------------------/ Lord Roenall wants your castle, and if you say no and he will *eventually* attack your castle with his pathetic 'army'. It used to be that you could merely start the battle, kill Lord Roenall in three seconds tops and the battle was over. Not anymore. Lord Roenall and his goons have been made more challenging, seeing that you usually face him right before finishing the game. /--------------------------------------\ | 7: Improved Master Brain {Moonfruit} | \--------------------------------------/ For the final boss of the Illithid Lair, the Master Brain is somewhat heavily under-powered. He has a large amount of psychic power which is completely absent from the game, making him a walkover. This component makes him quite a bit tougher, and also allows him to make more use of his immense psychic powers. Some might find this a tad difficult, but I feel it may still not be enough of an improvement (in Easy and Normal difficulty). I would strongly suggest that seasoned players try this encounter on Core, or even higher, to get the full experience. /----------------------------------------\ | 8: Improved Wraith Sarevok {Moonfruit} | \----------------------------------------/ Your half-brother, Sarevok the traitor - the demi-god who tried to claim your life so that he may ascend Bhaal's Throne of Blood. He who took your foster father's life without a moment's hesitation. Banished to hell, he awaits for you to join him... with a NON-ENCHANTED weapon! This component fixes one of the most exploited bugs in the game - the one which allows you stand and watch as Sarevok attempts to hurt you. He also calls a few friends to the party. Not too difficult, but a significant improvement over the original. /--------------------------------------------------\ | 9: Improved Cohrvale, Bregg & Alamas {Moonfruit} | \--------------------------------------------------/ The two most pathetic enemies in the game have got to be Cohrvale and Bregg, the duo who hang around in the Slums below the Copper Coronet. This is not a significant improvement as such, but more of a fix really. All I have done matched their stats to their levels, and given them some better equipment. This component also slightly improves Alamas (the guy you fight in Surly's pit in the Copper Coronet). /--------------------------------\ | 10: Improved Firkraag {Tyrus} | \--------------------------------/ The battle against Firkraag is a tad boring, so I decided to spice things up a bit. I have made it that you first fight Lord Jierdan wielding two very interesting weapons (made by me, inspired by Moonfruit). He then changes into a dragon. I'm considering to rewrite his entire dialog completely so that things make a bit more sense, but I'll see how thing go. Many people may consider this far to difficult because I have used very challenging scripts. /--------------------------------------------------\ | 11: Improved Fire Giants (needs ToB) {Moonfruit} | \--------------------------------------------------/ Fire Giants, ferocious beings feared throughout the Realms, and yet in BGII they fall to 3 Abi-Dalzim's. How cliché. This component raises their magic resistances, and gives the average (Elite) Fire Giant a few spells. /----------------------------------\ | 12: Improved Shade Lord {Tyrus} | \----------------------------------/ This battle was very big anticlimax. After all the effort of going through the Temple Ruins and the option of facing a Shadow Dragon, you finish it off with a pathetic little battle. You face a Shade Lord (woo scary), a level 20 barbarian that casts a few boring spells and then attacked you but never hit you. I have changed all scripts and creature files to make this battle a bit better. /--------------------------------------\ | 13: Improved Trademeet Crypt {Tyrus} | \--------------------------------------/ A small quest involving the retrieval of a mantle from a very dangerous crypt; yeah right! This battle had two Skeletons and two Skeleton Warriors, and one actually cast a few spells (woo). This component will makes this quest a bit more dangerous. /------------------------------\ | 14: Improved Dungeon {Tyrus} | \------------------------------/ This component addresses two separate battles in Irenicus' Dungeon: - The Cambion to the right of Ilyich - The three thieves that you face right before leaving Irenicus' Dungeon This component will make them more difficult, with bonus reward, but not as ridiculously difficult as Improved Ilyich. /------------------------------------------\ | 15: Improved Temple Sewers Party {Tyrus} | \------------------------------------------/ This battle was never particularly difficult until the Improved Mages component, which made Gaius a bit more irritating, but it was still very easy. There was a suggestion to have it improved, so I did. After Lamfáda's removal from Moonfruit's Ruad Mod, many people wanted the Robe of Enduring to return. I have made one of Tarnor's friends a monk, and you'll have to kill him for it. Everybody's script has been changed, and better equipment and more experience added. /----------------------------------------------------\ | 16: Improved Kiser Jhaeri (needs ToB) {Moonfruit} | \----------------------------------------------------/ (*** Under construction ***) For a very cautious thief, the battle with Kiser is rather swift and simple. With this component he makes better use of his natural thieving abilities, including hiding and backstabbing. (*** Under construction ***) /------------------------------\ | 17: Improved Falahar {Tyrus} | \------------------------------/ I'm guessing this is a battle that was supposed to be part of a quest but producers didn't have time to finish it. I didn't know about it till a while back and I haven't ever heard anybody saying anything about it. Well let me tell you, when you fight four people, two of which are worth 12,000 XP, although they die after a few well placed shots. Everyone here isn't worth the experience that you get from them. This component will fix that. /------------------------------------------\ | 18: Improved Drow Pit Fights {Moonfruit} | \------------------------------------------/ This component improves the battle in Szordrin's Pit where you face four "ferocious" beasts. A slight improvement over the original tank-it-out version, this component only makes them physically stronger. They still use all their original spells though. /------------------------------------------------------\ | 19: Improved Chromatic Demon (needs ToB) {Moonfruit} | \------------------------------------------------------/ Surely a demon as powerful as this cannot be without some followers? This component adds a few interesting characters, and also increases the demon's fighting and spell-casting ability. /----------------------------------------\ | 20: Knights of Dark Renown {Moonfruit} | \----------------------------------------/ Loosely based on the David Gemmell novel, this component was probably the most enjoyable to create. This encounter triggers when you reach level 15, but if you are not in the city at that time it will only trigger when you return. I won't spoil any of the surprise, but I will say this: it can be difficult, but it can also be very easy. /------------------------------------\ | 21: Arcane Avenger Kit {Moonfruit} | \------------------------------------/ I've always thought there should be a kit that is very good against spell casters. Many would dispute that the Wizardslayer effectively fits the task, but I disagree. So I sat down and though about it, and this is what I came up with. ARCANE AVENGER: Although the mere mention of their name strikes fear into the very core of an arcane spellcaster, many Wizardslayers seek to improve upon their already-abundant talents. This requires immense physical and spiritual training, but the result is a being of unsurpassed raw power: the Arcane Avenger. Able to cross a magical threshold without a scratch, Arcane Avengers can harness the power of immunity to all potentially-threatening spells - from Magic Missiles to Flame Arrow; Cloudkill to Horrid Wilting; even the dreaded Time Stop. Advantages: - Gains a +5 bonus to THAC0 and Damage vs. Mages and Sorcerers. - Gains a +5 bonus to Saving Throws vs. Spells. - Ethereal Vision, once per day for every 10 levels. All invisible creatures are made visible every six seconds, for a duration of 60 seconds. - Shimmering Force, once per day for every 10 levels. All offensive spells cast at the Arcane Avenger in the next 30 seconds will automatically be deflected. - 9th level: Immunity to all Hold, Charm and Confusion spells. - 15th level: The Arcane Avenger gains 4% magic resistance per level (i.e. 60% at 15th level). - 17th level: Temporal Stasis, once per day. The Arcane Avenger is immune to Time Stop for the duration (30 seconds). Disadvantages: - May only obtain grand mastery in ordinary mage weapon types. - Can only dual-class to a Mage (requires 18 Intelligence). - Must be of a Neutral alignment. - Only Humans, Elves and Gnomes may become Arcane Avengers. /------------------------------\ | 22: Blademaster Kit {Tyrus} | \------------------------------/ This is loosely based on the Apprentice Kit created by Shin/Salvanas (I couldn't get in contact with him) as well as the original Kensai. To put it simply: this kit is a Kensai that can wear armor but cannot dual- class. BLADEMASTER: Men and women that travel the known world and study under various masters to perfect their fighting skills. While they may delve into other areas, they tend to focus on swordsmanship. They only fight in light armor and use their incredible speed and accuracy to decimate their foes. Advantages: - Bonus -1 to AC and -1 AC to slashing every 4 levels - A Blademaster starts off moving at +2 move - Bonus +1 to hit, damage and attack speed for every 5 levels - May use 'Sword Dance' ability one time per day for every 4 levels (starts at 1st level with one use): this ability lasts 10 seconds and improves THAC0 and AC by three points and grants an extra attack. - May use 'Kai' ability one time per day for every 5 levels (starts at 1st level with one use): this ability lasts 10 seconds and makes all attacks do maximum damage. Disadvantages: - May not wear armor greater than studded leather - May not specialize in weapons other than swords - May not become proficient in the 'Sword and Shield' style - May not dual-class /------------------------------\ | 23: Demon Knight Kit {Tyrus} | \------------------------------/ Many people seem to enjoy playing with an evil character and this is my attempt to make such a kit. I have given this kit many advantages as well as disadvantages, but I will gladly accept any comments/suggestions. DEMON KNIGHT: Humans which have been consumed by the taint of Demonic blood and are twisted into corruption, making their actions and powers resemble those of a Demon. As a Demon Knight gains experience he or she gains many abilities that other demons have. A few examples are great resistance towards fire and magic as well as being able to determine which plane he is in. Advantages: - Immune to fear and morale failure - Immune to hold - 40% resistance to fire - 12th level: Becomes immune to Maze - 15th level: Can summon a demon to aid in battle once per day - 21st level: Becomes immune to Imprisonment - Gains two points of magic resistance per level from level 1 to 20 (i.e. 40% at lv.20) - Can cast Demonic Fear one time per day for every 4 levels (starts at 1st level with one use): All enemies within the area of effect when this spell is cast must save vs. spells or flee in terror - Can cast Inner Sight one time per day for every 4 levels: When this spell is cast, an area roughly 70 feet in radius around the caster will be affected. Instantly and once each round for 1 turn after this spell is cast, all hostile illusion/phantasm spells in the area of effect will be dispelled. - Can cast Fire Shield Red one time per day for every 8 levels (starts at 1st level with one use) - Can get Aura of Flaming Death as a high level ability Disadvantages: - May not specialize in weapons other than Two-Handed Swords, Bastard Swords, Long Swords and Halberds - Must have a Chaotic Evil alignment - May not become proficient in the 'Sword and Shield' style - May not dual-class - Must be Human - Maximum wisdom and charisma scores of 8 - Cannot use ranged weapons /------------------------------\ | 24: Bastard Kit {Moonfruit} | \------------------------------/ This kit actually started off as a joke, but it ended up looking rather interesting and enjoyable to make. It's a sort of tongue-in-cheek take on the other kits in the game. Enjoy. BASTARD: Cruel, cunning, conniving - these are the core elements to the Bastard's savage survival. Rejected because of their heritage, they are forced to live a harsh life, turning towards crime as a means of survival. Skilled with the bastard sword and small blades, they are silent, efficient mercenary's who seldom kill a victim without torturing them first. They also possess great magical abilities - the power to summon call upon the Seven Deadly Sins. Advantages: - The Bastard is immune to backstabbing. - Avarice, once per day at levels 9 and 18. Creates a magical weapon of the Bastard's choice for 15 seconds. - Envy, once per day at levels 17 and 34. The Bastard can increase his damage, number of attacks, or movement rate for the duration (15 seconds). - Gluttony, once per day at levels 5 and 10. The Bastard temporarily gains 30 hit points for the duration (15 seconds). - Lust, once per day at level 13. The Bastard may summons Sadistic Sarah to aid him in battle. The duration is 5 minutes. - Sloth, once per day at levels 11 and 22. The Bastards gains a temporary immunity to all magical damage, including elemental, for the duration (15 seconds). However, the Bastard's movement is halved, and his number of attacks reduced. - Vanity, once per day at levels 15 and 30. All creatures that look at the Bastard must Save vs. Spell (-2) or die. Creatures that make a save still suffer a temporary blindness. - Wrath, once per day at levels 7 and 14. The Bastard's strength and constitution are increased by 4 points, but his dexterity, intelligence and wisdom scores are decreased by 2 points (for 15 seconds). - May obtain the "Greater Lust" High Level Ability. Disadvantages: - May only obtain mastery in Bastards Swords, Short Swords, Daggers and Crossbows. - Must be of Chaotic Neutral or Chaotic Evil alignment. - Maximum charisma score of 10. - Only Humans, Dwarves and Half-Orcs may become Bastards. - Every 5 levels there is a random 10% chance that the Bastard loses one point of Wisdom or Charisma. /----------------------\ | 25: Bug Fixes (SoA) | \----------------------/ This component fixes a few very minor bugs in SoA: * Mace of Disruption +2 -> Reverted to the +1 version's icon * Blade of Roses -> Incorrect damage (1D8 instead of 2D4) * Aegis Fang -> Incorrect unidentified name * Cloak of Balduran -> Missing portrait icon (Magic Resistance) * Short Bow +1 (all) -> Incorrect range (100 instead of 75) * Catti Brie -> Wrong magic res, damage res, and gender //================\\ || 4 - Known Bugs || \\================// /--------\ | Bug #1 | \--------/ Bug: When using Improved Drizzt against Bodhi and you don't allow him to finish his 'dialogue' with his friends, he does nothing when you go to the next level, except stand there. Cause: Unknown. Solution: Let him finish his dialogue, unless you want a useless Drizzt. /----------------\ | Bug Reporting | \----------------/ All components were tested on a clean installation of Baldur's Gate II - Throne of Bhaal (English version), with the Official Patch v2.6.498, and the Baldurdash Fix Pack v1.12. No major bugs were encountered during these tests. If you think you have encountered a bug, please contact the author of that specific component immediately. Non-component-specific bugs (e.g. problems with the installation procedure) can be reported to Moonfruit. Also, please include a list of all other mods installed (or just copy your WeiDU.log file), as well as the exact in-game location and event where you experienced it. A recent saved game will also make our bug-hunting tasks a lot easier. //============\\ || 5 - Thanks || \\============// Special thanks to: Westley Weimer, for all his help to me (Moonfruit) throughout BGII; for WeiDU, an excellent modding tool; and for allowing us to use a few of the components from the Tactics Mod. ( http://weidu.org/ ) Jon Olav Hauglid, for Near Infinity, a utility which can edit anything IE-related. ( http://www.idi.ntnu.no/~joh/ni ) Aaron O'Neil, for ShadowKeeper, a tool that goes hand-in-hand with NI to edit any aspect of BGII. ( http://www.mud-master.com ) Dmitry Jemerov, for Infinity Explorer, an excellent utility for browsing IE game files. ( http://InfExp.sourceforge.net ) Cirerrek, for allowing us to use components from the Detectable Spells mod. ( http://home.earthlink.net/~cirerrek ) Forgotten Wars Studios, for kindly agreeing to host a forum for the Improved Battles Mod. ( http://www.fwstudios.net ) David Gemmell, for creating the Knights of Dark Renown, without which I (Moonfruit) could never have created the encounter. I strongly suggest that you read his novels, esp. The Drenai Tales. ( http://members.lycos.co.uk/punchbag/contentspage.html ) evildevil, for contributing a large amount of item ideas, descriptions, suggestions, and portraits. Thot, for doing the complete French translation of the Battles mod. Everybody at the Forgotten Wars Studios Forum, for helping with ideas and bug-fixes. A big thanks to our surprisingly large number of testers: Assassin Caedwyr evildevil mitchmc SimDing0 //============\\ || Disclaimer || \\============// Although the Improved Battles Mod was created to be freely enjoyed by all Baldur's Gate II players, and is completely open-source; it may not be sold, published, compiled, or redistributed in any form without the full consent of both it's authors. By making use of this Mod in any way, you are agreeing to the terms of this disclaimer. //====================\\ || 7 - FAQ (Spoilers) || \\====================// Q - How can I test the various encounters without having to play through the entire game? A - See SPOILERS-Battles.txt in the 'battles' folder. //====================\\ || 8 - Recent Changes || \\====================// Version 1 * Initial BETA release. Version 2 * Added portraits to a few of the main characters of each group, like Drizzt, Mencar and Hindra Jae'llat. Thanx evildevil. * Drizzt: Forgot to make Drizzt use potions in Bodhi's lair. Thanx Caedwyr. * Mencar: Gave them normal and magical weapons. No more Protection from Magical Weapons tactics. Thanx Assassin. Removed Pooky's ability to instant-cast level 9 spells, and lessened his arsenal of spells. Thanx Assassin. * Cleric: Removed casting of Protection from Evil. Thanx SimDing0. He now teleports after your party, so no more run and hide tactics. Thanx Assassin. Fires off random high-level spells at anyone in the area. * Jae'llat: Made a few general changes to the fight. * Sarevok: Changed string displays, added visual effects, and gave each minion one unique droppable item. Thanx SimDing0. * Cohrvale: Increased the difficulty of Alamas. Thanx Assassin. * Shade Lord: Made changes to Shade Lord's script. Thanx SimDing0. * Trademeet Crypt: Made the liches a bit more difficult to Azuredge. Thanx Caedwyr. * Added finalized versions of the following improved components: Lord Roenall Temple Sewers Party Drow Pit Fights * Added one new playable kit: Blademaster Version 3 * Replaced some of the portraits with better ones, and added some new ones. Thanx evildevil. * Mencar: Mencar will not cast True Sight and Amon will not teleport after you in Very Easy difficulty. Removed weapon-switching due to major bugs. Pooky's parent seek to revenge their son's death. Thanx mitchmc. * Cleric: He will not teleport after you in Very Easy difficulty. * Jae'llat: Made Ist'tar summon some minions when changing. Thanx mitchmc. Hindra teleports after Ist'tar if you try to lure him away without her. * Brain: It will summon one extra helper on Core difficulty, two on Hard and three on Insane. Thanx Assassin & mitchmc. It will also drop an interesting item. Thanx evildevil. * Sarevok: Sarevok has been given Improved Haste movement rate, as well immunity to Time Stop. Thanx mitchmc. Angelo now makes better use of the Eagle's Eye. Thanx evildevil. Semaj is now immune to the "Wand of Cloudkill" tactic. * Shade Lord: Fixed illegal Chain Contingency. Thanx Assassin. * Dungeon: Toned down the Demon Knight's Saving Throws and removed strong reward, Thanx mitchmc * Blademaster: Removed Offensive/Defensive Spin, and gave a new skill - Sword Dance: lasts 10 sec, grants +1 attack, and +3 THAC0 and AC. Thanx Assassin. Decreased the bonus to speed and damage. Thanx Assassin. * Added two new playable kits: Arcane Avenger Demon Knight Version 4 * Added French translation. Thanx Thot. * Added Modified STATS.IDS file to assist with better spell detections. Thanx Cirerrek. * Mencar: Improved Mencar's targeting system. Completely revamped the encounter with Pooky's parents. Thanx mitchmc. * Jae'llat: Fixed the battle completely. * Sarevok: Fixed Hell's Fury maze ability. Thanx AvatarofInsolence. * Brain: Fixed a minor bug where the Amulet of Mind Protection had no icon. Thanx evildevil. * Dungeon: Fixed thief name, and decreased the amount of invisibility potions. * Sewers Party: Made Gaius teleport after the fighters. Added a working copy of the Robe of Enduring. Thanx Assassin. * Falahar: Added some dialogue. Thanx evildevil. * Arcane Avenger: Fixed a bug where you would not gain the proper True Sight abilities. * Added two new components: Firkraag Knights of Dark Renown Version 5 * Mencar: Re-made the Pooky's Parents encounter again. Hopefully it will work this time. Thanx AvatarofInsolence & mitchmc. * Roenall: Increased the duration of the battle. * Firkraag: Made the fight against Lord Jierdan far more interesting. * Sewers Party: Fixed another bug with the Robe of Enduring. Thanx Assassin. * Added one new component: Chromatic Demon * Added one new playable kit: Bastard