![]() ![]() In BG1 you were around level 7-9 fighting level 11-14 mages. In BG2, however, it quickly becomes a problem. This generally isn't too bad in BG1 until you get to Cloakwood and have to fight the pre-Mines party consisting of two mages with access to level 5 spells when your mages will usually only have one or two level 3 spell slots and is still manageable even in TOTSC areas and at the end of the game. Considering that the spells mages use to pre-buff are seemingly not taken from their memorized spells, you can begin to see how this becomes very difficult very quicky. DavidW does the opposite with SCS: The mage's spell selection is updated to match his artificially-inflated Bioware-given level. The standard line of thinking to correct this would be to lower the level of the mage to the same level as his fellows and give him a much nicer spell selection befitting said level. In vanilla Baldur's Gate and BG2, they have their levels artificially bumped up in order to give them a bit more HP and better saves, as a mage of the same level as the party is going to get stomped pretty handily due to generally poor spell selections and AI, even if he's part of a larger team. You'd probably even like Item Revisions, but it's best to go into that with fresher memories of what kind of gear you should expect.įor those who haven't played it and are curious about SCS and why you should probably have a bit of BG experience beforehand, the reason enemy mages are such a big core component of SCS II is because of the way the mages were designed by Bioware. I can't stand Weimer's stuff in Tactics, and SCS is basically a "fair" version of Tactics. I'm sure they're out there, just never had any interest in them.Okay if that's your level of experience then you should probably be fine with even prebuffed mages in SCS2. I don't know much about mods that add dialogue and plot to BG2 (besides Ascension). Just about every spell now has it's uses, rather than the obviously best 2 or 3 spells for each level. I've had some weird issues with it in the past, but I'm giving it another go. Spell Revisions does the same thing for the spell system. It also makes potion effects not dispellable, a very nice change imo. Pretty much every weapon category is now viable for the entire trilogy. It slightly tones down some of the most powerful items, and makes some underpowered ones better. ![]() I've played multiple times with Item Revisions, and I like it a lot. Item Revisions and Spell Revisions are two mods that rebalance the items and spells. You can combine this with similar modules from SCS to make the game truly punishing. It also has some modules to make the other bossfights harder. It will make the final battle way more challenging. A lot of people prefer this finale to the original. It is made by one of the original developers. Highly recommended mod.Īscension partially rewrites the Throne of Bhaal section of the game, mostly towards the final chapter. Besides that there are a bunch of optional modules to the mod that will increase the challenge. All of this is sensitive to the difficulty slider, so if it becomes to much you can tone it down (or up of course). They will make smart use of spells, and can start combat with defensive spells already up. SCS improves the enemy AI, but the biggest challenge comes from the mages (and divine spellcasters as well). The two main mods for BG2 are of course Sword Coast Stratagems and Ascension. ![]()
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