Sword Coast Stratagems

A Gibberlings Three Mod
Author: DavidW
(contact: david dot wallace at balliol dot ox dot ac dot uk)

Version 8

Sword Coast Stratagems adds over 40 optional components to BG1Tutu and BGT, improving encounter difficulties, monster AI, NPC management, and general gameplay.

Sword Coast Stratagems is a WeiDU mod; it's an 850 kB download and it's compatible with most or all other BG1Tutu mods.

Sword Coast Stratagems is available in English, in Spanish (courtesy of www.clandlan.net), in German (courtesy of Leonardo Watson) and in Polish (courtesy of Nugrud).

Table of Contents

  1. Compatibility and Installation Order
  2. Installation
  3. Overview
  4. Contents
    • A. Gameplay Tweaks
    • B. NPC Management Tweaks
    • C. Encounter and AI Modifications
    • D.Ease-Of-Use
  5. Known Bugs
  6. Acknowledgements
  7. Copyright Information
  8. Version History

Compatibility and Installation Order

BG1Tutu

SCS now appears to be compatible with pretty much all the BG1Tutu mods in common use. In particular, it has now been extensively tested with BG1 NPC, Unfinished Business and the Grey Clan, as well as most NPC mods. It is compatible with BG1Tutu with or without the Tales of the Sword Coast expansion.

In general, on a BG1Tutu installSCS should be installed last or close-to-last, after any quest, NPC and item mods. For a very detailed set of notes on compatibility between different BG1Tutu mods, see here.

SCS is compatible with both EasyTUTU and TUTU v4.

BGT

While SCS was originally designed with a BG-only (i.e., not BGT) install in mind, it now seems to run pretty smoothly on BGT. The range of BGT mods is so huge that it is difficult to give general installation advice; in general, though, SCS should be installed after most BG-content mods but before BG2-content mods, and in particular it should certainly be installed before Big Picture or SCSII. However (for slightly complex reasons) the AI improvements from the Quest Pack need to be installed before SCS (to be precise: before the Durlag's Tower component of SCS).

Players trying to build a complicated BGT install involving Sword Coast Stratagems are strongly advised to seek advice on the boards at forums.spellholdstudios.net.

Original BG

SCS is not compatible with the original (non-Tutu) version of BG, and I have no plans to make it compatible (the scripting language is too irritating).

Overlap with other mods

Some of the SCS ease-of-use components overlap with some other mods. In particular:

Installation

SCS is a very standard WeiDU mod, packaged in an auto-installing file. To install it, run it and tell it to install in your Tutu folder (for EasyTutu players), or your BG2 folder (for BGT or Tutu v4 players). If you want to modify your installation later (or if for some reason you don't get the install program to start with) then double-click on setup-scs.exe in that folder.

You don't need to start a new game to install SCS. It's recommended that you do, though - SCS affects things right through the game and if you install it part-way through, you'll almost certainly miss things.

If you are upgrading from version 4 (or earlier) of SCS, or if you are upgrading from SCS(BGT), you must uninstall and delete this previous version before installing version 6. BG1Tutu users should be able to do this mid-game without causing any real problems, though. BGT users should start a new game if at all possible, since odd consequences may result (mostly in already-visited areas) if you use version 6 with an existing game. Users of version 5 of SCS should be able to upgrade without uninstalling and deleting (just install v6 over v5).

Overview

Sword Coast Stratagems (SCS) is a collection of mini-mods for Baldur's Gate: Tutu and (as of version 6) for Baldur's Gate Trilogy. Its main focus is on increasing the tactical challenge of the game, through a combination of much smarter AI and mild increases in the abilities of various creatures (many named enemies gain a couple of levels, mid- and high-level creatures often start with a potion or two, and so on.) In many ways it resembles the Tactics mod for BG2, though it's generally rather more "low-key" - enemies get smarter and more dangerous but they don't gain vast sets of new powers.

It also includes a collection of components that improve NPC-related aspects of game-play in small ways - for instance, it implements the useful BG2 feature where you can send NPCs to inns when you don't need them; it lets you break up NPC pairs like Khalid/Jaheira without having to arrange for one of them to get killed; it lets you choose NPC's weapon proficiencies rather than being stuck with the game's preset choices; and it allows Yeslick, the dwarven fighter-cleric, to use axes.

It also tweaks a few other aspects of gameplay: for instance, it tones down Fire and Ice arrows a bit; it adds Potions of Extra-Healing to a few of the temples; it replaces most of the game's standard +1 magic weapons with non-magical "fine" weapons (for those who get irritated at the sheer number of permanent magic items lying around); and it gives bears a half-decent movement rate.

Finally, it implements a couple of very minor ease-of-use patches that don't seem to be included in the standard mods: for instance, it lets you skip the Candlekeep tutorial at the start of the game and it lets you move Boo out of Minsc's quick access and into his pack.

SCS is very customisable - it's broken up into 40-odd components, so you can choose what you want. (Be warned, though, that it was designed to function as a whole, and - with the exception of the ease-of-use components - you'll probably have a smoother game if you just install everything.)

One peculiarity of SCS (with a few exceptions) is that it avoids introducing BG2 magic into BG1Tutu - so mages won't use Stoneskins or Sequencers and can't cast enemy-only Dispel Magic, clerics don't use Holy Smite, and so forth. Partly this is because I tend to think of BG1Tutu as a way to play BG on a smarter engine, not a way to make BG and BG2 flow seamlessly together, and I think the game feels more natural without BG2 magic; mostly, though, it's just to avoid the tedium of editing millions of game files to add BG2 resources in a consistent and balanced way. I recommend that you play it without BG2 resources yourself (don't use BG2 cleric spells, that sort of thing), but it's up to you - SCS doesn't enforce this. (And of course, BGT users may see things differently.)

SCS introduces virtually no cool new magic items, and virtually no extra experience or loot. Personally, I think the treasure levels in BG are rather nicely balanced - a design principle of this mod was: don't unbalance them.

A couple of tweaks you might not notice if you install the whole package: Yeslick the dwarf cleric/fighter can now use axes (actually so can all cleric/fighters but that's not deliberate!), and the Protection from Normal Missiles spell works on almost all missiles now, not just non-magic ones. (It doesn't affect arrows of Detonation, Slaying or Dispelling.)

Detailed Contents

6A: Gameplay Tweaks

Correct various errors on race, class etc

BG has lots of small inaccuracies, inconsistencies, implausible choices and downright errors in the statistics of the various creatures in the game. Many of these don't have any practical consequences in the standard game (for instance, creatures which are given the wrong level or class) but significantly affect the targetting or magic use of some of the SCS scripts. This component fixes these errors, does some general bugfixing, and flags some spells as "detectable" - it's unlikely that you'll actually notice most of what it's changed, but there's a full list here.

It's strongly recommended that you install this component, without which a number of odd things may happen when you install other SCS components.

Make elemental arrows more like BG2

The arrows of Fire, Ice and Acid in BG are seriously powerful in terms of damage done - much more so than their equivalents in BG2, presumably because the designers chose to tone it down a bit. This component applies a similar tonedown to BG (not quite identical; they're still a bit more powerful than the BG2 versions).

On a BGT install, the only effect of this component is to tone down the effects of the Bolt of Lightning (which is actually quite powerful even in BG2).

Make Protection from Normal Missiles affect magical projectiles

This component improves the power of the PNM spell. It now blocks almost all arrows, bolts etc. The exceptions are the Arrows of Detonation, the Arrows of Slaying, and the Arrows of Dispelling.

The logic behind this is basically that magic arrows are two a penny in BG. It's essentially pointless for an enemy mage to use PNM, since any prepared party worth their salt will just swap to magic ones. (By contrast, in pen-and-paper D&D magic arrows are often fairly rare at mid levels). By making PNM more impervious, enemy mages gain a basic defence against long-range attack, compensating for the lack of Stoneskin in BG2.

You don't need this component to use the Smarter Mages scripts, but you'll find them a lot easier to kill if it isn't installed.

If you install this component on a BGT install, it will (obviously) affect the spell in BG2 as well as in BG.

Replace many magic weapons with fine ones

This replaces most of the standard (i.e. non-named) +1 weapons in the game with non-magical equivalents: they still give you +1 to hit and damage but they don't give you +1 to initiative and they can't harm creatures that are immune to normal weapons.

This is mostly a cosmetic change: I wrote it because otherwise there are implausibly many magic weapons lying around the Sword Coast. It has two significant effects on the game, though. Firstly, +1 weapons cost a lot less (about a third as much). This mostly works against you (you generally find +1 weapons on enemies and sell them). More seriously, the iron plague affects "fine" weapons. I actually quite like this (feels more realistic, and makes the iron plague more a part of the game) but if it's just going to annoy you, don't use it.

As of version 4 of SCS, you can choose to have Fine weapons without the effects of the iron crisis. It's clear from what you're told in-game that the crisis affects all iron (even iron not forged from Nashkel ore), but some people feel this is outweighed by the annoyance of having your high-quality weapons break so much. It's up to you.

BGT users should note that this component also affects weapons which you find in the BG2 part of the game. This component is incompatible with the similar component of SCSII (it doesn't matter which one you install, except that the SCSII versions will not be shatter-proof).

Reintroduce potions of extra-healing

This places smallish numbers of potions of extra-healing at some of the temples (see here for details). It's mostly here because some of the enhanced encounters give potions of extra-healing to the bad guys, and it's rather unfair if the player can't buy them too.

Remove spells not in BG [BG1Tutu only]

At the moment, BG1Tutu is a bit inconsistent in its use of BG2-only spells (like Stoneskin or Holy Smite). Non-player characters don't have any of these spells, and enemies don't use them, but party sorcerors, clerics and druids have access to them, and party mages can choose them at first level.

This component resolves the inconsistency by blocking player access to all BG2-only spells except for Find Familiar and the various wild-magic spells.

(A version of this component was previously available as part of TutuFix, but turned out to be buggy and to cause occasional crashes. This version works by a different principle, and should (touch wood) be crash-free.)

Faster bears

"If you're in the woods, and you run into an angry bear, don't worry about it. Bears can't move very fast, you can outdistance it at a brisk walk".

It's unrealistic that BG bears can't catch up with the party. This component tweaks their movement rate until it's about the same as for humans. This also makes the druid's bear shapeshift less annoying.

This component is identical to the SCSII component of the same name and only one will be installable at a time (this is only relevant for BGT players.)

6B: NPC-management tweaks

Allow player to choose NPC proficiencies and skills

At the moment the various NPCs who join your party have their existing proficiencies, thief skills etc. determined for you according to what the designers of BG and/or Tutu had in mind. There's nothing wrong with this, but it can be interesting - especially if you've played several times - to have more flexibility.

This component gives you the chance to select each character's proficiencies from scratch. It does so in a slightly convoluted way (to get around game-engine difficulties): when a new NPC joins your party, they start at level 0. They immediately go up a level, so you get to choose their starting skills. As soon as you've levelled them, they gain enough experience to go up to about the level of the PC, and you can give them any remaining proficiencies.

This differs from the BG2 Tweaks version (which is overwritten) because you get to choose proficiencies even for 1st-level characters. The component only works for the "core" NPCs in BG, not for any NPCs added by someone else's mod (or for BG2 NPCs). It won't work for a given NPC if you install it after you've already entered their area.

Note:the patch takes a few seconds to come into effect. If there's a 3-4 second pause when your character's statistics (hit points, say) aren't right, don't worry about it.

Allow NPC pairs to separate

One of the more frustrating aspects of BG is that many of the more interesting NPCs come in inseparable pairs (Khalid and Jaheira, Minsc and Dynaheir, etc.) Of course, it's always possible to get round this by leaving one member of a pair in a building or getting them killed, but it does spoil the suspension of disbelief a bit.

This component allows you to separate the pairs. If you kick one member of a pair out of the party, then the other still leaves - but if you speak to one member of a pair and invite them to join up, you get a dialogue option to take them but not their partner.

For technical reasons, this component and the next are combined into a single BGT component, "Better NPC management".

NPCs go to inns

One of the nice features of BG2 is the ability to ask NPCs to meet you somewhere else, rather than just getting them to stand around forlornly. This component introduces this feature for the "core" BG NPCs. You can send them to the Friendly Arm inn, the Elfsong tavern in Baldur's Gate (from chapter 5), the Nashkel Inn (if you've been to Nashkel), or the Jovial Juggler in Beregost (if you've been to Beregost). You can't send them there from Balduran's Isle, the Ice Island, the Candlekeep dungeons, the lower levels of Durlag's Tower, or the Gnoll Fortress.

To send someone to an inn, first kick them out of the party. Then talk to them - you should be given the opportunity to ask them to go to an inn and await you there.

This component isn't compatible with the (forthcoming) BG1 NPC component "NPCs wait at inns". Install whichever one you want (you won't be allowed to install more than one). There isn't much difference between the two - the dialogue is handled a bit differently, and this version lets you send people to more inns.

For technical reasons, this component and the next are combined into a single BGT component, "Better NPC management".

Allow Yeslick to use axes

It seems appropriate that Yeslick, who is a dwarven fighter-cleric, ought to be able to use the traditional dwarven weapon; this component allows him to.

(There is a loophole here: due to the way the game engine works, this actually allows all fighter-clerics (not just Yeslick) to use axes. Yeslick is actually the only NPC fighter-cleric in the core game but it might affect third-party NPCs, or your primary character (and, for BGT users, it will affect Anomen). If you want to take advantage of this then be my guest, but it wasn't the intended function of the component.)

Move NPCs to more convenient locations

Many of the BG NPCs are inconveniently located - either at places where you can't get to at all until late in the game (e.g. Baldur's Gate, the Cloakwood), or places where you in principle could get to but realistically wouldn't. This makes it annoying to experiment with varying your party: you have to leave extended gaps in your party until quite late, or unrealistically sneak into later-game areas to act on your Reload Knowledge of where someone is.

This component moves as many as possible of the NPCs to locations where you are likely to run into them fairly early in the game. Obviously it doesn't move all by any means (many have plot-related reasons for their locations).

See under "Further details", below, for details of who has been moved and to where. Note that this component will only work if you start a new game.

BG1 NPC also moves some NPCs. If you've got BG1 NPC installed, this component will only move those NPCs (Shar-Teel and Viconia) whom BG1 NPC leaves alone.

6C: Encounter and AI modifications

Smarter general AI

This component significantly improves the "generic" AI used by most non-spellcasters in the game. Characters with potions will use them; archers will choose their targets intelligently; creatures have less chance of just randomly losing track of where the battle is; if you go away and rest then so will the monsters.

One general principle of this component (and of most of the AI components) is that enemies usually will not waste time finishing off helpless (paralysed, asleep, feared, etc) characters. With very few exceptions, BG opponents do not see themselves as there to soften up players so that later opponents can do better. They're fighting to win (albeit we as players know they're unlikely to) and so they're not going to kill someone paralysed who's out of the fight already.

What this means in practice is that although this mod hopefully makes the battles harder, it doesn't make them that much more lethal unless you're defeated altogether. As well as being (in my view) more realistic, this reduces the frustration of those constant trips back to town to resurrect someone.

BGT users please note: this component should be installed before any mod (such as Big Picture or SCSII) which are intended to have the same function for the BG2 part of the game. If you do not install any such mod, all creatures (including BG2 creatures) will use this AI.

Better calls for help

This component substantially improves the (almost nonexistent) BG scripting for monsters to help one another. Even the stupidest monsters will fight in groups (so the advance-a-few-steps-at-a-time strategy will fail); intelligent monsters will call out to nearby allies. There are some ways to abuse this component but generally it seems to strike a good compromise between amazingly unrealistic behaviour on the one hand, and the entire map emptying towards you on the other. (See below for more details on how it works and for a list of affected creature types.)

Potions for NPCs

Potions are one of the simplest ways in which BG characters can boost their chances - this component evens the odds, by distributing potions to humanoid enemies. Most creatures get potions according to a level-based randomising process; a few have individual allocations. Roughly speaking:

This component introduces extra-healing potions (in moderation) into the game. Note that (since I don't believe in undroppable items) it will probably mildly increase the number of potions that your party acquires. Playtesting suggests that this stays fairly under control, though.

There isn't much point installing this component unless you're using "Smarter general AI" - otherwise enemies usually won't drink them.

See below for full details of who gets what potions.

Improved Deployment for Parties of Assassins

Two groups of assassins (one made up mostly of dwarves and gnomes, one made up entirely of amazons) hang out in the vicinity of Gullykin. This component removes them from there and makes them proactively hunt the party down instead - they'll show up at random times in chapter 3.

NB: if you install this component in the middle of a game there is some chance that you'll run into the assassins twice (this basically happens if you enter the areas where the assassins are found - Nashkel Mines exit and Gullykin - but don't actually fight them).

As of version 5 of SCS, the assassins only spawn once your main character is above 3rd level. (The way I normally play the game, I'm always above 3rd level by the start of chapter 3, but apparently some people race through chapter 3 and then get slaughtered by the assassins.)

Smarter Mages

This component substantially increases the intelligence of the wizards (and ogre magi) who encounter the party. Area-effect spells won't be cast so as to kill the caster, wizards will use defensive spells like Invisibility and Minor Globe of Invulnerability, attack spells will be targetted at the most useful target rather than some random summoned monster, etc. Magic items such as wands and scrolls will be used against the party; fighter-mages will use spare moments to attack.

The component also changes the spell choices made by some wizards so as to use less hopeless spells (the "change" algorithm cheats a bit for simplicity's sake, so that wizards occasionally have slightly more spells than they ought - assume they're using scrolls if this bothers you).

Most of the wizards use the same generic script, though it has enough randomization in it to avoid too much repetitiveness. However, a few wizards (see below for details) have their own encounter-specific scripts.

In accordance with the basic design philosophy of this mod, wizards will restrict themselves to BG spells - no spell sequencers, no Stoneskins, etc. I recommend that you install the "Make Protection from Normal Missiles affect magical projectiles" mod in order to make the wizards have a bit more of a fighting chance. Players who do not want mages to restrict themselves to BG spells (BGT players in particular) may wish to use the (forthcoming) SCSII "Smarter arcane spellcasters" component.

BGT players please note: This component should be installed before other mods which modify the AI of mages in BG2 (ideally, though it doesn't make much difference).

Mages pre-cast defensive spells

This is an add-on to the "Smarter Mages" component. It causes virtually all the wizards who you meet to pre-cast a range of defensive spells (Armour, Minor Globe, Mirror Image, etc.), simulating the pre-castings that players can do just before a fight starts. (Mages presumably prepare in advance for a party's arrival by scrying, scouts etc., but this is impossible to simulate within the game engine).

I detached this component from Smarter Mages because opinions seem to vary about this sort of pre-battle casting. If you normally scout and raise defensive spells yourself, use it in order to ensure a fair fight; if not, you might not want to bother. Note, though, that "Smarter Mages" is primarily designed to use with this component; it's slightly less well optimized if you leave it uninstalled.

Incidentally, if you're worried about realism, it might help to assume (contradicting pen-and-paper D&D, to be sure) that mages can mentally deactivate their running defence spells, rendering them invisible and ineffective, at will. You more or less have to assume something like this for the party anyway, to explain why various people you meet don't bat an eyelid at the panoply of defensive magic swirling around the party mages!

Smarter priests

This component substantially increases the intelligence of the priests and druids who attack the party. Offensive spells like Flame Strike and Hold Person will be intelligently targetted, magic items like the Wand of the Heavens will be used against the party, paralysed and fearstruck allies will be healed, druids will shapechange in some circumstances, etc. The component changes the spells memorised by priests to more optimal choices, and in many cases adds extra spells, since the game often seriously undersupplies priests with spells. (As with the Smarter Mages component, the spell-swapping process is a bit rough-and-ready and occasionally you'll meet someone with too many spells.)

Priests use a limited amount of healing magic on themselves, but in general don't bother healing allies - it's too difficult to script in a way that avoids ludicrously stupid actions in some circumstances.

Pretty much all the priests you meet use the same script, but it has enough randomisation in it to (hopefully) remain varied and interesting.

In accordance with the basic design philosophy of this mod, priests will basically confine themselves to BG spells - no Unholy Blights or Righteous Magics. However, this has been bent slightly in this component to allow druids use of Iron Skins and priests use of Physical Mirror - these spells are high enough level that the player usually won't have access to them anyway, and without some sort of basic defence BG priests and druids (who are often encountered alone) usually get slaughtered.

Players who do not want priests to restrict themselves to BG spells at all (BGT players in particular) may wish to use the (forthcoming) SCSII "Smarter divine spellcasters" component.

BGT players please note: This component should be installed before other mods which modify the AI of priests in BG2 (ideally, though it doesn't make much difference).

Priests pre-cast defensive magic

This is an add-on to the Smarter Priests component. It causes virtually all the priests and druids who you meet to pre-cast a range of defensive spells (Animate Dead, Protection from Evil, Chant, etc.), simulating the pre-castings that players can do just before a fight starts. (Priests presumably prepare in advance for a party's arrival by scrying, scouts etc., but this is impossible to simulate within the game engine).

As with mages, I detached this component from Smarter Priests because opinions seem to vary about this sort of pre-battle casting. If you normally scout and raise defensive spells yourself, use it in order to ensure a fair fight; if not, you might not want to bother. Note, though, that Smarter Priests is primarily designed to use with this component; it's slightly less well optimized if you leave it uninstalled.

Smarter deployment

Many BG enemies foolishly walk right up to you before announcing their desire to kill you, despite the fact that they're spell-casters or archers. Other BG characters who are blatantly going to turn hostile sit around waiting for you to surround them before talking to them.

This component modifies a couple of dozen opponents so that they talk to you on sight (like Davaeorn does) rather than waiting for you to talk to them or walking up to you. (See below for details of who is affected.)

Harder spiders

This component enhances the difficulty of some of the tougher spiders you meet in BG - it makes the Cloakwood, in particular, quite challenging. See below for details.

Dark-Side-based kobold upgrade

This component substantially increases the number of kobolds met, and adds some tougher "Guards" and "Chieftains" - the Nashkel Mine becomes less of a walkover, especially if "Better calls for help" is also being used. See below for details.

As the name suggests, this component is substantially based on a small subcomponent of the old "Dark Side of the Sword Coast" mod for BG. I haven't been able to track anyone down from that mod to ask permission (I'm not really sure where to start) - it goes without saying that if the authors of that mod would like the component removed I'd be happy to oblige.

Smarter sirines and dryads

This component improves the intelligence of sirines - their charms will be better targetted and they make more intelligent use of their invisibility. It also adds a little defensive magic to the hamadryad of the cloakwood - she is hopefully a little more of a challenge now.

This component has not been tested with the "Lure of the Sirine's Call" mod by Ghreyfain, but I expect it to be compatible.

Slightly harder carrion crawlers

This small component increases carrion crawlers' attacks to 5 (closer to pen-and-paper D&D) and gives them a slightly smarter script - carrion crawlers know enough to continue paralysing moving opponents before feeding.

Smarter basilisks

This component spreads basilisks' gaze attacks around, rather than mechanically petrifying the nearest target. More importantly, it gives them the intelligence to see (eventually) that some targets are immune altogether, and to concentrate on others.

Harder doppelgangers

The doppelgangers in chapter 5 and later are by and large nothing like powerful enough to be an interesting challenge to a Tutu party at that level. This component improves them by adding a little extra magical power (see below for details - in keeping with their nature, it's mostly illusions and befuddling spells). Purists should note that this deviates from the pen-and-paper doppelganger.

Tougher Black Talons and Iron Throne guards

This component upgrades the Black Talon Elite and (most of) the Iron Throne mercenaries to L5 fighters. This doesn't have that much effect on the Black Talons (though they are now immune to Sleep); it's quite a substantial boost for some of the Iron Throne flunkies.

Relocated bounty hunters

In the original game, a tough group of bounty hunters are waiting pointlessly in a locked building in the Docks, with no explanation as to why. This small component moves them to somewhere more interesting - see here to find out where, if you want to spoil the suspense.

Improved Ulcaster

This component improves two of the tougher monsters in Ulcaster: Icharyd and the Vampiric Wolf. Both are pretty straightforward opponents in Tutu (more so than I remember from the original BG) and this component gives them a fighting chance. Both gain a few more hit points and some special powers (the Vampiric Wolf's powers are specific to the one in the ruins, they don't apply to all vampiric wolves).

Improved Balduran's Isle (requires TotSC or BGT)

This component makes a number of changes to the "Balduran's Isle" component of Tales of the Sword Coast. A couple of the main fights are made more interesting and the dialogue with Kaishas and Mendas is substantially altered. It is now possible to seek a significantly less bloody resolution to the island voyage. (See here for details.)

Improved Durlag's Tower (requires TotSC or BGT)

This component improves the tactical challenge of a number of the key battles in Durlag's Tower. It is designed to be used with the "Smarter Mages" and "Smarter Priests" components, though it's playable without them. (See here for details.)

At least one of these battles is now actually quite hard, though still perfectly doable by a seventh-eighth level party.

As of version 3, the Mirror Fiend encounter has also been changed: the Fiends are now real copies of your party.

Improved Demon Cultists (requires TotSC or BGT)

This component ups the capabilities of the demon cultists you meet in TotSC. It's designed to work with Smarter Mages and Smarter General AI; I don't vouch for its effectiveness without them. (See here for details.) It's also pretty difficult for a party that isn't already 7th-8th level - be warned.

Improved miscellaneous encounters

This component mildly increases the difficulty of a half-dozen or so battles scattered through the game, usually by increasing opponents' levels by one or two. With a couple of exceptions it creates "divertingly" difficult fights rather than really stiff challenges, but it makes some mid- and late-game encounters a bit less trivial. See here for the specific battles if you want to spoil the surprise!

Tougher end-of-chapter battles

These components (there are five of them) improve the strength and numbers of the opposition in the end battles in chapters 2-6 - they are "upgraded" rather than massively overhauled, so they still aren't ridiculously hard. See here for details.

Improved final battle (requires TotSC or BGT)

By the end of the Tutu version of TotSC, the final battle of BG isn't much of a challenge. This component tries to change that and provide a worthier finale to the adventure. It turns out that Sarevok didn't just flee to the Temple of Bhaal because it looked pretty - he has other surprises... (see here for details).

6D: Ease-of-use

Skip Candlekeep

The Prologue to BG is a perfectly good tutorial in the Infinity Engine for complete beginners. By the time you return to it in BG1Tutu or BGT, it's unutterably tedious - but you more-or-less have to do it, because even the small amount of gold and XP it gives you is pretty vital for later. It doesn't really even add colour, because realism is always being spoiled by these damn monks telling you which button to press.

This less-than-serious component, inspired by PPG's Dungeon-Be-Gone, lets you skip the whole thing. At the start of the adventure, a guard will come up to you and give you the chance to collect all the cash and XP from him. He'll give you a decent interval to shop, and then teleport you direct to Gorion ready for the start-of-game ambush.

Be warned that the dialogue with the guard is unrealistic and written for laughs (but then, most of the prologue dialogue is unrealistic). Realism is restored once you start talking to Imoen and Gorion.

Remove blur effect from displacer cloak

Like it says really: this removes the annoying blurry graphic when someone wears the displacer cloak.

Stackable ankheg shells and winterwolf pelts

These aren't infinitely stackable in the "standard" inventory-management mods, or at least they weren't last time I checked.

Move Boo out of quick access and into Minsc's pack

I love Boo, really I do, but it's infuriating that he eats up one of Minsc's quickslots. This patch just moves him into a slot in Minsc's backpack. It won't work if you install it after you arrive at Nashkel.

Ease-of-use player AI

I use AI for mopping up easy opponents, for making sure I don't get surprised when wandering around, and as a safety net in complex battles where it's possible not to notice that someone doesn't have a target. The ease-of-use AI is a mild improvement on the game AI for this purpose. Your characters prioritise active targets (they don't bother finishing off held or asleep targets while there are moving ones available) and they don't break invisibility for the sake of attacking. Also, D and F (respectively) shift you to melee and missile weapons. They also have an "auto-cast" mode (toggle it on and off using S): on auto-cast mode, they automatically case Armor and Goodberries, and automatically take Goodberries.

Ensure Shar-Teel doesn't die in the original challenge

Shar-Teel is rather fragile: it's easy to kill her by mistake in the battle where you recruit her. This component guarantees that she survives the battle.

Known Bugs

If you have the "NPCs have potions" component installed, you'll find that occasionally potions turn up in random places, usually on the bodies of people who are killed by scripts. This is because the potions component works by adding code to the "generic" scripts that all enemies use, and sometimes BG randomly gives that script to someone who isn't actually going to fight you. I've caught this wherever I can but I'm sure some exceptions slipped through - let me know if you find any.

Some people have reported that the "Allow player to choose NPC proficiencies and skills" component is a bit erratic on occasion, particularly if you do things like going to the level-up screen and then escaping out of it again. I can't reproduce this locally but let me know if you encounter it.

Acknowledgements

Firstly, many thanks to Gibberlings Three, and CamDawg in particular, for hosting!

Huge thanks of course to Westley Weimer, who created an astonishingly flexible and powerful mod editor for IE games; and to the creators of BG1Tutu for perhaps the greatest mod ever, which has breathed new life into BG. Many thanks also to the creators of the Infinity Engine Structure Description Project, which clarified what the hell was going on several dozen times; and to Jon Hauglid, for Near Infinity - it was such an elegant and straightforward editor to use, I didn't need any other;

I'm grateful to the authors of the Dark Side of the Sword Coast mod for the fragments of their mod I borrowed for the kobold upgrade. And I'm hugely grateful to Hannah Wallace, who playtested this whole thing with me (it began as a series of upgrades to make our own game more interesting, actually) and put up with a ridiculous number of comments like "that was too easy, do you mind if I rewrite it?"...

As of version 3, I'd also like to thank everyone who's playtested SCS and reported bugs, but in particular I'd like to thank Berelinde, Shaitan, and Lemernis for their detailed comments at various points.

As of version 4, I'd like to thank Pro5 and Ronin69hof for their work on the port of SCS to Baldur's Gate Trilogy. Many of the suggestions they made are now incorporated into the original version of SCS. And for the Spanish translation, I'd like to thank Feyd Mandalore, Immortality, Eresh Kigal, elvex, danmj2000, Federico Ezequiel Montiel and www.clandlan.net.

As of version 5, I'd like to thank Bursk, Coaster, Erebusant Grand_Dracolich, Jadefang, KGub, Nythrun, PetrusOctavius, Shaitan, Raven_Song, thetruth, and Wanderer for the many bugs they identified. For the Polish translation I'd like to thank Nugrud; for the German translation, Leonardo Watson.

As of version 6, huge thanks (again) to Pro5 and Ronin69hof - SCS couldn't have been made BGT-compatible without their earlier translation.

Tools Used in Creation
WeiDU by Wes Weimer
Near Infinity by Jon Olav Hauglid
IESDP maintained by igi

Credits and Copyright Information

This mod may not be sold, published, compiled or redistributed in any form without the consent of its authors. Sword Coast Stratagem is ©2006, 2007 David Wallace.

Version History

V1: Initial release 21st July 2006

V1.02: Version history added(!) Spider bug fixed (hopefully) following Macready's worry

V1.03: Note added to README about the few-second delay in NPC hit points being correct after Choose Your Own Proficiencies. Minor upgrade to AI after MacReady's comments.

V1.04: Silke altered so she doesn't attack her own summoned creatures. Ogre magi changed to class "mage" so their spells aren't cast at L1; magetop.baf and magecore.baf altered to reflect this.

V1.05: Various bugs picked up after a new walkthrough test:

V1.06: It turns out SCS doesn't like to play with other mods that add bytes to .cre files (the Walking Speeds component of TutuFix, notably). The new version dynamically checks where the bits of the .cre file we want to overwrite are, rather than doing it blind.

Under the hood change: we use ALWAYS to install DS (bypassing the need to put STATS.IDS in the install by force rather than by WeiDU) and deprecate the DS component.

It turns out that arrows of detonation bypass MGI, so we replace Diarmid's arrows with Arrows of Dragon Venom. And we give the C6 Diarmid a min-hp ring so he reliably makes it to C7.

Minsc (and hypothetical other rangers) now correctly gets 2-weapon proficiencies at start.

V1.07: Changed numbering system (from v.x to v.1.0x). Improved mage AI a little, so that they finish off helpless parties more efficiently.
Removed a bug whereby L4-5 mages get infinite numbers of healing potions.
Daitel and the skeleton warriors are now unturnable.
Compatibility fix: Mur'neth now appears in the Nashkel mines even if SCS is installed after Mur'neth.
Language fix: to my embarrassment it turns out that "stratagems" doesn't have "strategy" as a root, so I'm misspelling it.

V2 (16th August 2006): Added flags to each component, so other mods can detect them.
Generic AI undergoes a significant overhaul to try to reduce stuttering.
Minor bugfix to the mage script: it now deals correctly with solo adventurers using protection-from-magic.
Potions of freedom now block Hold Person (only if EasyTutu not in use).
Detectable spells moved into component 1.
Various codings made cleverer (detectable spells now dynamically adds scripting states rather than overwriting files, the Ulcaster wolf is added to the .are file by detecting where it's supposed to go rather than guessing no-one else has altered the code, various creatures who are given items get them through ADD_CRE_ITEM rather than the outdated overwrite, PNM blocks magic missiles rewritten to do less overwriting and generally be more intelligible)
Resar, Yago and the Queen in Durlag's Tower are now built from a version of Kysus in the SCS directory rather than from the local one (in case someone alters it).
Creatures whose hit points are boosted now get code to make sure they don't accidentally lose hit points if TheBigg's max-hp patch from BG2 Tweaks is installed.
Code is borrowed from BG1 NPC to make the "move NPCs" patch a bit more future-proofed.
Move-NPC and Wait-at-inns components now don't install if the equivalent BG1 NPC components are installed.
Redundancy corrected: level changes for mages are now made only in component 1, not duplicated in "Smarter Mages".
Prat's elementals start non-hostile, so they don't attack before Prat does.
Druid alignment shift is deprecated, since it's covered in Divine Remix.
Bandit scalp part of stackable-items deprecated, since it's covered in BG2 Tweaks.
Readme is put into G3 format.

V2.01 (18th August 2006): Fixed some incompatibilities causing CTD if Walking Speeds from TutuFix installed before SCS
Added support for Indira, Mur'neth and Finch to the Wait-at-Inns and Choose-Skills components
Marked Gretek-go-hostile not to install if EasyTutu is installed
Modified Smarter AI and Better Calls for Help for increased compatibility with EasyTutu.
Added Goodberries and Mage Armour to Ease-of-use AI.

V2.02 (25th August 2006):Fixed the problem with Indira, Mur'neth and Finch being required by the Choose-Skills component
Bassilus's buffing no longer affects the party.
Spiders (including Huge Spiders and Ettercaps) react more intelligently to enemies caught in webs
Gibberling hunt now unfolds over a slightly longer period of time
Clerics attack people they hit with Command
More under-the-hood changes: hopefully the last "blind" looks at hex codes have now been smartened

V3 (10th October 2006): Mages really declare that they've used potions of invisibility now
Tweakpack Montaron-as-assassin no longer clashes with SCS choose-proficiencies (really now, I hope)
Andris's goons really go hostile now
Stuttering effect on chessboard fixed
Archers finish off charmed opponents more efficiently
Mage, Priest and general AI modified to almost-completely-eliminate the annoying delay when they're created
Problem with the Ardrouine quest fixed (Smarter Calls for Help no longer overwrites the scripts for "worgar")
A couple of problems cleaned up with the Mulahey fight (kobolds now go hostile more reliably; Mulahey doesn't buff the party)
Hobgoblins in the C3 end fight go hostile more reliably now.
Davaeorn's battle horrors no longer turn on him
Slythe and Krystin no longer chase invisible foes indefinitely
Mirror of Opposition creatures now created via Simulacrum
Ease-of-Use AI now stops repeatedly casting Armor, correctly uses Goodberries, avoids combat when turning undead, and doesn't inappropriately reference "wesalac".
Tazok correctly becomes undead on death.
Sarevok and co. successfully chase the party.
Corsone no longer attacks his own summoned creatures.
New component added: smarter deployment for Drakar's adventurers and the Amazons.
New component added: Shar-Teel no longer gets killed in her challenge fight.
Major under-the-hood change: a number of more complicated scripts are now written in "SSL" (Stratagems Scripting Language, an experimental metalanguage for writing IE AI) and compiled in advance (not at run-time). This shouldn't be visible to players at all.

V4 (December 2006)
Spanish translation added, courtesy of ClanDLAN
Mage and priest scripts revamped for code optimisation and to allow area-effect spells to be targetted on improved-invisible targets; priest core is now written in SSL.
TP2 modified for code optimisation, incorporating various modifications to the Baldur's Gate Trilogy version by Pro5.
Fine weapons component rewritten, for code-optimisation purposes and to incorporate Miloch's suggestion that it should be optional whether fine weapons break.
Order of some scripts altered (for chessboard bishops, and for Islanne and Kiel doppelgangers) so as to avoid clashes with the new optimised mage and priest scripts. In the process the bishop is given a new move-to-PC script.
Bugfix in general AI: stupid creatures like skeletons now use missile weapons if they have them.
Minor bugfix in stackable-pelts component: the Nashkel merchant now only takes one pelt at a time.
Typo corrected: wyverns now respond correctly to calls for help.
Giant spiders now have a less poisonous, but more paralysing, bite.
Ease-of-use AI now uses SimDing's improved Goodberries correctly.
Chainmail removed from Fuernebol doppelganger: he now uses spells correctly.
Minor bug in general AI corrected: creatures were not resting correctly after the first time.
Neira removed from the Amazons
Montaron-and-Xzar-vanish bugfix should now work correctly

V5 (July 2007)
Polish and German translations added
Updated "note for translators"
Chase-PC script improved to handle solo and small parties better
Mages are now better at killing helpless enemies
Removed a loophole where mages target themselves if the party is invisible
Pride (in Durlag's Tower) no longer buffs when party is offscreen
Phase spider script edited to remove a serious bug and generally tightened up
Idiot bug in the potion script fixed: nonmages now use cast-and-attack routine with potions
Full rewrite of the general AI (incorporating bits from SCSII)
Doppelgangers should no longer buff when dead
Liia and Belt are now immune to doppelganger confusion and to fear
Varscona is no longer erroneously deleted
Viconia is moved off a spawn point
Taugosz stutter bug in EasyTutu fixed
Tarnesh no longer hangs back
Changed an 0x28 to an 0x38 in the "replace magic weapons" component - doesn't seem to have done any harm yet though
Hopefully it's now harder to draw Sarevok's minions forward
Mages and priests now deal better with undead summons
Dynaheir's split-pair dialogue no longer assumes the player is male
Flesh golems no longer get potions
Wyverns move to a longer-range help script, hopefully solving problems with some wyverns not coming forward
Streamlined Andris's retreat-and-heal script, to avoid accidental minhp1-cheese
Hobgoblins and humans now use the same SHOUT code, so that the hobgobs in the Cloakwood help the Throne humans
Several Iron Throne guards with dialog (notably the Cyric-worshipper) no longer respond to help calls and so break their dialog
Davaeorn's battle horrors moved so as not to come forward before Davaeorn speaks
Jenkal added to the "improved miscellaneous encounters" list
Firewine bridge ogre mage no longer comes forward to back up Lendarn
Druid apprentices now run away when their master leaves
Ogre mage assassins now have the right scroll label
Mages and priests hopefully no longer buff when dead
Monsters no longer set off traps
Carrion crawlers now get 5 attacks per round
Minor bug in assassin-arrival fixed
Assassins no longer spawn until the protagonist is 4th level
Slythe gives feedback of his buffs
"Choose NPC proficiencies" component now displays its warning explanation in the text box, not above characters' heads, and it doesn't attribute the warning to the character. (This is in response to Kulyok's worry about fourth-wall-breakage)
Increased experience for killing kobold shamans
Added "remove spells not in BG" component
Relabelled all components in the TP2
Spellcasters' fake-see-invisibility tightened up: they no longer keep concentration when casting individual-target spells at a target who goes invisible partway through, and they no longer attack invisible opponents.
Priests don't hang back from melee if the whole party is helpless.
Davaeorn doesn't bother with his teleporting routine against a single opponent

V6 (September 2007)
BGT compatibility: SCS now installs on both BGT and BG1Tutu and incorporates all BGT-specific aspects of SCS BGT.
Some components synchronised with SCSII, for the benefit of BGT players
Minor under-the-hood upgrade: mage spells now granted by macro, not by cloning Kysus
Yet another attempt to fix the damn Sarevok bug. This time?...
Traps in endbattle now deactivated
Strength of One now correctly targets party (for real, this time!)
Queen now gets scripts
Mages now stay put if they have dw#move0
Fear spells now allow for cavaliers
Dopplegangers don't cast two spells per round
Hafiz knows about Kaalos and Shennara (C5 endfight)
Kaalos now gives XP
Excellent longsword description now unbugged
Nashkel guards stop shooting Nimbul after noticing PNM
Venkt now casts spells
Mulahey now buffs properly
Slight change in the level-0 NPC component to make the faux-magic item less visible
Gibberlings get a more minimal script, to reduce lag in the Gibberling Hunt
Andris is now killable even if "mages don't prebuff" installed (thanks to falconflicker for catching this)

V7 (September 2007)

Diarmid now gets correct attack script in BG1Tutu installations
Phase spider script installed on BGT installations
Pointless block removed from bandit component
Updated Spanish translation

V8 (December 2007)

Updated Spanish translation