New encounters across Act 1 and 2. Added enemies include unimplemented subclasses (Torchbearer, Bloodhunter etc) and new monsters. The goal is to create new, fix, rebalance and rework the encounters through the game. This mod is heavily inspired by Maxichigo's AdditionalEnemies that is no longer maintained.
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Special thanks to: Norbyte for the Script Extender
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Underrated equipments from later acts are brought down to earlier acts.
Added new rewards for killing this mod's bosses.
Replace Grym clone. Rework on Arcane Tower enemy.
Many buff, nerfs and spell mechanics changes that I forgot to list.
Version v3.3.7.1
FIX: broken factions for people who skipped v3.3.6
Version 3.3.7
FIX: Nightcrawler spamming Summon Ghoul
FIX: Duplicate Thunderous Smite 2
Version 3.3.6
FIX: added enemies on SCL are not hostile for players who entered Act 2 on versions v3.3.4 or v3.3.5.
Version 3.3.5
Fix Harper aggroing if seen by Volo's Eye while escorted by the Drider
Version 3.3.4
Fix spell duplicates
Fix knockout checking
Fix crawling claw grapple
Rebalance Dragon
To make sure the dragon rebalance is implemented correctly including the HP, change your difficulty to Balance > change it back to Tactician > Save & Reload. If you already defeated or done with the dragon encounter you can skip this procedure.
Version 3.3.3
FIX: Knocked out enemies rejoining the battle
Version 3.3.2
FIX: Adept Valagh attacking multiple times when initiating combat.
Version 3.3.1
Added Reactivity to Owlbear
Fix Typos
Slightly nerf Owlbear & Djinni
Buff Sabertooth
Fix duplicate issue for Displacer and Dino (I can't fix it for those who already killed these two, sorry)
Version 3.2.0
Add reactivity to the giths guarding the Creche
Add more conditions on Baelen's quest
Version 3.1.3
Resolve spell entries that conflicts with 5e spells
This mod currently adds new encounters and enemies through Act 1 and 2. Some enemies are subclasses that are not included in the base game and some are enemies from DnD wiki.
WHATS NEW
All bugs, especially the duplicate NPC bugs should now be resolved. Some of them are removed (e.g. Balthazar, Malus). IMO major and unique NPC should remain as a unique encounter.
Added encounters on Act 2 is reworked from scratch.
Implemented some subclasses as enemies (e.g. Torchbearer, Fathomless)
Also implement monsters from DnD wiki.
Compared to the previous version, enemies on this mod have lower HP. For me, higher HP just prolongs the fight and doesn't add difficulty, I added passives, status and cherrypicked the skills the enemies use to compensate.
The relation between you and some NPCs added by this mod are determined by your actions and quest progression. They will still fight back if you attack them ofcourse.
For those who wants difficulty, this mod may give you too much EXP, you may want to consider downloading the addon for lesser EXP and my other mod that raises level up requirements. The addons only affects the enemies added by this mod. To give you an idea this is how much level I got skipping everything and EXCLUSIVELY killing all the enemies added by this mod: