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Rodrigo Soave Max Ichigo Digaones

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Maxichigo

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867 comments

  1. Maxichigo
    Maxichigo
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    • 19 kudos
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    Thank you all for the good feedback! I'm keeping myself busy with work/study and trying to update the mod so i may not answer every post, but i'm definetly reading every opinion!

    Making the world more filled was the intention since the very begginning, i also try to design the encounters the more vanilla-like and lore-friendly as possible so the new enemies won't feel misplaced. 

    In later updates (after i've finished the position and polished the fights) i plan to make some unique loot too because the lack of it may draw the new enemies to feel too "excluded" from the vanilla design, since most of the unique base-game enemies have loot adequated to it. The idea is to make all those encounters feel like they've always been in the game.

    I'll keep this post sticky and use it to notify about future updates and possible bugs and fixes.

    READ THIS BEFORE UPDATING THE MOD: As i said in lots of comments through here, there are only 3 ways as of now to make sure the update will be properly loaded by the game:

    1- New game with the new version
    2- Load a save from a section of the game where the act that's been changed by the update had not yet been initialized (i.e loading a save still in Nautiloid for updates in Act1)
    3- Load a save that did not have the mod installed at all or had it in a version that the specific encounter did not exist in the code.

    If you have not tried any of those methods please don't comment that "something is still not fixed" in the current update, that's the way the game works, it saves some of the NPCs information in your save as you load the Act and i can't do anything about it. 

    UPDATED TO V2.0: CHECK THE DESCRIPTION FOR MORE INFORMATION
    It took a bit longer than i expected to update to Act 2 but i think i'm being able to plan the encounters better and this time i have learnt how to fix some of the common issues the mod used to have.

    SAVE CRASH BUG: The New V1.5 update may crash your old saves with the mod, unfortunately i can't do anything about this but this isn't to be expected in future updates since the reason is the change of "CombatGroupIDs" from one version to another to fix the previous major bug with encounters triggering distant fights. In next versions the new placements will come with already stable and unique CombatGroupIDs.

    To do list for version v2.0:

    Bring the mod to Act2.

    Make some more encounters to Act1, specially for Underdark.

    Make at least a few new items with new abilities and bonuses.

    Highly increase the general difficult.
  2. Moezillaaa
    Moezillaaa
    • member
    • 11 kudos
    Are you still updating the mod?
    1. Superman5868
      Superman5868
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      • 0 kudos
      Looks like not in a long time. A similar mod on mod.io that is actively updated as of this week is called Extra Encounters and Minibosses. Been using it on console for last year and a half and came here looking for it now that I have the game on PC.
  3. Acabu
    Acabu
    • member
    • 0 kudos
    ¿Funciona en el parche 8?
  4. Acabu
    Acabu
    • member
    • 0 kudos
    ¿Funciona en el parche 8?
  5. weierhaimu
    weierhaimu
    • member
    • 0 kudos
    how to kill the rainmaster?
  6. cjsdn0506
    cjsdn0506
    • member
    • 0 kudos
    If you kill Baltazar's duplicate mob in Rosymorn Monastery Trail, the real Baltazar will be bugged in Act 2. The real Baltazar will become a doll that does not react to the player. This mod seems to be dead already, so don't expect any fixes, just avoid fighting the fake Baltazar.
    1. Partygirls
      Partygirls
      • member
      • 0 kudos
      damn................ thats a big bug
    2. Kehldael
      Kehldael
      • supporter
      • 1 kudos
      I saw that way too late, thanks mate. Any way to fix it in save files or something ?
    3. accelsy
      accelsy
      • member
      • 1 kudos
      +1. learned too late
  7. KCTTA001
    KCTTA001
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    • 0 kudos
    Very unbalanced, got to Act 2, just past the tollhouse and was ambushed by 25+ enemies all lvl 6-7 with 65 hp each. Some enemies were level 10 in act 2, just outside of last light inn. Not ideal gameplay, not enjoyable either.
  8. LeonSphynx
    LeonSphynx
    • supporter
    • 3 kudos
    DO NOT INSTALL

    Unstable, unbalanced, annoying at best, and impossible to uninstall mid playthrough or you'll break your save (as far as i know).
    Look for safer alternatives.
    Dude has puts 200-400hp enemies right inside the house for 
    Spoiler:  
    Show
    the ambush in the shadow cursed lands, in the exact place where we're supposed to set up the friggin ambush
    which means your escort who should have around 50hp each will be wrecked in one turn and the quest will not run as intended. Did he even play the game once ?

    That guy has no idea what he is doing. I have to use cheats to systematically remove the foes. There's no other way. This mod almost behaves like a malware for your game.
    1. tekar13
      tekar13
      • supporter
      • 5 kudos
      +1
    2. KCTTA001
      KCTTA001
      • member
      • 0 kudos
      +1
  9. metophisical
    metophisical
    • supporter
    • 1 kudos
    Bro, do act three, is an awesome mod.
  10. Edhelnaur
    Edhelnaur
    • premium
    • 3 kudos
    Hello, sorry to ask you this if this was already been answered. How does your mod work in conjunction with Many More Monsters ? I already have MMM installed and I don't know which one is better or if they both are compatible.
    And thank you for your incredible work !
  11. Luxsanitatem
    Luxsanitatem
    • member
    • 0 kudos
    The encounters on the cretch road need to be reworked. The Cultist just being able to stun your entire party for 3 rounds with no save and no way to counter it is just broken.