About this mod
Patch 7 Ready
This is a big stats overhaul for BG3 npcs. Buff the main bosses in Chpater 2 and 3. (Now a few in 1) . Buffed nearly all the enemies and allys according PLOT and LORE and DIFFICULTY CURVE in stats in Chpater 2 and 3. Compatible most enemy mods.
- Requirements
- Permissions and credits
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Translations
- Spanish
- Korean
- French
Big update for final fight.
Q. Why there is no two versions like before? Why don't you integrate Honour Features Unlocker like before?
A. Honour Feature Unlocker mod leads to bugs that I can't fix. If you want to play honour mode and save your game, there is mod that permit you to save. Just use it.
Q. I want to have Honour Features/Legendary Actions in my Custom Mode, can I?
A. No. I'm sorry. Edited: In Patch7 you can do it now.
Q. Can I install it on existing saves?
A. Yes, change difficulty to make stats change. It is 100% safe in midthrough play.
Q. If I want to play this mod in Honour Mode, what should I do?
A. Just install and play, but I don't know if it works as you can't change the difficulty and refresh state of creatures. In Patch#7 you can add Honour Features in you custom play.
Q. If I already installed Honour Features Unlocker, should I remove it?
A. I don't recommend you to use this mod right now until the author fixes some bugs.
Q. There is no difference when I used this mod in my honour mid-through.
A. Because you can't change the difficulty to refresh the stats. But maybe there are other ways to make it work like go to another scenes but I haven't tried before.
Q.Where is your enemies enhanced stronger bosses version?
A. Sorry I don't support it right now.
Q: How to Update?
A:Just overwrite mod and change difficulty to work. If you are in Honour Mode play, don't mind it.
Q: How To Uninstall?
A: First delete "Stronger Bosses" no matter which version you downloaded, then download "Uninstall Mod", enable it and save your load, then delete "Uninstall Mod".
Q: How to Update?
A:Just overwrite mod and change difficulty to work.
- If you feel that the atmosphere of INTENSE fighting in the party has already come up when playing in certain scenes and you want to fight a big battle but the enemy is too WEAK, try this mod. (Have played three whole rounds)
- I personally experienced the entire game process of the original TACTICIAN difficulty and remember every EPIC battle in the game.
- So I created this MOD to make up for my regret after easily winning the battle. My modifications almost cover the MAIN COMBAT content of Chapter 2 and Chapter 3, optimizing the experience of most battles.
- I am not only trying to make the game DIFFICULT, but to make you remember this battle and grant greater fulfillment after defeating STRONGER enemies.
- Similarly, I want some characters to have the abilities as shaped by the PLOT and CG, whether they are allies or enemies. I want ENDING to be epic, all of your ALLYS make sense in Armageddon.
- 中文简介在最下方。
- First,be patience to read and check the mod order which I'll list below.
- Second,be sure you only put one version of my mod in your mod folder. If you were not, delete all of other versions (including Uninstall mod)
- Third,you need to aware that my mod doesn't change anything about AI (Except Gortash right now). AI stucking problem is from vanilla or other mod.
- Fourth,if you want to uninstall this mod or using other version of this mod, you need to follow the uninstall and update steps.
- Fifth, this mod can’t use with Magus Action because this mod modifies Character.txt. If you really want to use this mod, try put it before my mod.
- This mod is totally compatible with Tactician Plus, BG3 Fixed, Lethal AI Enemies, Immersive AI, Enemies Enhanced , Additional Enemies, Death March Alpha and True Initiative.
- I sugguest that enemy-modifying mods should be put under my mod to ensure they working.
- The optional file provides MORE ACTIONS VERSION for party, allies, and enemies. It is safe to play through. Change the difficulty to work and update stats in-game.
- To Install: use BG3 mod manager. Remember to export order to game.
- If you want to install another version of my mod, you need to uninstall mod with proper steps at first. Or mod will work incorrectly.
- To Update :Just overwrite mod and change difficulty to work.
- To Uninstall: First delete "Stronger Bosses" no matter which version you downloaded, then download "Uninstall Mod", enable it and save your load, then delete "Uninstall Mod".
- Just put StrongerBosses before TacticianPlus. So enemies'HP will get boost twice, first my mod modifies the base HP, then TacticianPlus boost the overall HP.
- Mod Order Example:
- All of your other mods (Including StrongerBossesSpellRebalance)
- Stronger Bosses and Enemies
- Enemies Enhanced (Stronger bosses stats version)
- Tactician Plus Health Boost (You can choose Configurable Enemies instead)
- Tactician Plus Stats Boost (You can choose Configurable Enemies instead)
- Combat Extender(if you are not familiar with this mod, don't use this or try to learn this mod)
- Mods that mod's author told you to put under my mod or Mods that be overwritten by my mod.
- Known issues: If you load an existing save with this mod, you need to change difficulty from tactician to balanced and then back to tactician for HP buffs to apply.
- If you find any mod seems be overwritten by my mod, put my mod before this mod!!!
- Combat Extender. My mod not aims at boosting enemies HP and actions now so you can change difficulty by learning this mod.
- This mod aims to buff the bosses in Chapter 2, Chapter3, and a small number in Chapter 1 to give players more challenges.
Bosses and Strong Enemies are possible to get from one or some of these Changes :
- Added enemy modifications specifically for Honor mode to Tactical mode, rebalancing the health of a large number of bosses.
- Extra attacks ( Give Me More Feedback About Unreasonable Extra Attack)
- More HP
- More Abilities (especially focusing on wisdom)
- More Slots (3 each level), more movement (6m)
- More Action and Bonus Action (common version only influences important bosses in Act 2 and 3)
- Physical Resistance
- Legendary Resistance (1 in ACT2, 2 or 3 in ACT3)
- Indomitable
- Magic resistance
- AC is little changed for a few strong bosses
- Nearly all Ally NPCs can receive Tactician Mode boosts. NPCs in late Act 2 (related to boss fight) and Act 3 receive a 30% BASE HP Increased one by one.
- Enjoy boss battles!
- 2.8.3: Lorroakan got huge enhanced. More spells and slots, fake vitality.
- Reduced the damage of Myrkul's skill "call of the damned".
- Nerfed the prone effect applying by the forge to the Grym. 2 turns to 1 turn. Rudeced the forge damage dealing on the Grym.
- Buffed Bernard. He can not be disarmed. Buffed Viconia, more types of spells, extra actions instead of Extra Attack. Buffed the mindflayer arcanists in final fight. They would not easily let you access to the crown as they have more control spells and mindblast.
- Reduced the damage of Deathbringer Attack of Orin and Sarevok. Give then more HP.
- 2.8.2: Overhualed again the Final Fight. Buffed all the enemies and especially the Countermeasure Enemies. Now all the Countermeasure Enemies of Netherbrain got huge buffs and new spells(In Hardcore Mode) and passives. They will be more like the strongest humanoid enemy group.
- Summon ally now only costs bonus action point. Now you will never say that your allies are waste of actions. More allies more simple the fight. If you think the fight is too easy with allies, that's your choice to gather the allies to help you. If you think it is to hard to not summon anyone, maybe you can go directly to face the Netherbrain.
- Reduced the HP reducing effect of Halsin's Portal in SCL (From 50% to 25) in Hardcore Mode. I think without too much AOE you should pass the quest.
- Myrkul now has three actions while Ketheric has two.
- 2.8.1: Fixed AI bugs.
- 2.8.0: Patch 7 Ready. Fixed AI bugs. Added Volley for Banites. Buffed new allies in fianl fight.
- 2.7.9: Imroved AI for melee NPCs. They are not likely to just dash and hanging around. They should directly attack their closest enemies.
- Improved AI of Banites of Gortash. They are more likely to attack players instead of Gortash's equipments. Add radiant immunity for Banites. Voice of command skill is not concentration and lasts for 3 rounds.
- Improved Rapahel's HP back to 1666. I'm sure that 666 HP makes Rapahel too weak.
- Improved Ansur and Red Dragon's HP.
- Add more actions for interesting but weak enemies in ACT2,3, like meenlock, warith, shadow, doppelganger...
- 2.7.3: Give back player version DASH to the summons. Only AI should be affect by dash change.
- 2.7.2: Changed NPC's dash. It only cost bonus action to increase their 30% movement speed. This is to avoid AI wasting actions on dash.
- 2.7.1: Changes AI. Now AI will more likely to attack enemies near them not only focus on low AC character. Give Gortash Volley to make sure he can useout his resource.
- Orin duel friendly more. 14d8 once per turn. Ansur lightning ball 7d6 no cool time. Red Dragon ball 10d6 no cool time. Gortash bane state deal 80 damage expectation per turn.
- Rebalanced the resistance of some bosses.
- 2.7.0: Fixed all the bugs guys mentioned before. Remember to remove the version you used to play. If you are on play using Honour Mode Unlocker included version, be careful to update for safe as I remove this mod which leading bugs (This is a great mod but sorry it really leads to bugs) or you can try it.
- Change AI of Gortash. When he is not in bane state, he is more likely not to use his crossbow and knife to attack enemies but to buff allies and use skills. When he is in bane state, he will be more aggresive.
- Nerfed Orin and Sarevok's deathbringer attack skill, espacially orin.
- Remove cool down for some skills of gortash, myrkul, etc. They will useout their action source and not just common attack.(Hope)
- Remove fast hands for some enemies. (Affect AI, hope they will not just normal attack).
- Ruduced Legendary Resistance Layers 5,4,3 to 3,2,1 to fit the Honour Mode Difficulty (Larian has add Legendary Resistance for some bosses) . Each Act2 boss can own one layer. Each Act 3 boss can own two or three layers. If you want more, use Combat Extender.
- 2.6.2: Fix bugs cause Sarevok's deathbringer attack losing damage.
- Slightly reduced Ansur's lightning ball damage to 8d7 X2 (Ansur has 2 action resources and his attack has no cooldown)
- Same as Red Dragon's fire ball damage to 10d6 X2. Red Dragon's fire ball has smaller radius than Ansur's lightning ball.
- Return back Sarevok and Orin's deathbringer attack damages to original. These two skills both have one turn cooldown.
- 2.6.1: Nerfed INT adult red dragon. It should't be the strongest enemies in ACT3 as there is time limit for you to defeat dragon. I don't want you only have one way to defeat it: boost your damage.
- 2.6.0: Patch#6 Ready.
- Fixed bugs like bosses loses their legendary actions.
- Adjust some bosses to make them not so perfect. They will have correspondding reasonable vulnerable damage resistances. Like Cazador, Orin, Ansur, and other bosses. These changes mean that different Different types of damage can be achieved by surprise, indirectly enhancing some weaker spells.
- Removed some magic resistance and indomitable feats for most of the bosses. They should be not perfect as warrior should not have magic resistance but have indomitable.
- 2.5.1: Fixed bug that make Hope can not cast spell
- 2.5.0: Fixed most bugs and integrated Honour Features Unlocker Mod.
- 2.4.1: Nerfed Ansur, removed his resistance and slightly lowered his hp to 550.
Nerfed Myrkul's HP to 350.
Buffed humanoid Orin's HP to 315.
Removed Myrkul and Gortash's additional LegendaryAction i added before.
- 2.4: Patch#5 Ready
- Now, the number of high difficulty boss actions in each post game will not exceed two. For more actions, please use custom enemy MODs. Overall, enemies' HP and action numbers has been weakened on older versions of mods. I don't want to make my MOD difficult and inflated with numerical values, and make players have to use abnormal BD. This is not my goal. I am very grateful to Larian for adding the legendary action to make game harder in proper way.
- Adds Ledendary Action for Myrkul and Gortash. Myrkul's is from Father Carrion. Gortash's is from Nere.
- A QOL adjustment. Rebalance the price of armor, making it cheaper.
- 2.3: Intergrated Orin's True Bossfight Mod, original author:@Siaell
Now Orin owns 2 forms. If you beat her slayer form, you need to beat her humanoid form to kill her. - Nerfed Orin's HP 575 to 375 for two forms.
- Removed Orin's ExtraAttack.
- Fix some small issues.
- 2.2: PATCH#4 Ready.Nerfed some summons' HP.
- 2.1: Re-ordered and Fixed a lot of codes that didn't fit Patch#3 before. Make codes similar to Vanilla.
- 2.0.4: Buffed Cazador's abilities and some small fixes.
About bugs, see description to avoid bugs.
- 2.0.2: Adjust allies in end fight again. Hope Harpers, Flamingfists and Armored Owlbear can recieve HP boost.
Adjust all humanoid creatures except your party. Make sure they can all reciceve Tactician Plus HP boost.
- 2.0: End Fight totally suited for PATCH#3.
Elminster, Sarevok got proper Proficiency Bonus for PATCH#3
Remove Emperor's MoreSlots (He doesn't need slots)
Now MoreSlots buff are divided into More High Level Slots and More Low Level Slots. I'm trying to avoid making bosses cast low-level trash spell on players.
Enhanced Enemies are 90% compatiable with my mod now. Wait for its author to update.
- 1.9.4: I played the game process again and made adjustments to some key enemies.
- Raphael's HP is confirmed that be boosted by Tactician Mode in new save. His base HP goes back to 666.
- Flamingfist Marcus's HP is confirmed that be boosted by Tactician Mode in new save. His base HP is 186.
- Nerfed Mindflayers in Fianl Fight again. 161HP to 131HP
- Adjusted Red Dragon and Ansur. Red Dragon and Ansur both have 2 actions per turn and they will 100% use two actions and fly in their turn unless Ansur wants to use NOVA. Removed their projectile skill cool down to ensure they will run out 2 actions per turn.
- Buffed Bane and Bhaal's common enemies.
- 1.9.3: Nerfed Mindflayers in Fianl Fight. Removed their action bonus.
- Nerfed Tentacle in Final Fight. Reduced its HP.
- Adjusted Raphael's statue to Patch3.
- 1.9.2: Nerfed Raphael's HP to 999. I need to make sure more people who seeking challenge are able to pass through.
- Nerfed the Mindflayer Captain in Helm. HP to 95.
- 1.9.1: Fixed Ketheric's Smite bug. Removed his ActionBonus in common version. He can do twice per turn in common version.
- Nerfed Ketheric's abilities.
- Nerfed Nightsong and Mizora's HP. Removed their ActionBonus in common version.
- MoreSlots buff now provides 2 slots bonus each level instead of 3.
- 1.9.0: Nerfed Orin's spell: Deathbringer Assault's damage. 3d10 to 4d4. She can't destroy your duel fight anymore. (She is not weak because she has 3 actions pur turn. Deathbringer Assault cool down is 1 turn.)
- Nerfed Sarevok's spell: Deathbringer Assault's damage. 5d10 to 6d7.
- Increased Sarevok's HP to 502.
- Nerfed Isobel's HP to 92.
- Adds Alert Feat to Ansur, Ketheric, Orin, Sarevok, Gortash.
- 1.8.4: Adjusted Raphael to suit PATCH#3 update. Reduced his wisdom and removed his ExtraAttck.
- Adjusted Ketheric's resistance to suit PATCH#3 update.
- Adjusted Red Dragon to suit PATCH#3 update.
- Buffed Gortash and Orin's HP.
- Buffed Ansur. Now he has 3 actions. Please prepare ready to fight a nearly hardest fight.
- Buffed some enemies in Chpater 2. These enemies were not contained in previous mod version.
- Pillars in Raphael Battle gained Tactician Mode HP boost.
- Chess King base HP 50 to 100.
- 1.8.3: Nerfed Sarevok. Lower his Dex and removed his ExtraAttack. Add 1 additional action resource to him.
Nerfed Grym's HP 400 to 350
- 1.8.2: Now the Portal in Halsin's mission will boost HP in Hardcore Mode.
Spell DC 17 to 14. Radius 2M to 3M.
- 1.8.1: Ketheric: More HP but removed his ExtraAttack. Give him MoreAction in common version. He and Myrkul will be the hardest fight in ACT2. Fight with Nightsong.
- Orin: More actions. Her will be really strong as Bhaal's Chosen.
- Gotarsh: Less HP but more actions and speed. A powerful tricky human caster.
- Red Dragon: Less HP but more actions. More aggressive as the most powerful creature.
- Ansur: A little more HP (He is really strong right know)
- Traped Djinni: More HP
- Removed some useless ExtraAttack buffs to some enemies because they will not chose normal attack to get ExtraAttack used.
- A little abilities tweaks for some bosses to prevent them have no weakness and be more loreful.
- Ally Djinni: Nerfed HP(He is too easy to make enemies fallen killed)
- 1.8 : Now additional Legendary Resistance will clearly be seen in panel UI. Ansur has 700 base HP. Raphael HP fixed at 1666. Orin gets Legendary Resistance again but you can't see hers in panel UI.
About bugs, see description to avoid bugs.
- 1.7.3 : Nerfed Ketheric's AC. Buffed Orin's HP but nerfed it's wisdom. Raphael's HP fixed at 1266.
Final fight will be way tougher as all mindflayers, ghouls, and spectator have more actions and HP.
Nerfed Orpheus, Emperor and Orthon as they are OP in final fight.
Buff List (More Than Listed) (Spoiler Alert)
- Harpers, FlamingFists, Gurs, and most enemies and allys in ACT 3 (HP increses) to make your Large-scale battles are more spectacular. Allys can fight with you better. Same time I try to make a more reasonable difficulty curve. It's not D&D, but vanilla's enmies in ACT 3 are weak comparing with players in ACT 3.
- All the enmies in the ending fight. (Ending fight is hard)
- Mystic Carrion
- Balthazar
- Lorroakan
- NightSong
- Netherbrain
- Mindflayer Emperor
- Orin
- Gortash
- Mizora
- Ketheric
- Red Dragon
- Sarevok
- Spector
- Bronze Dragon
- Raphael
- Cazador
- Orpheus
- Myrkul
- Balor
- Steel Watcher
- Grym
- Viconia
- Yurgir
- Surgeon Malus
- Gerringothe Thorm
- Brewer
- Nere
- Slayer
- Korrila (Dwarf Warlock) (HP Increased)
- Automan Bernard (HP Increased)
- Hobgoblin(HP increased)
- Spider Queen(HP increased)
- Giant Eagle(HP increased)
- Elemental Lava(HP increased)
- Some Githyankes (HP increased)
- Animated Armour and Shadow Animated Armour (HP increased)
- Isoble, Hope and Flamingfists (Only HP increased)
- Common DarkJusticiar (Only HP increased)
- Some devils and monsters (Only HP increased)
- Some ordinary enemies in the final battle (Only HP increased)