Hey, gotta advertise Sword Coast Stratagems, in the vain hope that I wasn't the last person on Earth to try it out. It actually makes the game sensibly more challenging - instead of just tripling enemy HP, it gives them potions and spells but most importantly, scripts them to properly use those! Combat is now closer to KotC than the original, though, of course it's still RTwP.
Even Nashkel Mines now required careful planning and execution, since the kobold groups were bigger and few of them even had shamans. Oh the joy of getting 4 out of 6 characters put to sleep thanks to kobold shaman and its first spell. Not to mention that the melee kobolds were smart enough to leave the sleeping toons at peace and rushed my remaining two standing guys!
Plus they call for help - no more "i'll just pull the outermost monster of that group", since you'll get the whole bunch so you have to actually utilize terrain and snares just became useful. Haven't had this much fun in ages - using my rogue to backstab the nearest enemy, luring them in a hunt through a gap where I had a trap waiting, only to have them turn a corner and coming face to face with my team who could overpower the enemy before they managed to concentrate. FUCK YEAH!
Sure, there's some cheesy stuff. For example, I allowed the enemy casters to enter battles "pre-buffed", meaning that as soon as combat begins, they have a spell sequencer giving them several buffs. But it only makes the combat more tactical - since you can still take the caster out first if you achieve surprise but if you don't do that, they will have time to cast some fun spells - like sleep, fear, charm person and dominate :D And potions, man, you have to use potions. Never before have I felt the need to actually buy few potions and really, really use them, even outside boss-fights!
Or another good example - my team was closing in to this old grave, where I was expecting to meet a Ghast or two. Instead, outside were six skeleton archers -
who retreated inside the grave as my melee team closed in, allowing me to only kill two of them. And when I rushed in after them, the damn skeletons were busy rushing past the ghasts, so they could support each other. End result? My ranged dudes turning into pincushions, while melee got clobbered. FUCK YEAH.
So far I've only done the first two chapters, ie Naskel Mines, plus few of the side-quests (Gnoll Strongholds and such) but first impressions are very nice! Unless it's diseased gibberlings or rabid dogs, no fight can be taken for granted. Hopefully SCS can keep up the good pace to the end. Can't wait what sort of shenanigans are waiting for me in the Bandit Camp or Baldur's Gate or Durlag's Tower.
Why couldn't Bio take lessons from modders - this is a great example how the combat in DA:O should have been
Anyway, two thumbs up for DavidW for making it!
http://www.gibberlings3.net/scs/