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Try to prevent enemies from targeting other enemies
Highlight upcoming spawn points
Cleanup blood
Version 1.9.2
Enemies face toward the spawn point when spawning
Sync intended enemy visuals with all clients in MP
Fix UI not opening for clients in MP
Version 1.9.1
Code refactor, fixes and new bugs
Combat generation in roguelike: Minimum Roguescore increased further for each enemy tier
Hide "Next Round" button until combat to avoid confusion
Version 1.9
Code refactor, fixes and new bugs
Improve escaping from combat
Updated onboarding to prompt "Skip to Camp" first.
Localization improvments
On "Skip to Camp" teleport to underdark briefly to trigger the tremor
Give Blue Jay the ability to fly (changed template to wildshape variant)
Add Spectator enemy
Last naked female Ogre changed to clothed variant
Nerf "Fully Restore Character" unlock to not restore resources
Fix mindflayer companion not teleporting after resurrection (by fixing the general map teleportion)
Allow buying unlocks for party followers again
Camp Supply unlock is unlimited stock but also doubled in cost 20 -> 40
Enemies that didn't take turn and didn't see any player character will get surprised when attacked
# Combat generation/scaling in roguelike
Minimum Roguescore for challange mode enemy tiers
Reduce additional rounds for legendary and epic tier (see 1.8)
Party size will influence difficulty scaling
Scale up enemy level (scales LevelMapValue for cantrips and skills)
Uncap ability stats to 60
Cap AC of enemies
# Complete combat overhaul
Removed option "Force Enter Combat" - it's useless now
Spawn helper item to keep combat active (no more glooming, never stop raging)
Spawn enemies at the end of round (will fix initiative of enemies and let them take turn immediately - but also makes it harder i suppose)
# Loot
Combat objects (scrolls, arrows, grenades and potions) will now roll between these 4 categories first
Food/Alchemy drops are more biased towards food for the first few drops then a lot towards alchemy
Food/Alchemy drops spawn without ping on an enemy that dies - auto loot pickup will work as usual
Food drops should be 20-40~ per round
Version 1.8
Last Light Inn - map added
Dead characters revive automatically when going back to camp
Fixes, improvements and new bugs ;)
Extended the templates api for other mods
Minimum currency (on slow clears) is now affected by "20% currency gain" unlock
# Skip to Camp (the Intro basically)
Allow hireling recruiting at level 1
Keep items added by mods in players inventory (fixes Custom Companions skill disappearing)
# Roguelike combat adjustments
Add small bias towards lower tiers (more weaker enemies over few stronger)
Add 2 additional rounds per legendary enemy and 1 per epic (to make gaining higher RogueScore easier by spreading over more rounds)
# Loot
Alchemy ingredient drops should be more streamlined now, books and such got removed
Weapons don't roll between ranged and melee anymore (fixes dropping Gontr Mael predominendly for legendary rolls)
Version 1.7.1
Fix "A Most Bloody Inheritance" reapplying multiple times
Increase price of "Vampire Ascendant" (can be bought for everyone btw)
Version 1.7
12 new unlocks
Notifications are now displayed as subtitles (thx to simosas)
Disabling "Story Bypass" will now also disable it for running scenarios
Give minimum currency based on RogueScore for slower clears
Fixes, improvements and new bugs ;)
# Trying to be more necromancer friendly
New setting to configure auto teleport to camp
Enemies in inventory or as allies will not get cleared
Enemies that resurrect as ally will not get added as enemy
# Random didn't feel random
Duplicated loot will be less likely
Repeating same maps will be less likely
Version 1.6
Fixes for Origin Recruitment
Remove items (camp supplies, potions and revivify scroll) from inventory on Origin Recruitment
On "Skip to Camp" remove items (camp supplies, potions and revivify scroll) from players and give 3x 40 camp supplies, 10x healing potion, 4x revivify scroll and 500 gold
Fixes for experience suppression
Reworked phase on entering the map before starting combat: Force enter turn-based mode -> start combat after first round or when leaving turn-based mode
Healing potions have a higher chance of dropping now
New setting to restrict unlock purchase in multiplayer
The usual item list and enemy template updates
Fix lag after entering Act2 for the first time
Fix mod clearing entities even when disabled
Version 1.5.1
Enemies are now immune to shadowcurse until combat
Enemies force combat when attacked (sometimes they didn't want to aggro)
Armor & Weapons and Scroll/Grenades/Potions drop 1/3 again (what was i thinking)
Enemies that spawn outside of the mod get scaling applied to it
Version 1.5
Bugfixes
Enemy template changes
# Info: Experience gain is suppressed to prevent an influx of xp on visiting maps and such
Fixed hirelings being at level 1
Fixed characters losing level up
# Origin Recruitment (experimental)
Reset level to that of party on recruiting
# Balance
Some unlocks now have limited stock (limited resources = more fun)
Flat 100+ Exp reward on scenario completion (should make early leveling faster)
Tired of all these roleplay elements in your combat game? You already know all the overpowered builds? Even honor mode is too easy for you? Don't look further, you just found the Roguelike mode mod - the ultimate test of skill and strategy. Will you brave the Trials of Tav?
And of course Mod Fixer as any other Mod. Use BG3MM to install or Vortex(at your own discretion).
This combat-only mode let's you fight waves of enemies in progressively harder encounters. Doing so will net you random loot with rarity-based drop rates as well as a RogueScore and currency used to unlock powerful power-ups.
200+ enemies
38 maps
100h of new gameplay
Works in multiplayer too!
Doesn't require you to go through tutorial or anything else: it just works!
Designed to be played from a new save, you will be teleported to random maps and get to fight challenging encounters with enemies scaled to your level. The game can also be played on an existing save and your starting RogueScore will reflect your level. However, it will mess up your story progression. It can be played solo or with friends on any difficulty. Honor mode is recommended for the true roguelike permadeath experience, some additional enemies are also spawnable. You can recruit Origin characters, play only with friends or recruit hirelings.
Try to get the highest RogueScore, unlock all the power-ups and go to NG+* to start again with an all-powerful party and all-new unlocks! * NG+ is a permanent (across saves) unlock that will both make you stronger (powerful unlocks like reset stock of all the other unlocks) and make the game harder (double RogueScore progression).
The Unlock/Power-up store interface (GUI): press U when in Roguelike mode to bring it up, or type !TT UI in the console
Caveats, please read:
The mod is safe to uninstall. However, its usage on a save will have lasting consequences. I do not recommend you start playing normally on the same save again. Since the mod is off by default, it will not mess up your other saves.
Mods with custom items need to be higher in the load order for the items to have a chance to drop as a reward.
Origin characters are a bit clunky at the moment (it still works). We recommend you get hirelings from Withers.
How to Play -
The mod is disabled by default and will prompt if you load a save. If not, the mod isn't installed properly.
If you selected no before and want to activate the Roguelike mode at a later point, just choose attack dialog at Withers or type in !TT Activate in Console.
Select "Roguelike" mode to start (alternatively you can also choose your own battles from the GUI interface).
See status of current scenario
Roguelike mode: After 40 RogueScore you can be teleported to an act 2 map, don't forget to unlock the pixie blessing before that!
When leaving camp, the party will get teleported to a map and combat will start as soon as you move. After killing all the enemies, your hard-earned loot will drop and you will automatically get teleported back to camp, with your loot. Good luck!
Note: Although simple Rogelike config is preferred, you can also change your settings and select scenarios and maps manually from the GUI interface. Like so:
Change your settings and toggle Roguelike mode in Config tab
On this page, you can also toggle on Challenge Mode. This difficulty setting shortens the grace period for act 2 maps and dramatically increases the scaling of the encounters you will face.
Play manually and select your scenario and prepare yourself for le epic fight Selecting Roguelike here will not take RogueScore into account for the Random map selection. Enable the config option instead.
RogueScore: explained -
- RogueScore is calculated in the following way: (5 + {Final Spawn Round}) - {actual combat rounds} where Final Spawn Round is the last round an enemy wave spawns in the current scenario. RogueScore is always between 1 and 5.
Example: If the last enemy appears in round 8, then Final Spawn Round = 8. If the player completes the scenario in 10 rounds, then actual combat rounds = 10.
RogueScore = 5 + 8 − 10 = 3
- You get a Perfect Clear if the following is true: ({actual combat rounds} - 1) <= {Final Spawn Round}, i.e. if you complete the scenario one round after the last enemy wave spawns. If you get a Perfect Clear, your RogueScore is doubled. In Challenge Mode, perfect clear is achieved if you complete the scenario on the round the last enemy wave spawns.
Making it harder -
Enable "Challenge Mode" to have enemies scale faster with your RogueScore. And get shadowlands maps earlier.
Turn down the Exp Multiplier slider (Exp should be very slow already tho)
--- Please report enemies that don't work well or at all. Name/GUID can be seen in the SE console: "[Info] Notify: Enemy ... spawned. Name_GUID" Report items that should not drop e.g. if they are placeholders or buggy as items can drop that are not obtainable in the game by normal means.
I parsed through the games root templates and rated enemies in 6 different tiers based on hp/stats/level etc. So almost all enemies can spawn. (need to manually delete non functioning when i find them)
Loot can be all items from the game with certain filters applied e.g. food/alchemy/scrolls/weapons/armor etc. Drop rates are divided by the games rarity definition.
Maps are defined with a name, the main/party spawn point and multiple coordinates which represent the spawn points for enemies.
Scenarios are defined with a name, drop rates by rarity and a timeline - enemies by tier per round
Maps will be entered when the party leaves camp (See in game notifications)
Experience gain is adjusted and overall higher so reaching max level just by playing is possible
Roughly 400h have passed since i started developing this mod.
Credits - This mod wouldn't be possible without Norbyte's Script Extender. More credits to Norbyte (and team if there is one) for all their help and efforts. Thanks to Chronos for providing us with amazing maps. Thanks to Juum for their help with stats modding. And to all the Modding CMTY members for listening to my stupid things. Thanks FallenStar for being there I suppose (and helping). Thanks to Nattern for providing the great visual.
Note from sensha: Hippo said I could thank myself, so thank you sensha, you're amazing.