About this mod
Real-Time Combat With Pause
- Requirements
- Permissions and credits
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Translations
- Italian
- Changelogs
The Pause feature has been overhauled for version 0.7:
"True Pause" will cause your actions to be queued up during pause, and then executed all at once when you unpause. This is intended to feel similar to the "pause" feature from the original Baldur's Gate games. This feature is enabled by default, but it can be disabled (in the MCM menu) for users that prefer the old behavior. This feature should work with both mouse-and-keyboard and controllers. Please let me know if you experience bugs related to this feature -- I have spent a fair bit of time testing it, but it ended up being fairly complicated to implement, so it wouldn't surprise me at all if there are bugs. Also in version 0.7, you can now specify an AI archetype for your main character, to keep your wizard Tav from just bonking stuff with a staff all the time.
Note: movement initiated during pause can be canceled by right-clicking. However, due to technical limitations, actions initiated during pause cannot be canceled.
I'm slowly adding companion configurability to Brawl. Version 0.7.1 introduces the first part of this, a setting for the maximum spell slot level that the companion AI is allowed to use. There's also a new option called "Hogwild mode", which makes it so that companion spells and other actions are 100% free (no spell slots, no ki points, etc), and if this is active, companions are more likely to use high-level spells -- but so are enemies!
The companion and enemy AI has been completely overhauled for version 0.6:
Version 0.6 adds a setting for the AI's turn length, which you can use to tune the pace of your game. By default, it's set to 6 seconds. (For reference, the campaign fights in the above video are all at 6 seconds. The Trials of Tav fight in the video has the AI turn length set to 3 seconds.) Version 0.6.4 also adds a new setting, "Fully Automated Brawls" -- if you check this box, the AI will take control of your active character during fights, so you can just sit back and watch the chaos unfold.
Brawl works well in single and multiplayer with Trials of Tav (roguelike mod):
In version 0.6.10, there's a new "Hitpoints Multiplier" setting that will globally increase the health of your characters as well as all enemies you encounter. By default it's set to 1.0 (no change). If you set it to (for example) 3.0, this will triple your party's health and the health of all enemies. I've tested this by itself and in conjunction with Combat Extender and it seems to work smoothly. (If you have CX set to modify enemy health, it will multiply with the Brawl Hitpoints Multiplier setting. CX does not support adjusting your party's health.) The idea behind this setting is to effectively slow down the pace of combat by giving players the option to simply increase health pools.
Version 0.6.3 adds (experimental) enhanced support for gamepads/controllers.
There are two main features (updated v0.6.5):
First, pressing the right thumbstick will toggle pause.
Second, several of the buttons on the controller have been mapped onto the hotkeys assigned to the "Custom" hotbar in the normal (keyboard-and-mouse) UI:
A: 1
B: 2
X: 3
Y: 4
Pressing one of these buttons during a fight (when not paused) will cause you to use that ability/spell/attack either on yourself (if it's a buff or a heal) or on the nearest enemy. If you want to target a different enemy, you can use the right/left buttons on the D-Pad to switch between targets. This will ping your new target, and make the target glow blue, so you know what you're aiming at.
Note: using abilities with the new controller bindings should consume resources as usual (spell points etc) but the resource-accounting code is not rigorously tested yet. Please let me know if it seems to not be using resources, using the wrong resources, etc.
I'm working on getting this mod working properly in the main BG3 campaign. If you encounter a campaign fight where the mod doesn't seem to work right, you can always press F9 to drop back into normal turn-based mode for that fight, then switch back to real time after!
Brawl has an MCM menu with toggles for both Brawl itself, as well as the companion AI.
- If you toggle Brawl off (in the menu, or by using default hotkey F9), it will simply drop you back into turn-based combat. If you toggle Brawl back on, the brawling will resume. This can be done before or during a fight (or even multiple times during the same fight, if you're having trouble deciding).
- If you toggle the companion AI off (in the menu, or by using default hotkey F11), the party members you're not actively controlling will simply stand there, awaiting your instructions. The companion AI toggle has no effect if Brawl itself is toggled off.
- Full Auto can be toggled on and off in the menu, or by using its default hotkey F6.
If you don't have MCM installed, then you can only toggle Brawl and the companion AI on and off using the default hotkeys (F9 and F11).
Source code on Github: https://github.com/tinybike/Brawl
Compatibility:
- Brawl uses its own AI system for the companions and enemies. Generally it does not work with other AI systems because they are (all?) designed to work specifically with turn-based combat.
- Brawl's "Hitpoints Multiplier" health modification setting is compatible with Combat Extender's health settings.
- Users of the Configurable Movement Speed mod should make sure that the "Enable combat settings" box is checked, or the mod may not work correctly with Brawl.
- Users with a very large number (100+) of other mods installed alongside Brawl have experienced problems which resolved when they switched to only using Brawl. If possible, please disable other mods prior to making a bug report, as it's generally not practical for me to chase down mod interoperability issues, especially if you have a lot of mods installed.