Revisit the campaign as a higher level character. The world is now more dangerous, with scaled difficulty and additional enemies. This must be used with the "Expansion with Bladesinger" mod (https://www.nexusmods.com/baldursgate3/mods/279, or another equivalent) that allows you to level up to 20.
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Changelogs
Version 0.66
Added various buffs to Act 1 bosses and minibosses.
Added new items. See the article on new items for more information.
Additional testing and content for Act 3.
Version 0.65
Multiple new encounters in Act 3 (Rivington) with new items. See the article on items for more information.
A few new items in Act 1.
Various bug fixes, such as increasing Mayrina's cage health so it doesn't die immediately, preventing allied harpers from dying to the shadow curse, and addressing an edge case where the allied mindflayers in the tutorial might leave if the dialog with Laezel takes too long.
New encounters in the Lower City. Testing is still ongoing here.
Version 0.62
- Added buffs for many of the Act 1 minibosses, such as Haste and Incapacitation (CC) Resistance.
- Fix for the Morgue encounter in Act 2.
- Additional enemies for the final battle with Ketheric in Act 2.
- Minor adjustments for the balance of characters in Act 2.
- Added more enemies for the existing Rivington (Act 3) encounters, plus an additional 3 new encounters in Rivington. Testing still ongoing for these.
Version 0.61
- Added new content for the start of Act 3 (Rivington) - testing is underway for this.
- Disabled the debugging messages in the console to prevent spamming.
- Added a scroll of Artistry and War in the blighted village cellar in Act 1.
Version 0.55
Changes limited to Act 2, fixing issues with shadow curse affecting enemies. The Act 2 mini bosses now have CC resistance. Fixes to the enemy spawns in the morgue and underneath the Reithwyn Tollhouse. Additional testing has been done but still working on Act 2.
Version 0.6
Multiple improvements and fixes, including:
- Added incapacitation resistance to the Act 2 special NPCs.
- Fixed the shadow curse resistance for various Act 2 NPCs.
- Changed spawn locations for certain NPCsin Act 2.
- Added two new Harper NPCs that will help in various battles if kept alive.
- Increased the level and difficulty of certain Act 1 NPCs (mostly bosses).
- Added two chests in the Nautiloid with basic white "kit" (weapons and armor).
- All new NGP chests now glow, so they are easy to spot.
- New encounter at the arcane tower in Act 1 Underdark.
- Additional enemies in the spider den, under the blighted village.
- Additional enemies at the Reithwyn tollhouse.
- Additional vine blights in Act 2 encounter.
- Fixes to the Act 2 finale (Moonrise).
- Fixed buffs that gave Minthara too much health.
Version 0.5
Many fixes and additional enemies to Act 2, through the Mason's Guild. Additional items have been dropped into both Act 1 and 2 (see the article on new items for more info on this). I am still working on testing the rest of Act 2. (Hint: The Mason's Guild is a real treat.) There are multiple mini-bosses (named NPCs) in Act 2 that are higher difficulty with special item drops.
Wyll's health scaling in Act 1 has been revised (there was a bug report that it was not being removed correctly after the initial encounter with him).
Version 0.4
More enemies and items, fixed scripting. Act 1 is complete. Significant content has been added of Act 2 but most of it is still not tested or in testing. More exploration XP triggers have been added to increase level progression (I'm targeting Level 13-14 by Act 2, Level 17 by Act 3, and ending the game at Level 19-20).
New Game Plus (NGP) provides a refreshed campaign experience, starting the player at a relatively high level, scaled difficulty, additional enemies & items, and anti-exploit features. NGP requires the Script Extender (SE) to function.
Maturity
Consider this "early access". Act 1 & 2 are complete and Act 3 is partially complete (Rivington and Wyrm's Crossing are complete, Lower city is in work). As of April 17th am actively working on more content. I do appreciate feedback and will consider it, but keep in mind I have to maintain my own artistic direction and won't be able to implement everything.
When a new version is released you may need to reload the act to implement some of the changes (for example, entering Act 1 for the first time will load the most recent content, same with Act 2 and 3). I understand this is annoying and I will provide an alternative if I can find one.
How difficult is this?
This is intended to be somewhat harder than Honour Mode. It is for players that are comfortable with the combat mechanics and want a new challenge. The tutorial (Nautiloid) is not intended to be difficult. Act 1 should be challenging, especially for the first playthrough.
For detailed changes, see the articles section.
Please comment if you think this is too easy, too hard, or generally think it could be better in some way. I test as best I can, although I can't try every possible combination of things.