Version 1.1.0.2 or later. AdvancedTabletopSpells must be before Trials of Tav - Reloaded in the load order. The new monster data that TOTR references is contained in it.
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File credits
Hippo0o for creating the original mod, coding all of the lua script required to make it a functional game mode in both single and multiplayer, and spending over 600 hours of work on it before I ever picked up the torch.
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Changelogs
Version 2.2.0.2
Replaced the Aylin/Emperor/Owlbear summon scripting with a stat-based solution. From now on, you'll get a one-use spell to resummon them with each Long Rest. Saving and loading after purchasing the unlock is no longer necessary.
Fixed Laezel disappearing at the Gith Checkpoint in Act 1.
Fixed Dread Ambusher so that it applies for the first actual combat round.
Removed the ability to stack Dash three times immediately before entering combat to gain 4x movement speed for free.
Added more items that should not have been appearing as loot to the blacklist.
Added the Shadow Plush to the enemy pool because a giant plush shadowy owlbear is just a wonderful concept.
Version 2.2.0.1
Fixes a number of new issues from Patch 8.
Long Rests should no longer get stuck.
The "Start Trials" pop-up should no longer appear during character creation.
Credit to atamg for giving me the fix for notifications.
Re-blacklisted some items that weren't supposed to be dropping.
Changed the menu's window title to show the full version number.
Characters should no longer be Netherbrain-stunned during a map transition, although I'm not sure the solution covers every situation.
Version 2.2.0.0
Massive enemy update, fixing broken creatures, giving dozens the ability to jump, adding 8 more, including one custom (Retriever).
Modified preparation-round scripting so that it doesn't break when creatures hide or go invisible, and additionally will not instantly end combat-based effects like Rage that are used in the preparation-round.
Added 5 new maps.
Fixed Ascension so that non-Gales have their own version of the Ambition spells with functional animations.
Fixed unintended behavior with Karlach and the Risen Road.
Version 2.1.3.5
Added additional failsafe button in the Extras tab, "FixLongRest", to re-enable Long Rest in case somehow it re-locks after the ReturnToCamp scripting fires. This accomplishes the same thing as pressing the Camp button once in the in-game UI.
Adding some magic items that completely have no combat use to the blacklist.
Some minor template adjustments, some minor balanace adjustments.
Fixing interrupts that were set too narrowly.
Version 2.1.3.4
Fixing massive math error I made regarding the bias weights. For a significant amount of time, `Bias: Balanced` has been acting more like `Bias: Low` than the actual `Bias: Low`!
From now on, `Bias: Balanced` should give a fair spread of enemies without neglecting higher tiers.
Some slight adjustments regarding EXP and party size modification.
Version 2.1.3.3
Fixed bug with encounter scaling that could cause battles to have 0 enemies if your party had less than 4 characters.
Version 2.1.3.2
Added Solar's weapons to the loot blacklist
Added minor adjusment to EXP gain in Lone Wolf Mode
Version 2.1.3.1
New monster pack, somewhat accidentally Ravenloft-themed. 1 from base game, 4 custom.
Gave "Jump" ability to several monsters who...should have been able to jump all along.
Version 2.1.3.0
Adds basic (and experimental) implementation of "Lone Wolf Mode", a Scenario with modified enemy tables for solo-player specific considerations, such as casters with the Sleep spell being moved out of the first enemy tier.
Tier adjustments: Some more significant adjustments now that the default enemy tables will be completely curated with the assumption of standard parties.
Minor adjustments to Regular Mode EXP curve, slightly toning down the hyper-acceleration in mid-levels.
The enemy scaling feature no longer changes the stat scaling of enemies based on Party Size, but rather adjusts the number of enemies fought based on Party Size.
Enemy stat scaling and Party EXP gain is now standardized regardless of Party Size.
Version 2.1.2.4
Removed RogueScore penalty for fleeing combat. Spending resources on a combat you don't win is already punishing; the Score penalty is unnecessary.
Monster data updates:
Gave Ketheric his additional auras (and corrected his model being slightly too small)
Fixed several bugs with Ravager
Added missing features to Bodhi
Gave Myrkul the slight buffs of Darkvision, Suprise Immunity, and the ability to re-summon his scythe, to significantly reduce the chance of a game-breaking bug
Version 2.1.2.3
Added additional scripting to fix Companion dialogue and factions when returning from Act3c maps. Note: Companions are likely to be more stable than before, but they're not flawless.
Fixed the manual encounter mode never finishing enemy initialization.
Slightly tweaked round generation logic so that it makes fewer empty rounds as a run progresses to more difficult stages.
Comprehensively prevented Sorcerer exploitation of the Short Rest Restore unlock
Added a button in the Extras tab to manually fix the Factions of all party members, in case they become permanently changed for any reason
Fixed Lyrthindor and Meenlock having incorrect levels.
Version 2.1.2.2
Two new unlocks: Arabella's Shadow Entangle and Weavewalker
Monster data updates:
12 new monsters, focusing mostly on Undead. Can you believe there were no zombies in TOTR before this?
Animated Armour is no longed limited to punching.
Enemy Slayer was completely remade. I previously suspected it might be unfinished, but it was essentially missing everything. I went ahead and recreated it to match Orin's Slayer boss fight, which moves it to the Legendary tier. (Like with Ketheric and Apostle, Orin and SlayerOrin are separate enemies.)
Misc. tier adjustments.
Version 2.1.2.1
Cleaned up some menu descriptions for clarity/grammar.
Synced monster spawn animation to the timing of the spawning.
Slightly extended invulnerability window as a monster is spawning to prevent the instagib bug.
Monster data updates:
Haarlep and Dream Guardian (finally) added to the enemy pool. I repeatedly planned and forgot to do this in the past.
Added a purely descriptive Status effect to Prototype Adamantine Golem to make the Temperature Rising mechanic more obvious.
Myrkul's movement spell reimplemented. This was meant to be in the first patch, but it was broken at the time.
Some more minor tier shuffling.
Version 2.1.2.0
Evermore scripting fixes. Letting the return timer run out as opposed to manually returning to camp should no longer cause unique problems. If Withers can still vanish from your camp after this, just say goodbye to him. He's clearly warping reality just to escape.
Fixed Short Rest Restore so that you cannot exploit it for infinite Sorcery Points. If you're trying to Coffeelock it, it will set you back to your default value.
Monster data updates:
A few new monsters, a few new variations of existing monsters, some slight rebalances, and one restored enemy from Early Access (Rurik)
Several enemies had incorrect levels and passives copy-pasted, fixed.
Raphael's Legendary Action was restored
In an attempt to prevent Legendary creatures from constantly hitting the 20-second timeout during their turns, several Legendary Actions have been changed not to fire during the monster's own turn.
The most noticeable buff in particular: Mephistopheles' Flyby was reverted to its functionality in his tabletop 5e statblock. It now makes him outright untargetable by Opportunity Attacks. While this is decisively a buff, the main reason for it has nothing to do with balance. It's to prevent the above issue, which he suffered from the most. Several oversights with his Resilient Sphere were fixed too.
Version 2.1.1.1
Created workaround for bug that caused enemies to instantly die or have a complete AI break when they spawned into damage sources. Neither of these events should happen, and hazardous spells like Wall of Fire should now be safe to use without bugging the mod. This does mean that enemies will not take damage before joining combat.
Fixed Aylin's character visual. She was constantly covered in blood and dirt for no reason. I'm surprised no one brought it up.
Fixed Aylin's Radiant Consumption ability being able to deal damage to the same enemy an infinite number of times per turn.
Fixed bug that caused summoned monsters to give experience.
Added 5 maps, including Iron Throne.
Version 2.1.1.0
Added more scripting fixes related to Act3c, after much trial and error. The Leave Camp button should no longer get blocked.
Fixed more bugs relating to invalid enemy coordinates.
Completely redid the Perfect Clear function so that it is now a bonus reward for playing well. Previously, accepting a Perfect Clear was purely detrimental, despite the very arcade-like pop-up and message. I don't understand why it was originally designed that way.
Adjusted the EXP curve for Regular mode with the aim to make it proportional or better to Challenge Mode. Previously, the lower number of enemies and lower-levelled enemies caused Regular mode players to lag behind in levels, ending up less prepared for powerful monsters than Challenge mode players. That was unintended, the easier difficulty should not suddenly become the hardest difficulty.
Version 2.1.0.3
Fixed Withers disappearing issue. High Hall's scripting had him sitting in the armoury, waiting to give the speech.
Fixed multiplayer games getting join-blocked by High Hall. Larian really doesn't want players joining multiplayer games during High Hall. Or after High Hall. Or anywhere in the vicinity of High Hall.
Adamantine Golem's Superheated function was extended to be more interactive.
Version 2.1.0.0
Replaced old, custom pseudo-Random Number Generator with a new, mathematically-proven Alea library. Testing has shown a slightly-increased cost in performance in exchange for statistically better uniform randomness.
Fixed battles failing to generate. The failsafe where the UI locks up should no longer occur.
Added 20 new maps, including maps that are past the Point-of-No-Return in the base game. This required a lot of code-scraping and a lot of trial and error. High Hall tries to force all sorts of things to happen in the background with scripting that would interfere with Trials if I didn't account for them.
12 new enemies. 11 from base game, 1 from tabletop material.
Added a new version of Short Rest Restore to the shop that gives a limited quantity of resources. It scales with character level, capping at restoring 6th-level spell slots for level 20 characters.
Fixed "Death Burst" abilities for all enemies.
Fixed Volo's Guide to Monsters so that it actually does what it says. Larian missed this one.
Unlock Multipliers is no longer a persistently unlocked purchase. I never intended it to be. The mod isn't balanced around it being turned on, and it's meant to be a reward purchased during a run. But for those who are used to playing with persistent unlocks at this point, I also added a free version of Unlock Multipliers that is only available in NG+. So you can continue to start NG+ runs with multipliers unlocked if you want to, just click the new option in the NG+ section.
Fierce Perilous Stakes can no longer stack to create multiple, separate instances of bonus damage. Using it multiple times in a row will now extend the time it remains active.
Version 2.0.3.0
21 new enemies adapted from base game.
Armoured Owlbear added to shop as an unlock.
Some placeholder spells were replaced now that the correct spell was finished.
God of Ambition and Mind Flayer Form price increased.
Version 2.0.2.0
15 new enemies, both base game and adapted, featuring BG2 characters based on their appearances in Minsc and Boo's Journal of Villainy, including Jon Irenicus (mythical-tier) and the Ravager (divine-tier).
Sweet Stone Features was added to the shop, some other minor shop tweaks.
Too many enemy fixes to count, but here's some highlights:
Everything about Araj Oblodra was broken. Everything. She wasn't using Sneak Attack, she wasn't using her items, she was dropping the blood grenade she was supposed to throw when she died, and it would get added to the turn order because the game saw it as a live hazard! Fixed all of that.
Nearly every enemy that was supposed to be Chasm Immune wasn't, because I misunderstood how the secondary modifier tags for Chasm Immunity worked. Fixed that (I hope).
Some placeholder spells were replaced with the finished spells those monsters were originally intended to have.
Slightly buffed Zariel to bring her in line with the emerging standard of the divine-tier.
Fixed a bug where monsters with high Dex would lose AC.
Increased the length of time spawns are highlighted when you click the button (again).
A *very* experimental button to recruit Alfira was added. Larian did not properly code her recruitment (for obvious reasons), so she is directly added to the party, as she is in their scripting.
She may die during seemingly any map transition as the universe attempts to course-correct on her fate, and she may be prone to other bugs as well. I will not be troubleshooting her, use her at your own risk. This was a request.
Version 2.0.1.1
Increased length of time the "Highlight Spawns" button remains active
Prompt to automatically regenerate enemy and item tables now appears on load
Added fix for Harpies triggering the "mob stuck" failsafe because they were unmoving while singing
Fixed some shop descriptions that were unclear or trying to load variables the mod can't see
Version 2.0.1.0
Adds 20+ enemies, fleshing out early-mid game
Multiple new shop items, rebalanced old shop items
Fixes resurrection-faction bug that caused player characters to join the enemy faction
Fixes Emperor summon looping
Fixes Slayer's default attack being Relentless Lunge instead of Slay
Animate Dead Zone shop unlock now also allows you to use Create Undead (Mummy) without a corpse.
Multiple monster fixes in conjunction with ATTSpells 1.0.0.39, including Ptaris' Images not joining combat.
Version 2.0.0.1
Added support for new scaling in external template loader.
To quote the original edition:
Standalone Roguelike Game Mode: Test Your Limits in Battle.
Random Locations | Random Enemies | Random Loot | Special Unlocks | Scaling Difficulty | New Game Mode
The original Trials of Tav was, without a doubt, one of my favourite of all mods released for this game, and when I started making ATTSpells, it was natural to use ToT as a testing grounds for the higher-level magic I was adding to the game. Soon enough, I got curious about enemy design and started making custom bosses to utilize the spells I was implementing. Then I learned enough about the game's mechanics to recognize the bugs in the enemy implementations and how to fix them, why dragons couldn't fly, why Ethel's Trickery didn't work, and so on. Way before all this, a long time ago, I played with adding Gale's Ascension as a shop option, and I started to get into the idea of adding more shop options for purchase.
Eventually I started dedicating even more time to the revised ToT than ATTSpells, and with Hippo0o having given their permission to carry on their work if they became inactive, I decided to fully publish the revision. So here's what's new:
427 total monsters as of Version 2.2.0.1, fleshing out the enemy pools at all levels from the basic to the semi-divine. That includes:
160+ added monsters from base game. Includes all Legendary monsters except Netherbrain (...for now), as well as almost-all, if not genuinely-all extremely unique, rarely-fought enemies, such as Nine-Fingers Keene, the Countermeasures, or Harvard Willoughby: Nature's Vengeance
30+ custom monsters, adapted from either the BG3 narrative or relevant tabletop material with spells from ATTSpells and custom abilities of their own. As advertised in the promotional images above, Vlaakith the Level 23 Lich and Zariel the Level 26 Archdevil are some of the new foes you can expect.
30 new maps, including arenas like the Netherbrain and Iron Throne.
General bug-fixes and polishing across the board, with regular updates. Even Companions are the most stable they've ever been (except for Alfira; the universe will attempt to, let's say, correct her fate).
Bug-fixed bosses across the board, such as dragon flight, Ethel's Trickery, etc. Some bosses who relied on narrative/arena gimmicks that aren't relevant in a roguelike, such as Raphael with his pillars or Grym with the lava, were re-tooled to fit a combat randomizer better.
New, tier-based rates of scaling, so that creatures with thematic, powerful abilities can be reasonably added without having to worry the player will be unable to ever make the Saving Throw.
Simply put, at the earliest possible opportunity a creature can appear in a run, it should have its base stats, and it will scale at a rate relative to its base power. (So monsters with debilitating abilities like Oskar's Beloved are back in the pool.) But if you're playing on Challenge Mode (especially if combined with Honour ruleset), please note there is a reasonable chance a creature can appear before you have the tools to deal with it. Knowing when to escape an encounter can be part of the strategy of the challenge.
A new party size-based scaling system, so the game will tailor the number of enemies in an encounter based on the number of characters in the party.
Following the previous point, there is a new and experimental "Lone Wolf Mode" setting that tailors the Scenario to solo characters.
Overhauled shop options, many rebalanced, many new.
One veritable "superboss", level 27, designed to pull all the stops in the classic RPG fashion.
In the original version of this description, I described beating him as "winning a run", but I've developed quite a few unique and powerful bosses since. He's theoretically still the most powerful, but not by such a large margin that he's guaranteed to be the hardest opponent for every party. He has quite a a bit of competition now, and in a game mode that is theoretically endless, "winning" is subjective. But many community members I've spoken to have settled on reaching 300 RogueScore, the point at which you can unlock New Game+, as the victory condition they strive for.
I cannot overstate how incredible the work Hippo0o has done is. While I have the benefit of the toolkit and a lot of time digging into the game mechanics, the lua scripting Hippo0o wrote to create an entire, functional, and now extendable game mode from scratch is true passion, a ton of effort, and real skill. I hope that those of you who are like me and wished the tactical combat of BG3 could be extended to higher levels enjoy my additions. The rest of this will be quoted from the original description:
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
80 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).
Caveats, please read:
The mod's 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.
I generate the random item pool myself, so mods that add or modify Treasure Tables are without effect.
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)
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 600h have passed since i started developing this mod.
Updates will slow down from now on. Everyone is free to publish their own version in case i don't show activity anymore.
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 and tinybike 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 to Nattern for providing the great visual. Thanks FallenStar for being there I suppose (and helping). Thanks to sensha for helping with writing.
Credit to atamg for giving me the fix for notifications on Patch 8.
Potentially Asked Questions:
"160+ of these are from the base game? Where did all these new enemies come from?"
Root templates exist in a lot more places than they first appear. There's not just a general pool of global templates, there's also local templates in each map. You wouldn't have any idea unless you had the benefit of the toolkit or specifically went digging through the maps. There's at least dozens more I could include, but I made an effort to grab all of the most thematic creatures and even NPCs I could think of, such as the Guild bodyguards, who are unique Rogue multiclasses with no global template. I did however, add one particular NPC from Early Access who was removed before the game's full release, because I was already adding Anders' other subordinates and it seemed fun.
"Do I need Expansion/UnlockLevelCurve to play this?"
Practically speaking, yes. Technically speaking, I don't think so? The relevant spell data for new monsters is contained in ATTSpells, so, if for some reason you wanted to do a masochistic run where you fight demigods while capped to level 12, that may be an option? I tested this with Expansion though, using its default scaling to level 20.
"Can I continue a run after updating the version?"
If you're updating from an older version of Reloaded, yes, you can safely continue that run. Just select "yes" when prompted to regenerate the tables. Loading a save file from the original Trials of Tav is not recommended and may not be stable.
"Why is the monster data contained in a different mod?"
Because this mod wasn't adapted for the official toolkit, and I didn't want to risk breaking something by trying to adapt it to the toolkit. ATTSpells was going to be a dependency regardless because its spells were used, so it seemed like the simplest solution.
Note that Trials of Tav - Reloaded must be after AdvancedTabletopSpells in the load order.
"Will this ever be in the in-game mod manager?"
No, scroll up and click on my github repo. That cannot all be replicated in Osiris, and it would take an obscene amount of time just to replicate the basics. This will never be ported to the in-game mod manager.
"Are you going to continue updating this?"
Yes, I plan to update the shop, add more maps, and add any more particularly interesting monsters from the base game, along with the usual bug-fixes and tweaks.
"Shovel???"
I was inspired by a boss from Pathfinder: Wrath of the Righteous named "The Pathetic Quasit".
"Jon Irenicus and Bodhi look different than they did in BG2?"
I based Jon's and Bodhi's appearances largely on their depictions in Minsc and Boo's Journal of Villainy, a book written by alumni of Bioware's BG2 team.