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  1. celerev
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    Update: As of 2.0.1.1, there's now an automated prompt in-game to regenerate the enemy and item tables.

    You only need to delete the User/AppData/Local/LarianStudios/Baldur'sGate3/ScriptExtender/TrialsofTav folder if you want to clear persistent unlocks, like NewGame+.

    In order to prevent multiple game-breaking bugs, monsters are immune to damage until they join combat. This does potentially impact use of Glyph of Warding as a trap, but spells that last multiple turns (Wall of Fire, Moonbeam, etc.) will still do their tick damage when it reaches the monster's turn, so it does not negate the value of battlefield preparation. For the most part, it just prevents double-dipping (and game-breaking bugs).

    I based Jon's and Bodhi's appearances on their depictions in Minsc and Boo's Journal of Villainy, so please don't ask me why they look different than they did in BG2. The book was written by Bioware alumni, so I'm going with it.

    Save and load after purchasing Aylin, Emperor, or Owlbear. The game doesn't seem to see their purchase lists to know they should be respawned until after you load a save with them purchased.

    Version 1.0.3.20 of ATTSpells is required for the 2.1.2.4 update.

    Also: Patch 7 is required for ATTSpells, which is a required dependency for this mod.


    All balancing is done with the assumption of a game that doesn't have difficulty mods. If you want hard encounters to be paced more, use Bias: Balanced (recommended) or even Bias: Low Tier. If you want new monsters to come out at a slower rate in general, turn off Challenge Mode.

    Rules Modifier Lexicon:

    Challenge Mode:

    • Increases Encounter Budget, so more enemies spawn per encounter
    • Decreases thresholds between monster tiers, so higher-tier monsters appear earlier in a run
    • Increase rate of monster stat scaling by about 1.3x (before the tier-based modifier is applied)
    Bias:

    • Bias Balanced: The "normal" enemy selection function, where a good spread of high and low tier monsters is selected. I generally recommend this.
    • Bias High Tier: The function that heavily weights the selection algorithm to spawn the highest-tier monsters possible at that point in the run, resulting in much fewer but more powerful monsters. This can easily result in very swingy encounters where the player either immediately dominates or is immediately destroyed.
    • Bias Low Tier: The function that heavily weights the selection algorithm to spawn low-tier monsters. Results in high round-counts, as low-tier monsters consume very little of the encounter budget and there is a limit to how many monsters can be included in a single round.
  2. celerev
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    Something that wasn't obvious to me before: If you're using lots of summons, it's extremely easy to eat the entire 20 second timeout on AI turns just by provoking their Legendary Actions with Opportunity Attacks.

    This is a massive problem for essentially every Legendary creature that gets worse and worse as a run progresses. If anyone knows of a way to extend the failsafe timer, please let me know, because Larian's default is not compatible with Trials.

    What's weird is that this is not a problem of my creation. This could be happening in the base game as early as the Gith Inquisitor.

    --

    I just had an unfortunate idea.

    Unfortunate in the sense that it's extremely difficult to implement but theoretically possible, and that I suddenly want to do it. I'm fairly confident I could put a "Dungeon Master mode" into Trials multiplayer, where one player directly controls the monsters and the other players are the adventuring party as usual.

    I'm not exactly sure what the use case would be. Maybe a group of optimizing players would want to fight really strategic monsters, or maybe they'd just enjoy getting to mess around with monster abilities, but I can imagine it being fun. 
  3. c0latrix
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    Hi! I've had a great time playing your version of the mod after playing the first one when it was new. I play with challenge mode on and high tier bias, and though I was barely able to flee with one party member alive the first time I encountered him, the lvl 27 superboss wasn't as intimidating as I anticipated. I'm a decent player and I could handle him fairly easily on the second attempt with a level 14 party. Have you thought about adding in another superboss that would be a real challenge even for level 20 parties?

    Additionally, when I got to around level 17 and 190 roguescore, almost every encounter's only real threat was Zariel, Mephistopheles, The Ravager or a combination of the three. Which felt repetitive.

    I offer this criticism with absolutely no ideas about how to improve the mod, you've done a great job so far and your dedication to keep updating it seems genuine, so I'm grateful for your hard work, and am placing my faith in you to improve it further, godspeed.
    1. celerev
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      You're familiar with D&D, right? Even in tabletop, but exponentially more in BG3, the difference between an optimized and unoptimized level 12 party is heaven and earth, let alone 14, 17, 20. Add in Ancient Mega Pack or some other class/item mods, and there's way too much crazy stuff that a player is capable of for anyone to reasonably balance it for everyone. I've seen players who think Ravager is impossible and some who burst it down so fast they don't realize what Ravager can even do. (Part of that might have been because of bugs that caused it to skip its turn, but I digress). I've done what I can to hit the sweet spot of challenging a large portion of players radiating out from the center of the scale.

      There's a reason Challenge Mode can throw out monsters with 9th-level spells as early as character level 8 or 9, but it sort of runs headfirst against your next point. The main way I can enforce universal difficulty is by allowing harder monsters to appear earlier and earlier, causing you to get familiar with them even sooner.

      almost every encounter's only real threat was Zariel, Mephistopheles, The Ravager or a combination of the three
      And Bias: High Tier is ensuring they show up almost every time. Counterintuitively, Bias: Balanced would allow the exponentially increasing stat scaling modifier to start really showing through on basic mobs, allowing them to serve the purpose of cannon fodder a bit better. But yes, you reach a point, especially if you're buying Mind Flayer Form/God of Ambition that you can't reasonably lose.

      Hell, Mind Flayer Form, Globe of Invulnerability, and Prone Immunity are all it takes to win in perpetuity, just because of how those mechanics are designed. Nothing can stop that combination of three things, ever.

      Will I make more bosses? Sure, when I feel like it, when I have an idea, but I've been a DM long enough to know that making a boss that "challenges level 20 parties" is a literally impossible task. Every level 20 party is personalized.
  4. kodeman99
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    This is awesome, thank you for making it.
  5. GBlackcat66
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    hey, I haven't tried this mod yet but I did try the og one, I just have a question about this mod. I know it's probably a dumb question and most likely because it's too big or it just messes with the game too much to me on there, but why is this not on the official mod manager in bg3? I'm just wondering is all :] 
    1. celerev
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      Mods that require the Script Extender, that is, mods that rely on the Lua scripting language, cannot be submitted to mod.io. Trials is essentially an entire Lua application running inside of Baldur's Gate 3 with numerous modules and server/client functionality (as in multiplayer, to be clear. the only communication is between the host and other players).

      Porting it to Osiris is nigh-impossible, especially with imported Lua libraries to extend its functionality. You can look at the git repo if you'd like to see for yourself.
    2. GBlackcat66
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      huh neat, thank you for telling m8 :]
  6. jjohnson10
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    What does

    Error while dispatching user function call: [string "CombatMod/CombatMod/ModActive/Client/GUI/Comp..."]:274: IMGUI object no longer exists
    stack traceback:
            [C++ Code]: in metamethod '__newindex'
            CombatMod/CombatMod/ModActive/Client/GUI/Components.lua:274: in upvalue 'changePage'
            CombatMod/CombatMod/ModActive/Client/GUI/Components.lua:309: in function <CombatMod/CombatMod/ModActive/Client/GUI/Components.lua:302>
            [C++ Code]: in ?
    Error while dispatching user function call: [string "CombatMod/CombatMod/ModActive/Client/GUI/Comp..."]:274: IMGUI object no longer exists
    stack traceback:
            [C++ Code]: in metamethod '__newindex'
            CombatMod/CombatMod/ModActive/Client/GUI/Components.lua:274: in upvalue 'changePage'
            CombatMod/CombatMod/ModActive/Client/GUI/Components.lua:309: in function <CombatMod/CombatMod/ModActive/Client/GUI/Components.lua:302>
            [C++ Code]: in ?
    Error while dispatching user function call: [string "CombatMod/CombatMod/ModActive/Client/GUI/Comp..."]:274: IMGUI object no longer exists
    stack traceback:
            [C++ Code]: in metamethod '__newindex'
            CombatMod/CombatMod/ModActive/Client/GUI/Components.lua:274: in upvalue 'changePage'
            CombatMod/CombatMod/ModActive/Client/GUI/Components.lua:293: in function <CombatMod/CombatMod/ModActive/Client/GUI/Components.lua:286>
            [C++ Code]: in ?

    mean? What's the fix for it?
    1. celerev
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      What it says, essentially. You somehow glitched the menu, and the index of the page you were on no longer existed. The solution, I imagine, is to not repeat whatever you did. At least unless your version is old enough to have the unstable encounter generation bug, which would be out of your hands.

      If you're not experiencing any problems because of this error message, then you can go on as usual. If your mod has broken or locked up, I'd go back to the main menu and load a save file.

      Speaking of versions, Nexus is reporting to me that you are on version 2.1.1.0. There has been quite a few bug fixes since then, I would highly recommend updating.
    2. jjohnson10
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      Damn, I didn't expect a response that quickly.

      I don't know what I did; I just started a new run and after hiring my guys I pressed the start button under scenarios. This happened during my last run as well, though it resolved itself after a few save/load cycles. For a little more context, the radio buttons to select run bias disappear upon loading.

      I just updated both ATTSpells and ToTR and made sure my ToT was below ATTSpells, but nothing changed.

      EDIT: I simply started the run before accepting the auto-prompt, which seems to avoid the error message entirely.
  7. hever50
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    Playing this mod makes me wish some of the enemies you made were in the base game. As amazing as BG3 is, they recycle too many enemies and encounters start feeling the same. Anyway great mod!
  8. Deciver
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    I launch the arena at any level. The enemies are immune to all types of damage. Why is that?  Help Please !
    1. celerev
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      Only Roguelike mode is supported in the current patch.
    2. Deciver
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      Thank you. When can we expect support for all modes?
    3. celerev
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      At the moment, I don't know. The Roguelike mode is the primary purpose of the mod, so all of my recent focus has been on polishing it. Before the next patch, I'll at least investigate what is needed to fix the manual encounter arena without breaking other functions, but I'm not going to make any promises.
    4. Deciver
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      Thank you for your quick reply. I will wait.
    5. celerev
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      I was able to find a clean enough solution for 2.1.2.3. Manual encounters should work now.
    6. Deciver
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      Thank you! That's what I needed! You are the best!!!
  9. purerussianvodka
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    Hey, im back again and ive been playing the mod. I would like to suggest a couple things that would benefit people who play with content adding mods. before I start with any suggestions here is my settings and additional mods that influence gameplay. 

    Settings
    Challenge mode is on
    scaling is set to 35 (original is 30)
    2x XP gain (original is 3x)
    honor mode

    Playing with 
    Ancient mega pack (adds a TON of extra equitable items)



    1. The ability to exchange a set amount of items in exchange for another. let me go into detail a bit incase this is worded poorly
    issue: In most of my runs I end up with an stupid amount of uncommon/rares and very few are usable for me.

    fix?: The ability to exchange 5 uncommon's for 1 rare. Or A feature to exchange 5 uncommon's for 2 uncommon's. what this does is pretty much rerolls items.


    2. A way to stop the mod ui from constantly popping up after a battle.


    3. Picking up materials after a battle. 
    Not sure if I'm crazy or not but most of the time, food/ potion supplies are not auto picked up after a battle.


    4. Adding dates to the change log would be helpful 

    Question

    also, does resting make the game easier for a while, i swear that I'm noticing after I long rest everything gets way easier for a while.


    Thank you for your time.
    1. celerev
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      The ability to exchange 5 uncommon's for 1 rare. Or A feature to exchange 5 uncommon's for 2 uncommon's. what this does is pretty much rerolls items.
      I appreciate the idea, but I am reluctant to significantly change item balance. The current drop rates and rarity rates are set so that you will get enough useful items overall. I may introduce some kind of vendor or trade system in the future, and I'll keep this in mind.
      2. A way to stop the mod ui from constantly popping up after a battle.
      This is an option in the config menu. If I recall, it is named "Auto Toggle".
      Not sure if I'm crazy or not but most of the time, food/ potion supplies are not auto picked up after a battle.
      The auto-pickup is tracking loot by the reward system that is spawning it. So things like food that drops from an enemy's corpse or thrown weapons lying on the ground, those are not automatically grabbed because they're not in the reward system table. In the future, I may find a clean way to track all items, but that's a technical matter to figure and test.

      At the moment, I can tell you the auto-pickup is just for the loot that spawns at the end of the battle, including Perfect Clear loot.
      4. Adding dates to the change log would be helpful
      In Nexus? I have never seen this done for a mod in Nexus, probably because it would be manual and redundant. The version number corresponds to a file that was uploaded, which is dated. The commit history is also in the git repo linked on the main page.

      Sorry, but I'm unlikely to do this. You can tell if there are updates based on the mod's version number itself, which is displayed in BG3 Mod Manager and Nexus.
      also, does resting make the game easier for a while, i swear that I'm noticing after I long rest everything gets way easier for a while.
      Trials generates the next encounter immediately as you return to camp, before you decide if you will rest. Trials also does not change anything based on recent rests. This would just be luck.
    2. purerussianvodka
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      Thanks for the quick reply and answering all my questions!
  10. Lastid
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    Hello again!
    Today I encountered something really funny—the Cow Level from Diablo. It happened on the map with Sarevok's Throne Room. In total, over 20 bulls(only them) spawned for us in just 3-4 turns. Is this an Easter egg, or was this just pure coincidence?
    1. celerev
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      The cow level is a secret easter egg, yes. It has an astronomically low chance of happening; you may be the first to ever see it.
    2. Lastid
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      We even thought that after killing the last bull, all the blood from its corpse would gather in one place and an uber-boss would appear :D
    3. KadavaGHG
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      @Celerev how low are we talking? :O

      My friend and I saw it on one of our first runs in this mod back in December and we were so confused haha. Awesome little easter egg


      https://pasteboard.co/xMXspbyK8FiT.png
    4. celerev
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      Checking now, not as low as I thought. I was remembering 1 in 100000 each time you begin a new battle, but it seems to be just 1 in 1000.

      Clearly this is design space I can fill with an even-more-secret level.
    5. DedyDark23
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      I find those "thematic encounters" interesting. Maybe a level with only goblins, or a aberration invasion, maybe even a dragonstorm. Its cool when something different like this happen to keep us in our toes.
  11. WitchAmy
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    Small question - Does the Dream Guardian enemy inherit the custom appearance that you give them during character creation?
    1. celerev
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      Technically, no version of the Dream Guardian does. The base game behavior is to check the race/gender combination you chose in character creation and then assign the pre-made appearance for that combination.

      For simplicity's sake, I just grabbed some of the pre-made appearances.
    2. WitchAmy
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      Damn, hopefully that gets fixed in patch 8 then
  12. nemid
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    I was curious if there is data for what level, more or less, the player's party should be at each roguescore threshold?

    Also, at what roguescore approximately can the "Final Boss" begin to spawn?
    1. celerev
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      I have only really played Challenge Mode with standard parties, so players have to be my dataset for anything else. I would like the average party to be around levels 10-12 when they reach 150 RogueScore. Level-ups from that point will ramp up because the monsters from the Legendary tier and above give massive amounts of EXP, but the party needs to be able to survive their first spell.

      On that note, anyone who starts Regular mode runs in 2.1.1.0, I would appreciate if you let me know at what RogueScore you hit levels 5, 10, and 15, and what the size of your party is. Trials divides EXP gained across the number of party members, like how EXP Share worked in older generations of Pokemon.

      The earliest possible opportunity the divine-tier can spawn in Regular mode is 200 RogueScore, and in Challenge mode it is 150 RogueScore. However, because of how the encounter budget is designed, a late-tier monster is not likely to spawn as soon as it is capable of appearing unless Bias: High-Tier is being used.
    2. nemid
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      I see I see. I've been looking into using higher EXP multipliers (because I like to see the higher levels and don't have that much time to play anymore) with Challenge mode active, but I've definitely been feeling a touch overleveled. Do the encounters take into consideration your level and roguescore, or only roguescore? I shudder to think of how some of the more difficult encounters I've had would have gone with a much weaker party...

      Next time I play, I'll play a Regular mode run with the regular config values. Any particular requests for helpful data? Should I not do new game+ (double roguescore and exp as well as some starting levels), should I or should I not buy the +1000 exps, etc.

      I didn't know about the Experience being evenly shared like that. I always go for the classic 4-man party, but now you've got me curious to try a smaller party too...
    3. celerev
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      Enemy choice is based purely on RogueScore and whether or not you're in Challenge Mode, unless for some reason you have never levelled up. If you are level 1, the game only spawns low-tier monsters as a sanity check. So in practice, enemy choice is based purely on RogueScore and whether or not you're in Challenge Mode.

      Nothing is balanced around the New Game+ stuff, so it wouldn't be useful data if you're aiming to give feedback. All other purchases are fair game.

      And generally speaking, Challenge Mode is not intended to be fair. It's meant to be a, Slay the Spire Ascension 20, Hades Hell Mode, etc. sort of experience. For gambling addicts like me.

      So if you want a "standard" experience, Regular mode with the default configuration is designed to be that.

      The way party-size scaling is currently handled is rather awkward, honestly. It messes with a number of functions in ways that I don't think actually translates to a similar level of difficulty across different party sizes. I plan on reworking in that in the future, but it's a large undertaking I haven't had time for.
    4. ScavengerFive
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      I saw this a bit too lats, so I cannot tell you exactly what RogueScore I had when I reached Level 5. My earliest save is a bit afterwards (maybe one or two combats in).

      Early Level 5: 40
      Level 10: 84
      Level 15: 150

      I am running Regular low-tier with a duo with Version 2.1.2.0.

      Edit: That save may actually be right after I leveled up to 5 because I noticed excess XP shows after the leveling screen, and I have a habit of saving before and after level ups.

      Edit 2: If it helps, I was RogueScore 198 when I just hit Level 20.