The Golems of Amgarrak is certainly not the favourite DLC of mine. But I decided to tweak at least one thing I disliked very much about it - the almost impossible situation where we encounter six golems in a treasure room, four of them of the boss rank, hurling stones at the player the moment they see our party.
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DLC name
The Golems of Amgarrak
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Changelogs
Version 1.1
- Maintenance: I discovered some placeables were missing in the .are file. A general maintenance was carried out - all should be working now. - Quiet Footsteps added for the large creature companions in the expansion. Shale also included for the main campaign.
The DLC, Golems of Amgarrak, is known for its weird difficulty level, no control over our party composition, and utilising a 'challenge' over role-playing approach, unlike the main campaign. The setting is intriguing though, a pity we got more unbalanced fights instead of even more lore, dialogues and decisions to make. But it's manageable, although one decision is not - the room I mention above, six golems, four boss-level, throwing the stones and not giving the player any reasonable chance to even place our party members once the room is opened.
When one isn't a mage character, it's nearly impossible to fight six golems at once, considering we don't even have a party mage, the Runic Golem, though interesting in design, leaves much to be desired in that regard.
That's what I did to make it at least somehow fairer:
The Golem Room
1) The four boss ranked Steel Golems have their rank changed from "boss" to "lieutenant". The two Stone Golems: from "lieutenant" to "normal".
2) I disabled the "Hurl" talent of the Steel Golems. But I left it for the stone golems - they are of a weaker rank, so it's fair they have that additional talent to use against our party. It's less irritating this way, getting hit one by one by SIX thrown rocks isn't fun in any category.
The other encounters are weirdly balanced as well, although I'm sure a high level Warden can deal with them, the final fight also isn't optimal, but there are some tricks we can use (e.g. the levers against the overpowered skeletons). But if you wish me to do something about those, I can do it.
Quiet Footsteps (Snug, Runic Golem, Shale for the main campaign)
Have you felt the footsteps of the good boy Snug the Bronto and Runic Golem were too loud? One doesn't hear the ambient music with those two running around. Now their footsteps will be much quieter, additionally, I applied it also for Shale in the main campaign.
The mod should be installed before entering the Amgarrak Thaig for the first time, for the Golem Room files to work. Quiet Footsteps work at any time.