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                           | Enhanced Creatures Alpha 8 |
                           \----------------------------/
                         
                            Arnaud <aigleborgne@yahoo.fr>


		Table of Contents
		~~~~~~~~~~~~~~~~~
I. 	About
II. 	Installation
III.    Features
IV.	Bugs
V.	Thanks & Credits
VI.	Changes

		Section I. About
		~~~~~~~~~~~~~~~~

I have played Baldur's Gate so many times that I know nearly everything about it.
Although I like it a lot, I find it so easy that after a while, only some encounters remain quite difficult (depending of my party of course).

I really like to play with the same character the whole Baldur's Gate trilogy.
Baldur's gate 2 & TOB are fully loaded of mods. 
One of them I like a lot is Tactics (except Illych module...)
Most changes are logical to me, and many inconsistencies are corrected.

Looking into several random creatures show me that most of them were given a little if no love.
So I have started this project, overlooking all .cre files and all fighting scripts.



		Section II. Installation
		~~~~~~~~~~~~~~~~~~~~~~~~

You need to install first:

BG1 TuTu v0.4/BG1 TuTu v0.6 Beta
TuTufix V15 or higher
Throne of Bhaal
Baldurdash FixPacks

Extract the main archive into your BGII main directory. This is normally:
Run (click on) "Setup-Enhanced_Creatures". 

You need to start a new game to take advantage of anything you
installed.


		Section III. Enhanced Creatures
		~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Numbers that were modify to match true values:

- maximum hit point, not a big change since most creatures already have close to max HP
- experience (given on death), some will give more to better fit their new abilities/scripts
- AC, thac0, saving throws, resistances, proeficiencies
- memorized spells per level, a lot of changes since it was completely screwed originally
- gender, sex, class, alignement

Improvements:

- equipment, trying to match equipment with level
- spellbook, far better selection of spells
- new scripts/AI Boost (including shouts)

Enemies will now use everything they have: potions, wands, etc. 
I have made general scripts for:

- Mage, fighter/mage
- Priest, fighter/priest
- Thief
- Fighter
- Mage/Thief

First thing to note is that creatures will now sleep like you.
To prevent cheesy gaming, they get completely heal themselves after sleeping and casters will get all their spells back, rebuff themselves with long duration spells.
Lvl 7+ mages get back their Minor Sequencer. 
Lvl 12+ mages get back their Contingency.

My scripts still could be improve by far (and maybe I will) but I think they are good enough to provide a challenge.

You can expect:

- better following system, creatures won't easily give up a chase
- cast and attack : after casting a spell, a mage will attack someone, trying to interrupt casters first.
- intelligent targeting system : most difficult thing to code, I've done my best here but still could be better

I have worked on all creature that worth some work. This means all creatures you are not supposed to attack!

For example:

- Albert the little boy, south of Naskhel. If you attack him, he will turn into his true form (Cornugon) and attack the party.
- Shandalar (29th mage). He was given loosy spells but godly resistances. I give him a very good equipment (ToB one), but no cheats or anormal resistances.
Just one cheat to assure his escape (if needed). Although it shouldn't happen because he is supposed to kill most parties under 6 rounds.
But maybe someone can find a way to beat my script, however a level 29 mage should be able to escape a fight against a level 8-9 party!
It's just a matter of sense.
- Most NPC in temple, town... many of them are level 7-12 but nothing to prove it ;) (it's more for chaotic evil players that want to kill everything)

Note that will fix some bugs.
For example, you have to get a spellbook from a mage to heal a young girl. That mage doesn't use his spells, but he did in true BG.

To balance things, I have added many spells to sorcerous sundries. You will find some musthave spells (that your opponents will obviously use too)

I have also made a static experience value for creatures because sometimes a level 8 mage worth 1000, sometimes 4000... No no no !
So I have made an experience table. 
It will usually give more experience for mage and fighter/mage.

Some spells have been altered:

- every temple now have a greater restoration cure spell (as in BG2)
- charm/dominate : duration are doubled. 5 or 8 rounds was ridiculously short... in P&P, minimum duration in one day for 19+ intelligence! So now, charm spells have 1 turn duration, and dominate 16 rounds. I didn't upgrade text description although.
- tanari death gaze : although it is already less powerful than the P&P one, I don't like it. There is an easy counter with arrows of dispelling but these arrows have been removed from the game. New gaze: each round, target will loose 1 level, no save. when target become level 1, it becomes a ghast (save vs death). Note that death gaze is a passive attack, so the tanari might use another spell the same round.

		Section IV. Bugs
		~~~~~~~~~~~~~~~~

Please email me if you find bugs.
Only bugs I can think of are in fighting scripts.



		Section V. Thanks & Credits
		~~~~~~~~~~~~~~~~~~~~~~~~~~~

I have spent countless hours working on this mod but I must give credits and thanks to:

- Salk, main supporter.
- PocketPlane forum for help in scripting, and many others things
- Echon (BG1tutu FotD, for few scripts that gave me some new ideas)
- Cirerrek (BG2 Spell Detection, partially include in this mod)
- Weimer (BG2 Tactics mod, for mage script, which was my initial working start. I also use a modified version of nymph.bcs and shapeshifter's claw)
- aVENGER (Atraits, modified version included in this mod. I added 2 spells: command and greater command)

If I forgot someone, please contact me, I will quickly rectify my error ;)

		Section VI. History
		~~~~~~~~~~~~~~~~~~~

* Enhanced Creatures Alpha 5

- First Public release  

* Enhanced Creatures Alpha 6
  
- Changed name into Enhanced Creatures
- Added new monsters sheets including special abilities and specific scripts
- Fixed few more original game's bugs
- Tweaking to the targeting system
- Cleaned up Readme file

* Enhanced Creatures Alpha 7

- Minor bug fixing
- Minor changes to Skeleton Warrior
- Improved random script for better and more accurate random targeting

* Enhanced Creatures Alpha 8

- Many new monsters added
- Shouts now apply to monsters too (incomplete)
- Some scripting refinements
