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If initiative is 2 times greater, will there be two turns?
However then you realise that your entire team has been building wits and initiative and all go first. Which seems great...until your against like 10 enemies who then all get to have their turns. Not an issue with the mod of course! Just something that changes the game play :) (if you remember to enable it)
Now I have seen there was a Dice Roll mod to roll your initiative, which sounds great and could work well with this mod. I can't seem to find it but also even if I did, I've already levelled wits so...but hey-ho I guess I could respec haha
Anyway just an update of - mod works, does what it says
As they've said, the Script Extender has been updated to v57 now, which contains the fix for turn order shenanigans. This mod should be working again now as intended
As far as I know, it is/was impossible to get initiative over Alice Alisceon, Redeka, Djinn, "Doctor Daeva", and several other enemies regardless of how much you put in wits. It incentivises you to use cheese tactics like Five Star Diner and Res all potions and Nimble Tumble -- like a cheese arms race.
That's what I want fixed above all.
Also, lol at the dude who got butthurt and blamed a mod when it's his own fault for not adjusting his build priorities. And in regards to some enemies suddenly moving up in turn order...you do realize you can temporarily raise your wits mid-battle, right? Wits increases initiative which may modify the turn order.
My party got TPK'd in the act 2 red prince lizard ambush, on round 1 without getting to do anything.
Certain enemy types (shadow snipers and assassins from the red prince stuff) get a base of THIRTY initiative. This mean that they will always, every single time, all attack first.
So yeah, certain encountersjust become an order of magnitude harder with this mod. I don't blame this mod for it though, I blame Larian for giving enemies ridiculous initiative to force them to go first.