Brawl - Real Time Combat
**This is a beta testing build. It is playable but not thoroughly tested yet!**The companion and enemy AI has been completely overhauled for version 0.6:
Version 0.6 adds a setting for the AI's turn length, which you can use to tune the pace of your game. By default, it's set to 6 seconds. (For reference, the campaign fights in the above video are all at 6 seconds. The Trials of Tav fight in the video has the AI turn length set to 3 seconds.) Version 0.6.4 also adds a new setting, "Fully Automated Brawls" -- if you check this box, the AI will take control of your active character during fights, so you can just sit back and watch the chaos unfold.
**Version 0.6.3 adds (experimental) enhanced support for gamepads/controllers.**There are two main features:
First, any of the buttons on the top of the controller (right and left trigger, right and left shoulder button) will automatically pause if used during a fight. You exit pause thru the right-trigger menu as usual.
Second, several of the buttons on the controller have been mapped onto the hotkeys assigned to the "Custom" hotbar in the normal (keyboard-and-mouse) UI:
A: 1
B: 2
X: 3
Y: 4
RightStick: 5
Pressing one of these buttons during a fight (when not paused) will cause you to use that ability/spell/attack either on yourself (if it's a buff or a heal) or on the nearest enemy. If you want to target a different enemy, you can use the right/left buttons on the D-Pad to switch between targets. (This will ping your new target so you know what you're aiming at.) I very much would like to hear feedback on this from users. Should it only include targets that you have line-of-sight to? Should it preferentially target enemies standing in front of your character? Is the ping effect visible enough?
Note: using abilities with the new controller bindings should consume resources as usual (spell points etc) but the resource-accounting code is not rigorously tested yet. Please let me know if it seems to not be using resources, using the wrong resources, etc. Same thing for the D-Pad target-switching; please let me know if you have problems with it, suggestions, etc. (One thing I'm aware of is that it deducts resources when you press the button instead of when the ability actually triggers, so you can end up spending resources accidentally / even if your target is dead -- this will be fixed in the next patch.)
Brawl works well in single and multiplayer with Trials of Tav (roguelike mod):
It pairs nicely with the health-buffing options in Combat Extender:
I'm working on getting this mod working properly in the main BG3 campaign. If you encounter a campaign fight where the mod doesn't seem to work right, you can always press F9 to drop back into normal turn-based mode for that fight, then switch back to real time after!
Brawl has an MCM menu with toggles for both Brawl itself, as well as the companion AI.
-
If you toggle Brawl off (in the menu, or by using default hotkey F9), it will simply drop you back into turn-based combat. If you toggle Brawl back on, the brawling will resume. This can be done before or during a fight (or even multiple times during the same fight, if you're having trouble deciding).
-
If you toggle the companion AI off (in the menu, or by using default hotkey F11), the party members you're not actively controlling will simply stand there, awaiting your instructions. The companion AI toggle has no effect if Brawl itself is toggled off.
If you don't have MCM installed, then you can only toggle Brawl and the companion AI on and off using the default hotkeys (F9 and F11).
Source code on Github: https://github.com/tinybike/Brawl