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The 2nd most notable feature of SoT (the first being random encounters) is that it will also bolster enemy encounters that are
already placed in the game. Forts and dungeons will now be bolstered by having new enemies added.
(It never made since for 4 bandits to be able to hold a fort on their own.)
Also if you are engaged in a battle and are unable to defeat the opposition in a timely manner,
reinforcements will come along to aid the opposing army.
On top of all of that, vanilla spawns have a chance to be cloned too so as to create an even greater threat.
There are increased spawns both when walking on the surface and in dungeons.
This part of the mod is not like the other modules, in that it does not itself spawn the initial npcs you meet.
It selectively clones them instead. So, if a dungeon normally has one lonely skeleton, you may find 2, or 3, or 4, or 5
depending on what settings you selected. If you are in a fight and it takes a long time,
you may be notified that "Reinforcements Arrive" (enemy backup).
If you have not yet started combat, you will see "Enemies are Nearby".
Stealthy characters are able to customize this feature (module) to accommodate their play style.
Once a player sets his level of detection within the MCM menu, there will be no increased
spawns until that level of detection is reached. So as long as you do not blow your cover,
You will not have to deal with increased spawns. But if you do, watch out!
This feature starts disabled, use MCM to enable it. There are four detection stages you can
choose :
A) Level 0 - feature disabled, increased spawns allowed always
B) Level 1 - player hit 1 to 3 times, then spawns allowed
C) Level 2 - payer hit 4 to 6 times, then spawns allowed
D) Level 3 - payer hit 7 times or more, then pawns allowed
Each time a player enters a new area, a level is decreased,
increasing stealth.
Unique to SoT is the ability to toggle on/off "on-the-fly" (via MCM menu) an increased enemy population throughout dungeons.
Toggling the feature on will instantly add very carefully placed lore-friendly enemy NPCs to further satisfy your masochistic desires.
If you do not want the extra enemies on top of the onslaught that you'll already be facing,
then simply toggle the feature off.
A unique feature of SoT's Increased Enemy Population module is that it can create "waves" of enemies.
(Because just simply adding more isn't enough!)
Certain key NPCs of the Increased Enemy are "trigger" NPCs.
This means that once slain, they will unlock hidden NPCs that will now come after you to avenge their
fallen comrade. Further, out of these new NPCs, one of them may be a "trigger" as well.
By adding more enemy NPCs along with certain trigger NPCs, SoT manages to make forts and towers a worthy battle now.
Careful thought and planning will now be required to take over said area--just as it should be.
Once you successfully fight off all the enemy, you will in fact feel accomplished.
For even more dungeon spawns, please consider using this alongside our Genesis mod.