Yeah, I must agree, the new tactical mode is pants – but it at least forced me to abandon it, reroll as a custom ‘The Black Prince’ with the warrior voice (to counter the let down that is the The Red Ponce). It’s rushed, which is expected, given everything else they had to do. This is strictly a WIP, as I see it. The enemies have just been turned into the equivalent of bullet sponges, which was just getting really boring as the game went on.
So it’s idea time. Personally, I’m in favour of keeping classic-mode stats on enemies, but adding something imaginative that genuinely makes the combat more tactical, rather just more chore-like. I’m a big fan of random events to take care of this. I also think it would be cool if tactical mode introduced a new enemy faction whose motives run parallel to the main story.
One thing that is easy to do is drop the boost stats to armor/damage/hp and give the NPC more AP something like +2 - +4 to start and/or turn AP. That gives them the ability to use more skills per round for something different vs classic. But they aren't meat mountains as someone said and your game still feels good against them.
So the same idea I shared with the txt files, just add in the AP field names instead.
I do assume AI has a tree of skills they can use, so more AP will make them use greater skills potentially. Boom better AI!:)