DavidW Posted September 18, 2009 Share Posted September 18, 2009 Version 10 of Sword Coast Stratagems is now out. The component structure is slightly changed from version 9, so if you've already got v9 installed it's safest to uninstall completely and then install v10. (You should be able to do this mid-game). People who've been trying the beta version should just be able to reinstall normally. Version 10 fixes all the bugs and compatibility issues I'm currently aware of. In particular, NPC potions should now work correctly and not clutter your characters' inventories with undroppable items; compatibility with SR should now be much smoother; thieves no longer hide in full view of your invisible PC; the yellow dragon armour now correctly blocks thieving. The mod has also been somewhat streamlined, cutting down lag time on entering new areas, and has a new German translation. New components in v3: There's now an SCSII version of the "revised shapeshifting" component from SCS. Irenicus's dungeon has been made slightly harder, in a low-key way. By request, I've added an SCSII remix of the "Improved Irenicus" battle from Tactics. The clones Irenicus summons in Spellhold have been improved. The teleport maze in Watcher's Keep now can be randomised to one of three different layouts. Several new spell and item tweaks are available. Taimon's EXE hacks to fix Mirror Image and Dispel Magic are included. Two new components increase the scope of the Cowled Wizards' ban on magic to most above-ground areas in Athkatla, and allow you to increase the price of the licence they sell you. A set of components lets you choose, stronghold by stronghold, which strongholds your PC will have access to. The "remove arrows of dispelling from stores" section of Improved Minor Encounters is now a component in its own right. An item randomizer has been added (I wrote this before I knew Wisp was working on one too; to be honest, his is probably better and more carefully tested.) "Detectable Spells" has been split into two components for the benefit of players who don't want the AI to detect their items (this is an advanced-users-only option). Highlights of the improvements to existing content in v10: Mage and priest spell use has been significantly revised: they should use a wider variety of spell now, and most mages have been assigned a speciality. Mage and priest levels have been revised, for the benefit of everyone who hated thirty-fifth level liches Adalon and Fll'yissetat are now included in the "Smarter Dragons" component, so it now includes all dragons. Dragon AI has been optimised a bit. Demiliches now get more easy use of their "Trap the Soul" gaze: they can use it as well as, rather than instead of, spellcasting. Improved Random Encounters has been mildly toned down, and repetitions have been removed from it: you should meet a given party once only. New German translation, courtesy of Leonardo Watson Link to comment
Salk Posted September 18, 2009 Share Posted September 18, 2009 Good work, DavidW! Thanks! Link to comment
Drelnza Posted September 19, 2009 Share Posted September 19, 2009 Brilliant news thank you very much David, I will be trying this ASAP! YOU ARE A STAR :-) Link to comment
Guest Shagar Posted September 19, 2009 Share Posted September 19, 2009 Thanks and congratulations, DavidW. Every time a new version of SCS/SCS II is released, it vastly improves the game. Link to comment
Shaitan Posted September 19, 2009 Share Posted September 19, 2009 Thanks and congratulations, DavidW. Every time a new version of SCS/SCS II is released, it vastly improves the game. Indeed Link to comment
SirLancelot Posted September 20, 2009 Share Posted September 20, 2009 Congratulations for the new release. From the readme version history: Under-the-hood change: the core melee and ranged-combat scripts now get new names rather than using the default names (WTASIGHT and WTARSGT). This should lead to various small smoothings - notably, it ought to stop joinables getting potions Does it means that the third party mods that don't have custom scripts and use original BG2 ones are not benefited from SCS anymore? Link to comment
dreamer2007 Posted September 21, 2009 Share Posted September 21, 2009 Thanks and congratulations, DavidW. Every time a new version of SCS/SCS II is released, it vastly improves the game. Very true. In fact I will wait for the next BWP version just to have the new SCS version included. Thank you! Link to comment
Jarno Mikkola Posted September 21, 2009 Share Posted September 21, 2009 Under-the-hood change: the core melee and ranged-combat scripts now get new names rather than using the default names (WTASIGHT and WTARSGT). This should lead to various small smoothings - notably, it ought to stop joinables getting potions Does it means that the third party mods that don't have custom scripts and use original BG2 ones are not benefited from SCS anymore? If and only if the enemy is using only those 2 scripts and is not a magic user class... Link to comment
DavidW Posted September 22, 2009 Author Share Posted September 22, 2009 Congratulations for the new release. From the readme version history: Under-the-hood change: the core melee and ranged-combat scripts now get new names rather than using the default names (WTASIGHT and WTARSGT). This should lead to various small smoothings - notably, it ought to stop joinables getting potions Does it means that the third party mods that don't have custom scripts and use original BG2 ones are not benefited from SCS anymore? No, they get their scripts swapped automatically. Link to comment
SirLancelot Posted September 22, 2009 Share Posted September 22, 2009 Congratulations for the new release. From the readme version history: Under-the-hood change: the core melee and ranged-combat scripts now get new names rather than using the default names (WTASIGHT and WTARSGT). This should lead to various small smoothings - notably, it ought to stop joinables getting potions Does it means that the third party mods that don't have custom scripts and use original BG2 ones are not benefited from SCS anymore? No, they get their scripts swapped automatically. Great! Link to comment
SirLancelot Posted September 22, 2009 Share Posted September 22, 2009 Highlights of the improvements to existing content in v10: Mage and priest spell use has been significantly revised: they should use a wider variety of spell now, and most mages have been assigned a speciality. Any highlights? Link to comment
DarkWon Posted October 17, 2009 Share Posted October 17, 2009 Great new options! Thanks for the hard work I especially like the "Cowled Wizards Can Find You Anywhere Mwahahaha" option, and I am looking forward to the new Irenicus fights also Link to comment
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