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Version 11 released


DavidW

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Version 11 of Sword Coast Stratagems II is now out. There's almost no new content in this one: it's a translation update, and a fix for various bugs that crept into version 10. Here's the changelist:

 

Updated French translation (courtesy Mornagest)

Updated Italian translation (courtesy Stoneangel)

Updated German translation (courtesy Leonardo Watson)

Included Vithal in "smarter mages", and made him less likely to be killed by the elementals

Standardised the power of nabassu claws so they all count as magic weapons

"Chan" (elemental prince) now gets his blade barrier included in the "blade barriers don't hurt own side" component

"improved minor encounters" now fixes the vanilla-game oddity where lava in the fire giant temple is flagged as a L1 spell

Fixed typo that was preventing "move the cloak of mirroring" and the Tactics Improved Sahuagin component from installing together

The "no burnthru" beholder component should now install correctly

Fixed a compatibility problem between "improved Faldorn" and "improved shapeshifting"

The "thrall" mage in the mind flayer sewer lair now gets a script (I think this is a vanilla bug, actually)

A couple of priests whose help scripts weren't firing should now call for and respond to help correctly

The Twisted Rune now move forward correctly if off-screen

Fixed vanilla-game bug where hive mother CSW bypassed MR

The drow priestesses called "165" are now correctly named

Fixed a typo that was preventing the drow city guardians from turning up

Hindra Jaellet now gets access to SCSII priest scripting

Fixed a bug whereby Nyalee sometimes produced non-hostile clones of the party

Flaming skulls no longer damage each other on exploding

Drow and other naturally magic-resistant priests no longer cast Magic Resistance

Dragon weapons are REALLY all now +4 or better

Fixed a bug that prevented "lose items in Spellhold" correctly allowing for TweakPack containers (thanks, Ardanis)

Bone Fiend weapons now correctly flagged as magical (vanilla-game issue)

NPC versions of shapeshift tokens now correctly flagged as magical

Talon Knights now get the new priest scripts

Fixed a bug that was preventing Azamantes and a few other mages from using contingencies and prebuffs

Corrected a glitch in the general AI which, in rare cases, might cause enemies not to go hostile when attacked

Removed a couple of (harmless) warnings when Tactics and Ascension are installed with some SCSII components

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Guest deducter

If I have v10 of SCSII installed, do I have to completely uninstall v10, or can I just extract the files to my Baldur's Gate II folder and reinstall the components to update to v11?

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If I have v10 of SCSII installed, do I have to completely uninstall v10, or can I just extract the files to my Baldur's Gate II folder and reinstall the components to update to v11?
My advice would be not to uninstall or reinstall anything, but to skip the already installed components completely with [N] and then install just the new components, especially if you have already ran the game and will use a save. Of course this might not be the optimal solution for the AI enhancement...
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If I have v10 of SCSII installed, do I have to completely uninstall v10, or can I just extract the files to my Baldur's Gate II folder and reinstall the components to update to v11?
My advice would be not to uninstall or reinstall anything, but to skip the already installed components completely with [N] and then install just the new components, especially if you have already ran the game and will use a save. Of course this might not be the optimal solution for the AI enhancement...

 

PLEASE don't do this. If you want to upgrade to v11 at all, you need to let it reinstall v10 components.

 

(And there aren't any new components in v11, it's pure bugfix and optimisation.)

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