DavidW Posted February 23, 2010 Share Posted February 23, 2010 Version 13 of Sword Coast Stratagems II has been released. (Don't ask about version 12; my mistake.) There's only a tiny amount of new content; mostly it's bugfixes and optimisations. Here's the changelist: New "smarter" golems component New "standardise dragon immunities" component Minor tweak to Irenicus's Chain Contingency Yaga-Shura's mage lieutenant now fixed at 27th level Remove-stoneskin-colour component renamed to make it more obvious that it affects NPC mages too Beholders only steal items that are actually equipped (they don't rummage through your bag of holding any more) Ettercaps now call for help Beholders and beholder-kin now react better to offscreen area-effect spells Mages of 16th-17th level defend themselves slightly more efficiently if buffing option 2 installed Modified priest Turn Undead (they now use the real power instead of faking it) The AI now avoids using Teleport Field in the Spellhold final battle and the Sahuagin city (both caused some placing problems) Slight tweak to the melee block to deal better with situations where all enemies are paralysed - enemies no longer courteously stand about waiting for you to recover Under-the-hood change: slight renumbering of DESIGNATED priest components Breach once again affects liches (previously, the "more consistent breach" component wasn't working if Smarter Mages was installed) Modify-mantle component now correctly changes the descriptions on scrolls The meteor swarm trap in Kiser's house no longer crashes the game The "get access to cleric stronghold" component now works correctly Enemies with darts and other throwing weapons now use them correctly Shangalar wasn't getting the usual lich see-invisible ability (vanilla-game issue, now changed) Under-the-hood change: when we make new versions of existing spells (e.g., for sequencers), we automatically clone immunity to the new spell for all relevant items, spells and creatures. This should help with compatibility with mods like Divine Remix; it should also avoid problems like mages killing themselves with Skull Trap x3 sequencers Ogre mage in Irenicus's dungeon now gets spells Duergar in improved Irenicus dungeon now get help scripts Mae'var's flunkies more reliably go hostile Meronia now vanishes correctly if the Harper quest is done "Smarter mages" no longer confuses movements of mage apprentices Fixed compatibility issue with Cold Mistress from UB Genie AI tweaked so that player-summoned genies don't attack player Simyaz' githyanki more reliably go hostile Aphril and Dradeel no longer get contingencies Wanev et al less likely to randomly go hostile in Spellhold battle Beholders and beholder-kin now react better to offscreen area-effect spells Under-the-hood change: slight renumbering of DESIGNATED priest components Mages of 16th-17th level defend themselves slightly more efficiently if buffing option 2 installed Priests now correctly get HLAs allocated Priests now say the correct strings when casting Invisibility Purge The Kuo-Toa leader in the underdark now calls for help correctly The drow of House Jae'llat, and the Ghaunadan worshippers, now have proper help scripts The upgraded version of the Ghaunadar mage no longer starts non-hostile Naljer Skal correctly gets allocated spells Vithal no longer goes permanently invisible when he gets damaged Air elemental guardians are no longer affected by their own windstorm BG2 tweakpack bags are really now correctly allowed for by "items taken in spellhold" We were erroneously distributing a copy of autolib.slb, an SSL data file that was sometimes (in effect) causing "enemies detect magic items" to be installed against users' wishes Avoided a possible clash with other mods by replacing the Abishai in Diathya's group in a more compatibility-friendly way Item redistributor no longer prevents the d'Arnise keep golems from going hostile Added compatibility with Demivrgvs' and Mike1072's Item Revisions Added code by Ardanis to ensure Rods of Resurrection don't start off uncharged The Wave Halberd once again kills efreeti. (Actually, it kills all lawful-evil genies, which works out as the same thing; this is a non-ideal hack to get around a limitation in the engine) Phase spiders hopefully no longer jump to dead opponents Giant spiders use their webs a little less frequently Link to comment
DrAzTiK Posted February 23, 2010 Share Posted February 23, 2010 New "smarter" golems component Link to comment
Guest Fennek Posted February 23, 2010 Share Posted February 23, 2010 Congratulations! I think SCSII is almost perfect now (and the best AI mod anyway...) Regarding BP, component 0 (AI): Did you change anything to make SCSII compatibel again? Link to comment
DavidW Posted February 23, 2010 Author Share Posted February 23, 2010 Congratulations!I think SCSII is almost perfect now (and the best AI mod anyway...) Regarding BP, component 0 (AI): Did you change anything to make SCSII compatibel again? Nope, sorry. I'm far too unfamiliar with BP, and compatibility between different AI mods is delicate at best anyway. If someone gave me detailed instructions I might follow them, but I don't really have time for detailed research of my own. Link to comment
Guest Guest_Loz_* Posted February 24, 2010 Share Posted February 24, 2010 Did the disruption immunity component for some undead not make it? Link to comment
DavidW Posted February 24, 2010 Author Share Posted February 24, 2010 Did the disruption immunity component for some undead not make it? Nope. No deep reason, I just forgot. Sorry; maybe next time. Link to comment
Guest N-ghost Posted April 4, 2010 Share Posted April 4, 2010 Heya. Maybe someone has asked this already, but, 'Smarter golems' component should be stackable with Tactics analogy, yes? There's no word about this in readme, except the old note about what-you-should-and-what-you-should-not-install-from-Tactics from times when there was no such component at all. Link to comment
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