For testing, I've just uploaded a release candidate for SCS v32 (now v10) to Github.
Version 32 of SCS is complete and has passed a bunch of install tests (it installs cleanly on unmodded BGEE, BG2EE, SoD, EasyTutu, BGT, and BG2-ToB, and I've done a bit of testing with SR and Ascension). But since it's a fairly substantial revision - the biggest since I merged SCS and SCSII, I think - and since it's built on the v30 codebase, not the v31, I'd like to get a bit more reassurance it's working correctly before I do an 'official' release.
Release Candidate 10 Changelog
Improved NPC management no longer messes up NPC interjections when you change their class
Fixed the crash bug in Diaytha's room
Enemies should use HLAs correctly
WEIDU is now 64-bit
Difficulty widget should now appear properly on non-EE installs
Demiliches are no longer immune to Breach
Fixed an error in the German translation
Fixed various problems caused by Cure Serious Wounds being missing
We now check whether Modmerge is needed
Removed the various DEPRECATED component entries - among other things, this fixes problems with the new cure-wounds component
Planetars should be more obedient and use their spells more intelligently
Fixed various problems with PC-summoned fiends
Smarter Genies should now install correctly on SR installs
Snowball Swarm is now properly blocked by Minor Globe, Rakshasa immunities, et al
Scroll Randomizer now skips the unused 'dancing lights' and 'darkness' scrolls in SoD
The UI-updating code has been refactored - it's much faster, and deals with 3rd-party UI mods better [edit 3/27/19: minor fix to block a bug in this]
Difficulty fine-tune option no longer appears on the gameplay screen when a game is not loaded
Pit fiends no longer appear invisible
Boneguards get a name properly
Release Candidate 9 Changelog
Solved a bunch of problems concerning summoned fiends
Detecting Tome & Blood version of Sequencer
BG1 NPCs now keep their special abilities
Vampires are properly affected by the difficulty slider
Rebalancing of spawn difficulties (among other things, affects vampire spawns)
Summons (Planetars, Efreeti,...) are more obedient
HLAs should work properly
Multiple-spell-turning bug fixed
Davaeorn now equips his robe
Spellhold item-stealing component handles stacks properly
Stripped out evasion effects from IWD spells
Gibberlings no longer get potions
Bodhi gets into combat properly
Better detection of IWD spell scrolls from third-party mods
Adalon uses breath weapons better
Restored compatibility with aTweaks fiends
Lich fear should now work correctly
Doppelganger AI settings correctly labelled
Difficulty widget now merged with UI on EE installs
Ust Natha Demon Lord gets a proper upgrade
Entropy Shield spell tweaks
New EE-only component: Restoration removes ability drain
New EE-only component: thief skills increment in multiples of 5
New component: increased power to cleric cause/cure spells (& priest AI to respond if it's installed)
Less ugly buttons for the thief bonus points in NPC management
Nevaziah's level is less overwhelming
Davaeorn now wears his cloak
Release Candidate 8 Changelog
NPCs no longer level up upon being resurrected
NPCs no longer leak hit points when repeatedly levelling
Monsters should spawn correctly on Legacy of Bhaal difficulty
Dispel-magic targetting improved (it should now be used more often and more accurately)
Tweaked spell lists and elemental immunities for fiends
Enemy spellcasters now use HLAs correctly when Innate HLAs are installed
Fixed some significant bugs in the elemental_area_immunity function
Tightened the code spawning Baresh's werewolf form
Ground piles now moved somewhere more sensible if you install Watcher's Keep early
On enhanced edition, Spell Striking wand properly modified
Fixed a bug in Protection from Normal Missiles, and taken the opportunity to systematise its effects a bit and document them in the spell better
Existing spells that are modified by IWD spells (e.g. Emotion: Hopelessness, Monster Summoning I) now get their scroll descriptions updated.
Spellcasting spirit trolls reinstated as default by popular request; other tweaks to d'Arnise keep
priests of Umberlee get proper scripts
tweaks to Davaeorn spellcasting
Fiends, illithids, beholders are detected rather than hardcoded (should help compatibility)
Two removed magic weapons restored to 'fine weapons' component
support for native version of Perl, as workaround for 32-bit users
Release Candidate 7 Changelog
Fixes to IWD spells: opposition schools should now be correct; fixes to Cat's Grace, Spiritual Wrath, Seven Eyes, Stalker; more general fix for summoned-monster animation oddities
Release Candidate 6 Changelog
fixed a critical bug which caused crashes in areas with Blackguards present (notably AR3022)
party-joinable rangers now get their two stars in 2-weapon fighting
added a few missing strings to Italian translation
fixed some minor glitches with Ease-of-Use AI
Release Candidate 5 Changelog
Updated Italian translation, thanks to improb@bile
Improved NPC Customisation copes better with malformed CLAB files (which inter alia fixes the problem with Archer Called Shots going missing)
Sarevok death movie should now play on EET
fixed some glitches in the new difficulty system (one of which was blocking completion of the Merchant League quest in Baldur's Gate)
Cause Wounds no longer restricted by alignment
use restrictions for scrolls properly handled
minor fixes to smarter mages/priests, mostly improving handling of Innocent spellcasters
fine-tuning of ranged AI
Release Candidate 4 Changelog
Fixed a critical bug in the NPC customization component that was preventing NPCs from pursuing their stories. (NB: this fix isn't retroactive, so NPCs who joined your party under RC3 or earlier are permanently silent. Apologies for this; I warned you these were release candidates, not stable releases.)
Substantial rewriting of the help script to (I hope!) deal with the persistent reports of contagious help calls.
Complete rewriting of the random-scroll code (it now applies to BG2EE as well as BGEE)
Beetle animations are now present on non-SoD installs
Fixed incomplete implementation of NPC-potion distribution on EE
More robust patching of cures into stores for IWD divine spells (this should help with SR compatibility issues)
Pure-damage mephit effects no longer break concentration on EE if you are 100% immune to the damage type
As of 8am 11/22 PST, fixed a new problem with Davaeorn and one with Smarter Deployment component of General AI
Release Candidate 3 Changelog
Second, hopefully-successful, try to get SSL to work on OSX
Non-English-language installs should now work
IWD Arcane Spells should now install properly even when some other mod has already added an IWD spell
Misc fixes to IWD spell-scroll distribution
NPC customisation now works properly when the PC is still first level
NPC customisation now gives creatures 10hp at start, not 1hp (the latter confuses various NPC pre-join scripts, notably causing Aerie to vanish)
NPC customisation is now more likely to cope with broken cre files in badly-coded NPC mods
Fixed other more minor glitches with NPC Customisation
Restored Davaeorn's AI, and fixed a bunch of other mage-AI issues shown up in the fix
Tweaks to the mage/priest AI for SRv4final
Fixes to acid-storm tonedown and to spell use if IWDification is being used rather than native IWD spells
Fixed minor compile bug on BG1NPC enforces
Stopped ranged creatures from wandering
Less misleading description of Stoneskin component
Fixed minor glitch in cleric/mage sequencer script
Fiends in Chain Contingency now summoned properly
Missing ini entry for elemental-arrow tonedown restored
Metadata in ini updated as per AlienQuake request
Release Candidate 2 Changelog
allows SCS to install on OSX
fixes a critical bug with Improved NPC Customisation and Management which in some circumstances would cause the player to level uncontrollably
prevents duplicate entries being removed from stats.ids by Detectable Spells (among other things, this allows SCS to be installed after Tweaks IWD proficiencies without errors)
gives the correct names to summoned orcs and hobgoblins on BG1EE installs
removes a (harmless) missing-high-level-ability warning on BG1EE installs
ensures the CONTINGENCY_TRIGGERED string is added to splstate.ids (under certain circumstances it could be absent on BG1EE installs, causing parse errors)
As of 9am PST 11/15, fixes the critical dependency bug that stopped earlier versions of RC2 installing
Version 32 Changelog New or Substantially Modified Content
Systematic integration of the difficulty slider (and per-component difficulty customisation) into scripts; hardcoded difficulty-based adjustments are deactivated by default
Substantial streamlining of the mod structure:
"Initial" component is only required for AI/tactical components (it's silly to require its various changes if someone just wants to skip Candlekeep)
All spell-tweak components have been integrated into the Initial component (but can be adjusted via the ini) - since they're more-or-less assumed by the AI, playing without them doesn't cound as a "recommended" install and so I'd rather install them by default
Most item-tweak components have been integrated into a single component (though again, power users can deselect individual components via the ini)
As listed in the v31 change-log, eight of the gameplay/ease-of-use components have migrated to the Tweaks Anthology and are deprecated.
Remaining non-tactical/AI components have been collected together into "Gameplay".
All customisation options for AI and tactical components have been absorbed into the new difficulty system, so that they can be adjusted in-game rather than at install time
Smarter Celestials and Improved Fiends have been combined; 'Mages/Priests get High-Level Abilities' has been absorbed into the Mage/Priest components.
New components: include IWD:EE priest and mage spells.
Smarter Mages and Smarter Priests will now use Icewind Dale spells, if they are installed via IWDification or via SCS itself (and if Spell Revisions is not installed)
Big increase in level of support for Spell Revisions; I think I pretty much fully allow for its changes now.
Major overhaul of scripts (in particular targetting), to take advantage of new Enhanced Edition / ToBEx and to allow for the new spell systems. Far too many changes to list, but in particular:
Spellcasters will now notice your protective items only after their first failed attempt to use a spell on you. (They still notice visible spell effects immediately.)
Spellcasters are now more willing to use their single-target spells to try to break through a wizard's Spell Deflection. (This is experimental; let me know how it plays out.)
Moderate increase in the number of spells used (even without Spell Revisions / Icewind Dale spells)
More careful targetting of area-effects spells to avoid friendly fire (and so, more willingness to use those spells)
Substantial increase in the variety of contingencies, sequencers and triggers used (and sequencers/triggers are chosen at install time now, not when you first encounter the mage)
I make a bit more effort to make mages use more distinctive abilities. (For instance, invokers now pretty much have a monopoly on Fire Shields; necromancers are fond of cold spells.)
Additional tweaks to the standard spell system:
Removed the spell-battle framework for summoned elementals
Fiend-summoning spells now summon alignment-appropriate fiends (I always did this for enemy mages with 'Smarter Mages' installed, but now I do it for the PC too
Elemental-protection effects now give complete immunity to the effect (i.e. it doesn't disrupt spellcasting) if the damage resistance is 100% or more (EE is in the process of rolling this out but it hasn't come to BG2EE yet)
Player-cast Symbol spells are now party-friendly. (NPC ones always were even in the vanilla game, so this is a fairness tweak.)
Tweaks to the Icewind Dale spell system. (Some of these are rather more drastic than the changes I make to the vanilla system; feedback welcomed. My ulterior motive is to experiment a bit with improving priest magical defenses.)
Circle of Bones now lasts for 1 round per level
Shield of Lathander and Greater Shield of Lathander have been renamed to something neutral (Divine Protection/Greater Divine Protection), are self-only, and are not restricted to evil characters.
Impervious Sanctity of Mind (which was a L7 self-only spell functionally equivalent to Chaotic Commands) now has a longer duration, includes a Spell Shield, and prevents spell failure effects.
Thorn Spray now does a tolerable amount of damage.
Acid Storm now functions more like an area-effect Vitriolic sphere (previously it was more or less an automatic way to shut down spellcasters).
Mordenkainen's Force Missiles has been nerfed at higher levels (maximum 4 missiles, maximum 15 hp splash damage per missile), since it was pretty ridiculous otherwise, especially in Sequencers.
Create Boneguard has been added as a L9 necromancy spell, basically stealing the Boneguard from Monster Summoning VII.
Faster Bears now works on EE.
Early Access to Watcher's Keep now works on EE (and no longer blocks access to Watcher's Keep in SoA).
Big improvements in install speed, especially on heavily kitted installs. (It still takes a while, though.)
New EE-only component: improved NPC customisation and management. (This is an EE version of 'choose NPC proficiencies and skills', but much more powerful and (I hope) robust.)
New EE-only component: wider selection of random scrolls.
New component: make sequencers and contingencies into innate abilities.
I've decided that I need to require ToBEX on non-Enhanced Edition installs. Unfortunately, this means I no longer support non-Enhanced versions of the game on MacOX or Linux.
On the Enhanced Edition, ease-of-use AI now replaces the Advanced AI, and can be customised using the controls under "Customise/Scripts".
Added yochlols and rilmani to "Improved Fiends and Celestials".
Deprecated 'more resilient trolls' component.
Deprecated the auto-installer, in anticipation of Zeitgeist (and because it's a bit hacky). Scream if you want it back.
Deprecated 'move hell items' component, since this is now fixed both in EE and in v12 of the Fixpack.
Other Content Changes
Removed the beholder burn-thru option (since EE, at least, handles burnthru correctly) and fixed on the PnP-style antimagic eye as a default.
On EE installs, enemy invisibility spells now hide the spellcaster's animations.
Reduced use of fiend summoning by mages (mostly, only liches summon fiends now).
On EE installs, if you're not using Spell Revisions (and at the risk of their immortal soul) it is possible - though difficult - for party members to acquire the ability to summon non-hostile fiends. (This removes a piece of enemy cheating I was always a bit uncomfortable with.)
Demilich Trap the Soul no longer causes level drain (actually changed earlier, but only now documented)
Slightly reduced rate of vampire constitution drain.
Priest AI use of Cure Serious Wounds touch attacks slightly tweaked.
The "extra spell scrolls" component now includes a scroll of Improved Mantle (this was claimed in the documentation but not implemented).
Slightly reduced allocation of invisibility potions to thieves.
Alhoon now fights to the death.
Moved the Cloak of Mirroring to Vongoethe.
Daitel, being a ghost, is now immune to nonmagical attacks.
Added a couple of yochlol to the drow ambush groups in Sendai's enclave.
Carbos and Shank have been expelled from the Assassin's Guild.
Under-the-hood changes (not visible in game)
Recoded "add spell immunity scrolls".
REQUIRE_COMPONENT now used to detect components, mostly replacing marker files.
Rearranged external folder (and renamed it weidu_external to make it clearer that others are welcome to share it).
Restructured crossplatform code to allow for EET and generally be more readable.
Broken the single tra file into per-component tra files (for all languages).
Upgraded SSL to include new SSLBoolean settings, TRIGGER_REPLACE library option, and use of scsargumentN in triggers.
Updated function library.
Updated to Weidu 246.
Updated Detectable Spells.
Smarter Abazigal component no longer biffs the lizard-weapon icons on Enhanced-Edition installs (unnecessary, and messes with iOS installs).
Complete recoding of the mage/priest blocks to support IWDification, SR and the new spell system. Each mage and priest now has their own bespoke script.
Streamlined detection of BG1 characters.
Bugfixes (some but not all of the v31 fixes are called out here, as they have been implemented differently)
detect-cloud code no longer fails on installs where some cloud spellls are absent (including current-version BGEE)
Mulahey's scripting (in "tougher chapter 2 end fight") now works properly on TUTU and BGT installs
Extra kobold spawn in "harder kobolds" now calculates the chapter correctly on BGT installs
Fixed a typo that was preventing the no-dispelling-arrows component from functioning properly
Duplicated BG2EE use of the more discriminating LastKilled trigger for the Shade Lord's shadowmaking (and tightened it up a bit on non-EE installs too)
Fine longbows and shortbows no longer give an unintended +1 to damage
A couple of changes to allow installation on a vanilla Tutu install, even though I don't officially support it.
Anadramatis the yellow dragon now attacks with claws and fangs rather than unarmed
The Priest of Cyric in the North Forest had both dual melee weapons and a sling, which causes crashes (stealth vanilla bug); the sling has been removed.
Abazigal gets the effects of the "improved dragon staying power" subcomponent on non-Ascension installs
The various avatars in the Durlag Lovefight are now explicitly immune to Avarice's poison cloud
"Earlier Watcher's Keep" component now permits access to Watcher's Keep in the Shadows of Amn portion of the game
Ettercaps and wyverns now correctly use their poisoned weapons.
The staircase between the two levels of the Guarded Compound is now magically blocked during the fight with the Guarded Compound team, since there have been reports of glitches caused by people flitting between levels.
Baalor telekinesis power is now correctly named.
Invisible mages wander a little less far at the start, to avoid wandering away from the battle entirely.
Ini-based adjustments to spellcaster level no longer cause trouble when the adjusted level is below zero.
Smarter Mages and Smarter Priests now handle level adjustments to multiclass spellcasters more delicately.
Corrected a couple of mismatches between Improved Shapeshifter paws and their descriptions as regards paw enhancement level (werewolf tokens changed to match the descriptions; other descriptions changed to match the items).
On non-EE installs, attacking INNOCENT mages now causes reputation loss.
Planar warden was getting an erroneous extra attack
Creatures now correctly flee Storm of Vengeance.
Insect plague/fire-shield changes should now work again.
Player-summoned hotkey control now a bit smoother.
Player-summoned creatures with ranged attacks now use them properly.
Fixed a glitch in the Help script which in some circumstances causes enemies to home on to an invisible PC.
"Recover items from Hell" no longer breaks the transition to ToB on some installs; component generally recoded to be more resistant to problems in the future.
Support for variable libraries (and in particular for SR-specific libraries) now works properly
Fixed a typo causing the fission slime "fix" to install on EE installs rather than *non*-EE installs.
Corrected a glitch in Ascension Irenicus's Mislead.
Several mages (including a couple of rakshasa, a kobold witch-doctor, and a few BG2EE-added creatures) inadvertently got skipped by "Smarter Mages" and are now included properly.
The Cleric/Mage statue of Sendai no longer erroneously retains its old-style cleric/mage script.
"Improved minor BG2 encounters" now correctly changes the traps in the Guarded Compound.
The traps in the Prison Plane are now PC-only, as NPCs are apparently setting them off inappropriately.
Clerics now correctly use Blade Barrier in their prebuff sequences.
The tanar'ri summoners in Watcher's Keep no longer cast their spells instantly (among other things this brings the animation level in that encounter under control).
Vithal now gets allocated a combat script correctly.
Many rakshasa nobles have their level increased in Smarter Mages (the automated code was assigning a level that was too low for the powers they show in-game and that didn't respect the power differences between Ruhks, Rajahs and Maharajahs).
The Planar Prison warden now acts intelligently when enemies attack and then retreat.
Recoded fine-weapons component to update code and correct some glitches with weapon shatter.
The initialisation component externalises the effects of the Wand of Spell Striking to spells (you won't see this in game but it makes the wand play nicely with various tweaks to Breach).
Breach now properly affects rakshasas.
Corrected some serious logic/naming errors with Abazigal; in particular, he should now use his SCS script if "Smarter Dragons" is installed, and Tamah should spawn correctly.
Fixed some install bugs in "Antimagic penetrates invisibility", and taken advantage of new EE functionality.
Gromnir now uses Vhailor's Helm if he has it.
Nalmissra gets her proper script if "smarter fiends" is installed.
Various help-script tweaks.
Kobold poisoned weapons now grant saving throws properly.
lib_macro is a little less fragile in the presence of third-party CLAB errors
Various copy routines fail a bit more gracefully when some idiot leaves a broken file in the override
We now recognise that SR v4 True Seeing cures blindness
Flagged a (hidden) fix of a Fixpack/Ascension compatibility problem to apply only on non-EE installs (EE installs don't use the fixpack)
We now determine the maximum spell level for any spellcasting type at install time (this fixes compatibility, in particular, with mods that increase the maximum level of bard spells)
Code to remove broken items (iplotxx, etc) is now a little more robust, which might help some compatibility issues.
RP part of Werewolf Island is now skipped if it's already been installed via The Calling.
Fixed various compatibility problems (notably, duplicate of Tamah) with the new EE-friendly version of Ascension.
Fixed a bug in new Ascension that was nerfing Demogorgon's summoning power.
Items moved by 'Move or modify some overpowered magic items' now only move if they haven't already been moved by another mod.