Skip to content

Releases: Gibberlings3/SwordCoastStratagems

Sword Coast Stratagems: Version 33.4

24 Aug 03:07
Compare
Choose a tag to compare
  • Updated Russian translation (thanks to Arkie)
  • Guarded against the variable that tracks Time Stop not resetting to zero when the spell ends (I don't have a theoretical explanation for how this happens but there's some evidence that it does, and that it causes sporadic bugs, including Sendai's statues not activating).
  • Aec'letec's Death Gaze now works properly. Witness the power of this fully armed and operational nabassu.
  • Fiends in a few install configurations (notably BGTUTU/BGEE installs) weren't getting Teleport without Error.
  • Mages should no longer use Spell Sequencers when out of range (thus wasting the spell)
  • Player-summoned fiends should now attack properly
  • On non-EE installs, Iron Skins was being treated as a Spell Protection when precast by enemies
  • The BG2 Improved Random Encounters now check Player 1's XP, not Player 1's level, when deciding what to spawn. (The new XP totals correspond to a fighter's XP at the old level.)
  • Giant Spiders should no longer use their Web Tangle attack more often than once per round
  • Giant Spiders are now properly affected by Fear
  • Necromancers no longer use Blindness (for some inexplicable reason, when I coded spell choices I thought it was Necromancy, not Illusion)

Sword Coast Stratagems: Version 33.3

19 Jul 17:37
Compare
Choose a tag to compare
  • Deprecated the Chinese, Korean and Spanish translations, as they haven't been updated since 2012 or so and the mod has changed radically since then.
  • Language entries now note for which version the translation was most recently updated.
  • SCS's function language no longer chokes on resource names with hyphens in (no base-game files do this, but it was breaking compatibility with some mods)
  • SCS now allows for the edge case where a spell-memorisation file contains a column entirely of zeroes (again, this was blocking compatibility in rare cases)
  • SCS's 'correct antimagic descriptors' function now allows for malformed spells with no name (this was causing crashes when Dark Side of the Sword Coast's spell system was installed)

Sword Coast Stratagems Version 33.2

03 Jul 20:37
Compare
Choose a tag to compare

Corrected a typo which prevented some mage/thieves from getting proper scripting
Optimized the troll-regeneration code to increase install speed
Foreign language translations of the new strings in the IWD spells components no longer get corrupted (which in some cases was causing crashes)
Fixed a stutter bug with 'Improved NPC customisation and management' (previously, if you never turned on the AI for a character they would stop moving every few moments). The stuttering remains if you haven't yet levelled the character, but that's not a problem as you should be levelling them immediately in any case.
'Improved NPC customisation and management' no longer hard-codes the assumptions that only humans can dual-class, that only nonhumans can multi-class, and that only single-class characters can have kits. This should improve compatibility with various other mods. (It remains incompatible with any mod that removes dual-classing from humans, as it doesn't know what to do with existing dual-class characters like Imoen.)
The tweaked version of Entropy Shield is now correctly identified by Detectable Spells.
The console command to stop enemies targeting the main character with Maze now works (thanks to Polytope for spotting the bug here)

Sword Coast Stratagems: Version 33.1

31 May 14:49
Compare
Choose a tag to compare

Updated French translation (thanks to Jazira and Gwendolyne)
Updated Russian translation (thanks to Arkie)
In rare circumstances, liches were summoning Planetars on too-low a difficulty setting
Spell hotkeys now work for high-level mage spells
Hotkey 'D' is no longer remapped to 'Q' by default

Sword Coast Stratagems: Version 33

25 May 13:45
Compare
Choose a tag to compare

40-odd bugfixes and compatibility fixes, including:

  • fixes for the various infinite-levelling and other bugs with NPC Customisation
  • recoded 'Random Scrolls' component, to fix the multiple-scroll-copies bug
  • Death Spell no longer turns neutrals hostile

Small new component: improvements to textscreens in Tales of the Sword Coast
Various small tweaks to Shapeshift tokens
Minor tweaks to mage/priest AI

Sword Coast Stratagems: Version 32.8

23 Feb 07:32
3be6629
Compare
Choose a tag to compare
  • Fixed compatibility issues with SRv4b17+
  • Fixed wrong mod version displayed for non-English installs

Sword Coast Stratagems: version 32.7

06 Oct 16:49
Compare
Choose a tag to compare

Fixed the nasty bug in the NPC Customisation component

Sword Coast Stratagems: Version 32.6

23 Sep 07:38
Compare
Choose a tag to compare
  • Updated function library to use a new and hopefully more reliable area-reflecter for Abazigal's lair
  • Various fixes to the NPC customiser:
    - Mage/Thief is now available as a multi-class option; fighter/mage/thief is not duplicated
    - Sorcerers should now level up correctly
    - Characters whose class is customized into or out of a multiclass should now level up correctly
    - Customised characters now gain levels according to their new class, not their old class
    - If you dual-class a character, they no longer gain extra XP
    - Sorcerers no longer get extra spells
  • The Shadow Thieves have noted the softening market in heroic quests and have lowered the maximum charge for Spellhold from 1,120,000gp to 120,000 gp.
  • Creatures with immunity to normal weapons no longer use Protection from Normal Missiles
  • Restored compatibility with IWDification
  • Lesser elementals now have the Small animation again
  • Priests normally refrain from attacking under Sanctuary
  • Fiends no longer use spells in the dead-magic area in WK
  • Insect Plague should no longer be cast on targets who are protected from it
  • Innate contingencies should now use the correct level for dual-class and multi-class mages
  • The Baldur's Gate thieves' guild have reconsidered their loyalties and no longer automatically support Resar if he attacks the party
  • The Ogre Mage leader in the ambush outside Candlekeep now goes hostile properly
  • Odamaron's lich apprentice is properly named
  • Odamaron's apprentices are now guaranteed to be the same alignment as he is (this prevents Blood War clashes if they all summon fiends)
  • Temporarily disabled Improved Abazigal's Lair component on non-EE installs. The new areas are causing CTDs that I can't immediately work out how to fix (and I don't have time right now for an extended investigation)
  • Improved Shapeshifting now installs correctly on top of CDTweaks "enforce dual-class proficiency restrictions". (There is a bug in the CDtweaks component that corrupts the CLAB files; I fix it en passant.)
  • Random potion drops should no longer lead to occasional crashes on large installs
  • Balors now use Implosion properly
  • "Fine weapons" component no longer removes magic weapons from summoned undead
  • Cleared up some minor issues with summoned fiends

Sword Coast Stratagems: Version 32.5

21 Aug 07:39
Compare
Choose a tag to compare
  • fixed a bug that in rare circumstances prevented 'smarter mages' from installing
  • Updated Italian translation, thanks to improb@bile

Sword Coast Stratagems: Version 32.4

15 Jul 01:25
Compare
Choose a tag to compare
  • The cutscene with the black dragons in Abazigal's lair no longer hangs
  • Summoned boneguards get the right size animation
  • Summoned ogre berserkers get Enrage
  • Fixed a vanilla bug in the EE summoned-monster script that makes it stutter when foes go invisible (this was fixed in BG2EE on 32.3 but not on BGEE)
  • Bombardier beetle stun/deafness now grants a saving throw (see full readme for details)
  • Bombardier beetle stun no longer displays duplicate or inappropriate strings
  • Fixed some oddities in spiderwebs on BGEE/Tutu
  • Dorn no longer gets duplicate abilities in 'Improved NPC customisation/management'
  • Some summoned monsters were missing on BGEE versions of IWD spells
  • IWD-spell-summoned creatures' weapons are now unbreakable
  • Added an in-game note to tell the player they need to save and reload to get Wild Mage spells after using 'NPC customisation and management'
  • Druid swift-shapeshift is now controlled from the ini, rather than checking if the player is using swift-shapeshift (this was supposed to be present in v32.0 but was broken)
  • Lizard man shades now have weapons
  • Cause Light Wounds no longer does duplicate damage
  • Storm Shell doesn't stack with itself
  • Cure Serious Wounds and Cure Critical Wounds now have their alignment restrictions removed properly