Once again, these hotfixes require a fresh (re)install of IR in order for them to work.
Demon Lord Fix: the Demon Lord summoned by Matron Mother Ardulace during the Underdark's main quest was vulnerable to +3 weapons, but he was erroneously (imo) immune to +4 weapons, causing many players to believe they need +5 weapons to hit the creature. We've removed the immunity to +4 weapons making him vulnerable to +3 and better weapons just like "normal" Pit Fiends and Balors.
Free Action: all items that grants free action now protects from Otiluke's Resilient Sphere.
Revised Bows: reduce current +1 attack per round to +1/2, add missing damage granted by enhancement bonuses. More info here.
Armor of the Hart: "hidden" AC bonuses changed to match full plate's ones, minor changes to its glowing effects.
Ashen Scale Armor: AC set to 2 instead of 1.
Ilbratha: blur effect should have been replaced by a translucent effect in V2.
Belm: it was still restricted to rangers.
Belt of Inertial Barrier: its main aura-like effect was using a wrong projectile.
Blade of Roses: it was still using its old V1 version.
Cleric's Staff: fixed an error which was causing damage to the wielder when equipping the staff.
Cloak of Mirroring: now effectively grants 50% miss chance (100% chance to trigger an image on each hit instead of 50%).
Crom Faeyr: "hybrid" couldn't be switched to melee-only version.
Defender of Easthaven: physical resistance correctly lowered from 20% to 10%.
Dragon Scale Shield: equipped abilities were erroneously set to "instant/limited" instead of "while equipped".
Gargoyle Boots: its stoneskin effect wasn't affected by breach.
Gauntlets of Healing: regeneration wasn't working.
Gauntlets of Power Attacks: removed -2 penalty to missile damage to prevent huge amount of missile damage in case of negative damage values. Damage is now applied directly via "melee hit damage bonus" opcode.
Helm of Resilience: "immunity to sleep" had a wrong timing mode.
Iron Horn of Valhalla: fixed duration to 5 turns instead of 1.
Ras: dancing duration raised from 4 to 10 rounds.
Ravager: its upgraded version had +1 hit/dmg more than it should.
Ring of Energy: was still erroneously using charges.
Robe of the Archmagi: various fixes to "Spell Penetrate" aura-like effect.
Spider Fang: acid damage reduced from 1D6 to 1D4.
Staff of Air: didn't match description at all as it worked as per V1 instead of as intend for V2.
Staff of Rynn: it was unusable by elves.
Revised Bows: the respective changes are also included in the optional "weapon changes" component to patch any mod added bow.
Weapon Changes: compatibility update for Rogue Rebalancing and Tutu bows, and some minor code improvements
Armor Components: changed categorisation of some mod armours per player reports
Slashing Halberds: now adds tooltips more safely to prevent problems in megamod installs
Reported typos has been corrected
Reported missing bams are included here too
Creature animations for custom shield animations are now included (prevents skeleton CTD in BG1 portion of BGT)
Better detection has been added to determine which subcomponents should be skipped when someone is trying to install the mod on an unusual platform (e.g. vanilla BG1 or TotSC)
Edited by Demivrgvs, 01 March 2012 - 02:33 AM.