FixesCommand: fixed its save penalty progression rate (-1 every 2 lvl, not every lvl).
Shocking Grasp: its scroll was usable by Enchanters because of wrong usability restrictions.
Detect Invisibility: power lvl changed from 2 to 0 (as per vanilla) to bypass liches/rakshasas immunities.
Dispel Magic: the cleric's version was flagged as 'hostile'.
Flame Arrow: won't display damage animation anymore on creatures affected by Protection from Fire (arcane & divine), Protection from the Elements, Protection from Energy, and Aura of Flaming Death.
Ghost Armor: AC is set to 2 instead of improved by 2 points.
Invisibility Purge: power lvl changed from 3 to 0 (as per vanilla) to bypass liches/rakshasas immunities.
Enchanted Weapon: when used to create bullets it now correctly creates 40 of them instead of 1. I've also renamed all spl files to improve compatibility in a Mega Mod installation.
Neutralize Poison: added the missing 'immunity to poison' opcode, and its portrait icon.
Otiluke's Resilient Sphere: now works against neutral characters too (allowing a save). It can now be used on neutral/allied NPCs without turning them hostile.
Secret Word: casting time was still 4 instead of 1. School set to Enchantment instead of Abjuration.
Spider Spawn: fixed phase spiders target selection for their teleporting ability.
Protection from Fire: a protected creature was unable to use Sunfire. Various headers were using wrong bams (ProCold).
True Seeing: power lvl changed from 5-6 to 0 (as per vanilla) to bypass liches/rakshasas immunities.
PfMW: worked as a PfNW.
Mass Invisibility: power lvl fixed from 4 to 7.
Mordenkainen's Sword: various changes to make its dispellability work with any dispel effect.
Sphere of Chaos: "hold creature 2" replaced with "hold creature type" to make it not work against creatures immune to mind affecting effects (such as undead), or creatures protected by Chaotic Commands.
(Un)Holy Word: small refinement to make sure these spells aren't considered hostile by NPCs when they are not supposed to be harmed by them.
Black Blade of Disaster: added the missing "set THAC0 to 0" feature.
Wish: its Mass Breach option doesn't affect summoned allies anymore, doesn't bypass spell protections (as per SCS/SR Breach), but is now considered a 9th lvl spell.
Antimagic Attacks Penetrate Improved Invisibility: long story short, the issue of them rarely not working cannot be completely fixed (unknow hardcoded issue), but the current solution (slower projectile, much bigger AoE) should make them work 99% of the times.
Fallen Devas and Planetars: their armors had redundant immunities, causing them to retain SR's immunities even if a player decide to install only the cosmetic changes.
Undead Type: undead creatures are once again immune to petrification.
Spells Usability: most Conjurations spells were not available to Invokers, even if they could read the scrolls. Invokers can now learn all Conjuration spells. Necromancers couldn't read Deafness scroll. Few instances of spells with multiple forbidden schools have been eliminated, every spell now belongs to a single school, to which corrisponds only one forbidden school.
Corrected TyposSunfire: description erroneously said "bypass magic resistance" whereas V3 finally fixed the spell to not ignore magic resistance.
ChangesMagic Circle Against Evil: it doesn't work as an aura anymore, but like a Mass Protection from Evil with a 30' radius.
Secret Word: it doesn't penetrate II anymore (it affects again only 1 target), because for both conceptual (it's a Power Word serie spell within SR) and balance reasons (it would seriously outshine Pierce Magic) the new large 15 feet radius AoE (used to bypass II) doesn't fit this spell.
Revised Fiends: see here.
OtherCompatibility fixes for SCS:
- SCS patches summoned glabrezu and pit fiend to make them temporary unattackable during gate's animation, but SR's custom scripts didn't know about it, and the result was that fiends were permanently immune. I've added a block in their scripts to "fix" this.
- the "disabled" spwi319, spwi320, sppr306 and sppr407 now work as "normal" spells instead of casting theri respective 5th lvl "active" version
- SIMULACR.SPL doesn't block "restoration" opcode anymore, but still blocks the exploit via "protection from spell" opcodes
Flame Arrow: during the cutscene right after Chateau Irenicus FA could accidently hurt/kill player characters. The relative script (cut01b.bcs) is now patched to use a Melf's Acid Arrow spell instead of Flame Arrow to prevent this from happening.
Nishruu & Hakeashar: I've implemented aTweak's fix within SR to make sure these creatures are always correctly affected by Dispel effects.
Stormlord Innates: kit's Storm Shield and Lightning Bolt innates now match SR's version of the respective spells.
Update Spellbooks of Joinable NPCs: component updated to work on newest WeiDU versions.
Edited by Demivrgvs, 13 April 2012 - 03:47 AM.