Not for now sorry, it started as a fix for a V3 issue, and it evolved to a consistent change, but further improvements should be lest for a new version.
Since you're working on the subject and even plan to introduce V4-like features, are you planning to introduce more of aTweaks' fiends AI features (Blood War & co), as was discussed previously ?
It's not so easy, because aTweak uses many custom spells, we have different abilities, and slightly different aims. What I wanted to do sooner or later was to introduce a couple of cool, though mostly cosmetic, aspects of aTweak's fiends...but it can wait imo.
Since aVENGER was ok with SR reusing his code, this should cut down on the implementation/bugfix time, hopefully.
Absolutely not, actually my current changes make everything more consistent:
Second point : if you start modifying Summoned fiends, does that mean that on a SR/SCS install, in-world fiends would now behave differently from summoned ones ?
* before these changes with SCSII fiends summoned by the AI were ignoring ProEvil, while player summoned ones could be fooled by it. Now player summoned fiends too won't be affected by ProEvil anymore (except for the +2 AC and saves still granted to protected creatures).
* before these changes summoned fiends were true ally when summoned by the AI, and unpredictable semi-hostile summons for players, but with a simple ProEvil, which fiends had no way to remove, players could easily "abuse" these powerful summons (with a 100% chance they'd simply go after the AI). Now summoned fiends will behave as ally even for players, but for balance purposes, players will have a relatively small chance of not being able of convincing fiends to work for them (while you have to assume the AI is always "lucky").
P.S I've posted a second beta which should be 99% complete.
Edited by Demivrgvs, 22 July 2010 - 01:48 AM.