Here's the full changelog:
New or heavily modified content
- New component: clones may not use quick-item slots.
- New component: large, flying and similar creatures are immune to Webs and Entangles.
- Added new auto-install options.
- Ease of Use AI no longer autocasts Minute Meteors for fighter-mages, bards, and fighter-mage-thieves.
- Ease of Use AI no longer breaks Sanctuary to attack.
- Good-aligned spellcasters no longer summon fiends.
- Way back at the start of the mod, I took a decision to remove Haste from Mariliths. I now think this may have been a mistake; it's reverted.
- Archers no longer retreat when they're out of ammo. (Thanks to Polytope for pointing out a nice way to implement this; I've wanted to do it for ages.)
- Mages who summon monsters now hopefully don't get so confused by invisible characters.
- Fighters are more careful only to use HLAs when there's an appropriate target.
- Significantly shortened the duration of vampires' blood drain effect.
- Tweaked vampires to use their wolf form slightly more often.
- Minor vampire tweaks and optimisations.
- Added a .ini option to switch off automatic adjustments to mage and priest levels.
- "Improved Minor Encounters" now modifies the muggers at the Docks so they're thieves (not Fighter/Thieves) and they don't respawn endlessly.
- Slight reduction, and randomization, in number of thieves' Invisibility potions.
- Captain Haegan now gets smarter AI and a help script.
- Potions of Magic Shielding are now a bit rarer.
- Tweaked mages to prioritise direct-attack magic slightly more.
- Mages use area-control magic a bit less readily.
- If HLAs are made innate, Projected Images no longer get them.
- Balor vorpal blade now has 20% chance to make killing strike (there's still a saving throw).
- In deference to Alesia_BH's observations about the economics of crime, the ordinary muggers at the docks don't get potions. (Their leader still does.)
- Minor streamlining of the "improved Ust Natha defences" option of Improved Drow. (Ordinary drow no longer get smarter AI, which should speed things up.)
- Disabled Demogorgons "summon infernal host" (you can re-enable it at the console).
- Melissan's stoneskin (also used by Demogorgon) is now conventionally dispellable (previously it was vulnerable to anti-magic attacks rather than Breach et al).
- We now check for berserker rage before using Imprisonment or Maze.
- We experiment with using Wing Buffet a little less often.
- "Make individual versions of Spell Immunity available" is now updated to use ToBEx. (The old version still installs if you have disabled ToBEx.)
- Tamah's claws are now +4 weapons.
- Illasera now attempts to go to melee if she can't find a missile-vulnerable target.
- Updated ToBEx to version 21. This should fix the problem with magic damage resistance and Harm, and should generally increase stability.
- We fix the broken slayer change caused if you install Fixpack after Ascension. This doesn't have anything to do with SCSII but I'm bored of being blamed for it. (And neither Ascension nor Fixpack is currently being updated.)
- Updated WEIDU to version 231.
- Fixed a variety of crashes and glitches by updating ToBEx
- Improved Irenicus now uninstalls correctly.
- Vampires in mist form no longer cause crashes
- Vampires no longer use their powers prior to seeing the party.
- We make slightly more effort not to follow invisible creatures.
- Smarter Gromnir can no longer be installed unless either Tougher Gromnir or Ascension are installed.
- Readme now makes clear that the locations of the extra scrolls introduced by the eponymous component are determined randomly.
- Tweak to the way Smarter Mages handles clones, to make the code that handles PC summons a bit more robust.
- Vampire-summoned rats hopefully no longer approach invisible characters.
- Vampires in Brynnlaw no longer turn into bats and flee (this fixes a vanilla-game bug which comes up more frequently with "Smarter Vampires" installed)
- Mages who summon monsters now hopefully don't get so confused by invisible characters.
- The Huntress and Xei Win weren't getting their AI improved by "Smarter AI".
- Fixed some typos that were preventing Avenger spells from being chosen correctly (thanks, ScuD).
- Fixed some typos in Smarter Mages. (Thanks, ScuD.)
- Berserkers and Barbarians with HLAs now use their rage correctly. (Thanks, ScuD.)
- Fixed a glitch in the fighter-proficiency code that was confusing some PCs and disrupting cutscenes. (Thanks, Polytope.)
- Barbarians now get correct rage. (Thanks, Polytope.)
- Certain NPCs (notably, those in the Govt. District, in Bodhi's Lair, in Saradush Crypts, and in Garren's Hut) no longer run out of the area and break things.
- Fixed problem where the code in some places (notably, Smarter General AI) wasn't correctly identifying some creatures as party-joinable (those with DVs longer than 8 characters, e.g. Haer'dalis, were being skipped.) This may fix the intermittent bug with Haer'dalis attacking party members.
- Udalon no longer attacks the party if they buff in her lair.
- Dao genies now go hostile if attacked.
- Fixed a bug in the code that identifies creatures who don't get the new general AI scripts. (This fixes the problem with illusory werewolves doing real damage.)
- We now slightly-more-systematically remove scripts from polymorph templates.
- Sorted out some glitches that sometimes prevented "Make Watchers' Keep accessible between SoA and ToB" from working properly.
- Fixed a typo that was preventing the .ini overrides to mage levels from workking.
- Wiped the redundant "gpuse" script, that was occasionally overriding SCSII item-use instructions.
- Under-the-hood streamlining of "improved general AI", to remove cases where a creature has two copies of the combat script.
- Fixed a bug in the code that prevents certain special creatures from getting potions.
- A couple of spellcasters weren't getting their HLAs set correctly if "HLAs as innate" was installed.
- A logic error was preventing mages using Melf's Minute Meteors and Energy Blades.
- If Option 1 for Smarter Priests was installed, in certain (rare) circumstances priests would re-buff every time you went out of sight. (This is an old bug long fixed for mages; for some reason I didn't replicate the fix for priests.)
- A glitch in "improved Sahuagin" was causing them not to get the right proficiencies.
- A bug in the level-50 mod was causing incompatibilities with "More sensible choices of weapon proficiencies and kits for fighters"; we now allow for this. (Thanks, Ardanis.)
- We now detect Spell-Revisions modifications to the game engine and try to avoid breaking those fixes via ToBEx.
- Added a .ini option to prevent SCSII mages from using SR spells (this might help compatibility for people who play with some but not all SR spells).












