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Releases: RedChimera/IWD2EE

IWD2EE Version 3.4.2

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@OlvynChuru OlvynChuru released this 24 Apr 05:15
  • IWD2EE now has a Portuguese translation. (Thanks @danielcarvalho!)
  • New option in the IEex_Options menu: Prevent Equipping Armor During Combat.
  • Fixed a bug where the increase to trap and lock difficulty on HoF would be applied again each time the game was reloaded.
  • Fixed a bug where skipping the cutscene at the Shaengarne bridge could potentially teleport the party to an unintended part of the map.
  • Fixed a bug where M'darfein could be aggroed earlier than intended, potentially causing the cutscene before the fight to not work properly.
  • Fixed a bug where attempting to buy a scroll from Sheemish would give you the wrong scroll if "Add more scrolls to the game" was installed but not "Spell Revisions".
  • Knockdown and Grapple, if used on a creature with mirror images, will remove an image instead of their normal effect.

IWD2EE Version 3.4.1

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@OlvynChuru OlvynChuru released this 25 Jan 20:26
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  • Cnc-ddraw has been updated, which may fix slowdown issues on some machines (Thanks @Bubb13!)
  • Fixed a bug where a spell I gave to Limha in the previous update was crashing the game.
  • Fixed a bug where arrows created by Imbue Arrow would remain permanently if more than one was created.
  • Fixed a bug where the HoF version of Emma's moonblade wouldn't have a Use Magic Device threshold.
  • Fixed a bug where Dash increased movement speed less than intended due to a rounding error.
  • Fixed a bug where certain spell effects would persist after they were supposed to expire.
  • Fixed a bug where innate Darkness abilities has a duration of 0.
  • Biff the Understudy has returned to IWD2EE, just in case a character is required to speak when they are not present.
  • Snake Blood is now only takable by humans as I had intended; not aasimars or tieflings. The idea is that the extra feat from being a human is cancelled out by the fact that it takes up a feat point itself, so it comes pretty close to as if you had actually selected yuan-ti pureblood as a subrace at character creation, without all the other bonuses and penalties that an aasimar or tiefling would have. Also fixed a bug where it was takable after level 1.
  • Holy Weapon is now ACTUALLY cast at a paladin's full caster level.
  • Helm's Shield is back to increasing saving throws like it did in the original IWD2, instead of AC. It also lasts 1 round/level instead of 10 rounds + 1 round/level.

IWD2EE Version 3.4.0

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@OlvynChuru OlvynChuru released this 29 Dec 21:46
  • It is now possible to skip many cutscenes by pressing ESC.
  • The components that weaken HoF enemies have been revised. They now only weaken lower-level enemies, while higher-level enemies are instead strengthened beyond vanilla HoF. Each one also has a subcomponent that only strengthens higher-level enemies without weakening lower-level enemies. More details can be found in the readme.
  • IWD2EE now has a system for adding custom lingering AoEs similar to Web or Stinking Cloud. Teleport Field and Darkness now have new animations and last longer.
  • The Use Magic Device skill now allows rogues and bards to equip items even if they don't meet the normal requirements, provided their skill is greater than or equal to a threshold stated in the item description.
  • New feats: Lingering Damage, and Arcane Archer!
  • The "kit feats" will now display the name of the "kit" in place of the class name on the character record screen, though only for characters created after this update.
  • The feat Snake Blood now turns the character into a yuan-ti pureblood, essentially serving as a new subrace. Currently I haven't modified any dialogues to recognize this new race (yuan-ti purebloods are pretty good as hiding their true nature), but in the yuan-ti temple in Chapter 5, they will always be treated as wearing the Initiate's Robe even if they aren't.
  • The feat Opportunist can be taken a second time. The second rank makes it so any attack of opportunity done by the character is automatically a sneak attack (based on the Sneak Attack of Opportunity feat from the Epic Level Handbook).
  • The feat Mobility can also be taken a second time. The second rank prevents you from provoking any attacks of opportunity due to moving out of an enemy's attack range.
  • The feats Arterial Strike and Hamstring no longer cost sneak attack damage, though the two feats are still mutually exclusive. Arterial Strike and Crippling Strike now scale up to level 50.
  • Rogues have gone back to getting a bonus feat every 3 levels after level 10 rather than stopping at level 22.
  • Traps with a disarm difficulty higher than 100 now can only be disarmed by a character with 8 or more rogue levels.
  • The difficulty of locks on HoF is now increased by 15 * the chapter count (15 in the prologue, 30 in Chapter 1), as is the detection and disarm difficulty of traps. Every additional 5 difficulty means that the character needs 1 more point in the corresponding skill to unlock/detect/disarm it. This will not affect the plot-critical locks in the Targos docks.
  • The second rank in Dodge now requires 18 rogue levels.
  • Improved Sneak Attack now requires 3 rogue levels per rank in the feat (3 rogue levels to take the first rank, 6 rogue levels to take it again, etc.)
  • Improved Critical now doubles the base critical threat range of the character's weapons, as in 3E. This change is retroactive.
  • As in 3.5E, Power Attack is now twice as effective if the character is wielding their weapon in two hands.
  • A character now needs at least 5 barbarian levels for barbarian rage to last a number of additional rounds equal to their Constitution bonus.
  • As in 3.5E, Barbarians now get Greater Rage at level 11, Tireless Rage at level 17, and Mighty Rage at level 20. Also, their rage will give another +2 to Strength and Constitution and +1 to Will saves for every 4 levels after 20, all the way up to level 48 with +22 to Strength and Constitution (or +25 with 3 ranks in Improved Rage).
  • A barbarian of 21st-level or higher can now increase their Strength beyond 40. Strength values beyond 40 will not grant higher maximum inventory weight, but will continue to increase attack and damage with applicable weapons, and increase their ability to force open locks.
  • A monk's Wisdom bonus to AC now cannot exceed the character's monk level. The previous restriction on shapeshifting has been removed.
  • Sorcerers gain a new ability at level 16, which makes it so when they use one or more metamagic abilities, the new level of the spell is reduced by 1, to a minimum of 1 over the original level.
  • The feat Lingering Song has been replaced with a feat that slightly increases the bonuses granted by the bard songs that affect allies.
  • The Ballad of Three Heroes (which gives the effects of three other songs simultaneously) has been moved to a ridiculously high level that isn't accessible in most playthroughs; this way, the other songs don't have to be balanced around the possibility of them plus two additional songs being active at the same time, so I can make them stronger.
  • The buff recording keybindings can now be changed in the keyboard options menu.
  • Bleeding damage now uses its own damage type, and it now tracks the source, so enemies killed by it will grant experience.
  • Auril's Blessing is now exclusive to enemy clerics of Auril; druids can no longer learn it.
  • Effects that create an item in a specific inventory slot (e.g. Caernach's Sickle, Quiver of Plenty, and Flame Blade, Ice Blade and Moonblade when cast as a ranger spell) no longer replace the item that was previously in that slot. Caernach's Sickle and Quiver of Plenty will try to create the item in a different slot, and fail if all slots are already occupied. Flame Blade, Ice Blade, and Moonblade when cast as ranger spells will only create weapons in both hands if there are no weapons (or only conjured weapons) in the ranger's fourth weapon set; otherwise it will create a single weapon in the normal conjured weapon slot.
  • Phantom Blade now deals 3d8 magic damage per hit, and instead of dealing extra damage against undead, it has the ability to hit ghosts and other incorporeal or ethereal creatures consistently, and can connect even when the wielder is ethereal due to the Blink spell.
  • Lich Touch now deals 1d8+5 base damage per hit (the amount of damage that a lich's touch deals in 3.5E PnP) rather than 3d10+5. Previously it had been doing almost as much damage as Black Blade of Disaster.
  • Black Blade of Disaster has been changed to a +6 weapon. Wizards and sorcerers are supposed to have much lower attack bonuses than fighters, so they shouldn't be able to make up for it by creating a +10 weapon while the fighter is using a +5 weapon.
  • Magic Stone and Pebbles to Boulders are now cast at a ranger's full caster level.
  • Holy Weapon is now cast at a paladin's full caster level as the description implied.
  • Quicken Spell is back to increasing the level of the spell by 4 like it's supposed to in PnP.
  • The width of Prismatic Spray has been greatly increased to match its description.
  • Holy Smite should correctly deal 1d8 per two levels rather than 1d6.
  • The extra damage that Rainstorm deals against fire-dwelling creatures has been significantly increased, but it no longer deals that damage against cold-dwelling creatures. Smashing Wave also deals significantly more damage against fire-dwelling creatures.
  • The Set Natural Snare ability now sets a regular polygonal IE trap that can only be set off by enemies, though it cannot be set while enemies are nearby.
  • Various items and spells that previously gave a flat bonus to Spell Resistance now set Spell Resistance to a large number instead (effects that add a flat amount of spell resistance are problematic, because they don't do anything unless you already have a lot of spell resistance, but they are way too strong if you do already have a lot of spell resistance). If a character has multiple effects that set Spell Resistance, the highest number is used.
  • Monk spell resistance no longer stacks with drow/deep gnome spell resistance.
  • Fixed a longstanding bug where bard songs were lasting way longer than they should have, regardless of whether Lingering Song was installed.
  • Fixed a bug where various spells bypassed Spell Resistance when they weren't supposed to.
  • Fixed a bug where certain player equipment animations would glitch out if the character had a transparency effect (e.g. chameleon rings, invisibility, blur, mirror image).
  • Fixed a bug where the descriptions of shields would be messed up if Minor Damage Resistance for Armor and Shields is installed.
  • Fixed a bug where disarming traps on the ice doors in Chapter 2 would prevent you from getting experience for figuring out how to open them.
  • Fixed a bug where the version of Flesh to Stone used by certain traps was uncurable by Stone to Flesh.
  • Fixed a bug where wielding exclusively an off-hand weapon could crash the game.
  • Fixed a bug where going back after assigning skills for a human in character generation would result in -2 skill points being available the next time you went to assign skills.
  • Fixed a bug where the bard spell replacement system couldn't replace a spell with another spell that doesn't have a scroll.
  • Fixed a bug where a character's equipment would not be transferred to the table correctly before entering the Eight Chambers (though this won't be fixed retroactively in saves where you've already accessed the Eight Chambers area).
  • Fixed a bug where Rakavik's Bracers were launching 10 times as many missiles as they were supposed to.
  • Fixed a bug where containers were way easier to bash open than they were supposed to be.
  • Fixed a bug where you could make an attack of opportunity after you ran away from the enemy rather than the other way around.
  • Fixed a bug where the effects of grappling would persist even after the grappler was incapacitated.
  • Fixed a bug where certain summoned creatures had abilities that crashed the game when right-clicked.
  • Fixed a bug where certain AoE spells wouldn't function in the magma chamber in Dragon's Eye if "Shorten the Dragon's Eye time loop questline to a single battle" was installed.
  • Fixed a vanilla bug where summoned creatures could potentially attack enemies outside of the party's vision without those enemies fighting back.
  • The post that disables the traps leading up to the entrance of Dragon's Eye n...
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IWD2EE Version 3.3.4.1

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@OlvynChuru OlvynChuru released this 14 Oct 03:59
  • Druids can now spontaneously cast Summon Nature's Ally spells. (Thanks @Bubb13!)
  • Fixed a bug where Dark Moon Monks weren't immune to darkness effects starting at level 2. This won't be fixed retroactively for monks that have already reached level 2, but you can apply the immunities to a character by selecting only that character and copying and pasting this into the console:
    IEex_ApplyResref("USMNKWNC",IEex_GIDS())
  • Fixed a bug where there was one bugbear in the Horde Fortress that would just wander around in stealth and not attack you.
  • Ox's Fortitude should now have a portrait icon.
  • Flails should now require a 20 to critically hit as in PnP, rather than 19-20.

IWD2EE Version 3.3.4

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@OlvynChuru OlvynChuru released this 04 Oct 02:18
  • New spells: Prismatic Wall (Sorcerer/Wizard 9), and Lesser Entropy Shield (Cleric 1). The latter spell is meant to represent the PnP version of Entropy Shield/Divine Shell.
  • IWD2EE should start correctly if only the core component is installed.
  • Autobuffing should work correctly even if Spell Revisions is not installed.
  • IWD2EE now has a system for adding new spell animations to the game other than the 110 hardcoded ones. The spells Sound Burst, Spell Turning, Spell Trap, Energy Drain, and Auril's Blessing have new animations.
  • It is now possible to open Garradun Tanner's "love letter" and view the contents (the text of the opened letter previously existed in the game's files but was unused). Alternatively, if you aren't rude enough to open what you were told was somebody else's love letter, Denham Fisher will give you the opened letter after he reads it.
  • The component "Minor Damage Resistance for Armor and Shields" will now add the damage resistance to the description of all items affected.
  • If a character has the Advanced Spell Capacity feat, the character record screen now shows how many advanced spell slots they have left.
  • Isair can now cast his signiture spell Isair's Woeful Damnation on the party when you fight him. Madae can cast Heavenly Inferno, based on the spell that Poquelin casts in IWD1.
  • The natural weapons of Vrek and Xhaan now improve as they level up.
  • Vrek (and other trolls) now have the Rend ability as in PnP: If they hit an enemy with both claws in a single round, they rend the enemy, dealing extra damage.
  • Halfling mages and female gnome mages no longer look like male dwarf mages.
  • Uncanny Dodge no longer functions while paralyzed, stunned, knocked down, or unconscious.
  • More feedback is now displayed if a character's weapon does not have high enough enchantment to deal full damage to the target (e.g. "Damage resisted from weapon of less than +2 enchantment").
  • The spell resistance of drow and deep gnomes now stops increasing after level 30, since there aren't any enemies that are higher than level 30 in a single spellcasting class (even Heart of Fury Mode doesn't increase an enemy's level in a single class past level 30).
  • Fixed a bug where damage from Flame Blades and Moonblades wouldn't display the damage type correctly in the damage text message.
  • Fixed a bug where detecting a trap wouldn't trigger Auto-Pause: Trap Detected even if you had that auto-pause option enabled.
  • Fixed a bug where the umber hulk form from Polymorph Self had a ridiculously high DC on its gaze.
  • Bonuses to unarmed attacks granted by certain items like Gloves of Flame and Thunder Clap will also apply to the natural weapons of Vrek, Xhaan, and most shapeshift forms.
  • Summon Monster spells can no longer summon undead - that's the job of necromancy spells, not conjuration spells.
  • Time Stop cannot be cast while time is already stopped, and its duration is unaffected by items or abilities.
  • All luck bonuses now grant equivalent saving throw and skill bonuses (previously the spell Luck did this, but items that granted luck didn't do this consistently). Note that rogues will not retroactively get these luck-based save/skill bonuses for levels they have already reached.
  • Dark Moon Monks have been overhauled. This will not retroactively affect existing characters for levels they have already reached.
  • The NearInfinity fork has been updated.

IWD2EE Version 3.3.3.1

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@Bubb13 Bubb13 released this 30 Jun 22:14
  • Fixed loading screens / screen fades possibly leading to a freeze.
  • Fixed quickloot not toggling in specific GUI states.
  • Updated French translation (Thanks @WillScarlettOhara!).

IWD2EE Version 3.3.3

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@OlvynChuru OlvynChuru released this 28 Dec 20:21
  • IWD2EE now has a French translation and an HTML readme (Thanks @WillScarlettOhara!).
  • New spells: Elemental Absorption (Druid 9), and Clone (Sorcerer/Wizard 8). Raise Dead is no longer learnable by wizards or sorcerers, since Clone fills a similar role while being a spell that those classes can actually learn in PnP.
  • The wizard spell learning and bard/sorcerer spell replacement systems have been separated from Class Revisions and are now their own component.
  • Fixed a bug where lockpicking/lock bashing/trap disarming attempts on certain doors would sometimes fail to register.
  • Fixed a bug where AC bonuses from Protection from Evil or Fly would not work properly against certain enemies.
  • Fixed a bug where buying a certain potion at the temple in Targos would crash the game.
  • Fixed a bug where Tortoise Shell could affect neutral blue-circled characters.
  • Fixed a bug where reflecting an enemy's attack with Reflect Attack could trigger Smite Evil.
  • Fixed a bug where the Adventurer's Robe could prevent the wearer from healing allies with Death's Bane.
  • Fixed a bug where Ojaiha would do nothing in combat.
  • Fixed a bug where flying or incorporeal characters would move weirdly in certain cutscenes.
  • Teleporting away from enemies with CTRL-J no longer provokes attacks of opportunity.
  • The game now gives feedback if a sneak attack fails due to Uncanny Dodge.
  • It should be less annoying to hit wyverns in melee.
  • Simple Summoning and Recall Party now free those affected from a grapple.
  • Chaos Cast now casts a random spell between level 5 and level 8.
  • Impervious Sanctity of Mind can now ACTUALLY be cast on other creatures.
  • The Mercantile Background description now states that it reduces buying prices by 5% and increases selling prices by 10% rather than 5% (this seems to be vanilla behavior but the original description was wrong).
  • Petrified party members will now explode on their own (for some reason, Stone to Flesh in IWD2 doesn't work if used before shattering the petrified character).
  • Veira should correctly have a Move Silently bonus.
  • If Reig is in the party, one of the dialogues in the Palisade is changed slightly.
  • The Demonic Constructs in the Severed Hand are now retrievers.
  • Adding a feat by script (e.g. via the Vese Nejj quest) will also add any new properties of the feat that are due to Class Revisions (e.g. Lightning Reflexes will give +3 to reflex saves rather than +2), if you have Class Revisions installed.

IWD2EE Version 3.3.2

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@Bubb13 Bubb13 released this 15 Dec 23:58

Added

  • "Action Indicators" option – icons above character portraits that represent the action(s) currently being executed by the character. Enabled by default.
  • "Highlight Empty Containers in Gray" option. Enabled by default.
  • Several new configurable keybindings – including the softcoding of viewport scrolling keys, and a quickloot toggle.

Fixed

  • A startup freeze on Win11 24H2.
  • Key-up events sometimes triggering key-down events.
  • A Lua error when scrolling the viewport under certain circumstances.
  • The "Toggle Quickloot" button missing a tooltip.
  • The Character Generation animation preview playing too fast.
  • "Quit Game" -> "Cancel" freezing the game.

IWD2EE Version 3.3.1.1

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@OlvynChuru OlvynChuru released this 26 Jun 21:25
  • Fixed a bug where Reflect Attack and certain similar effects were displaying debug messages.
  • Fixed a bug where Emma Moonblade wouldn't cast spells in the fight where she first appears.
  • Emma Moonblade should start with proficiency in flails and hammers if Class Revisions is installed. This change is not retroactive if Emma has already joined the party.

IWD2EE Version 3.3.1

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@OlvynChuru OlvynChuru released this 24 Jun 17:03
  • IWD2EE now has an Italian translation (Thanks @Improbabile68!)
  • Fixed more bugs with auto-pause (Thanks @Bubb13!)
  • Fixed a bug where dismissing the spell information popup would toggle quickloot (Thanks @Bubb13!)
  • Raise Dead can now be cast on elves at a temple (Thanks @Bubb13!)
  • Fixed a bug where monk fists at certain levels weren't flagged as monk weapons and thus didn't get additional attacks per round.
  • Fixed a bug where switching to a shorter-range weapon in combat could potentially let you do an attack of opportunity due to an enemy "moving out of your range" even if the enemy didn't actually move.
  • Attacks of opportunity should now correctly break stealth/invisibility on the attacker.
  • All quest items can now be stored in a Bag of Holding.
  • Buying a container from Arte won't crash the game.
  • The spell DC bonus from Robes of the Archmagi should now work properly.
  • Bards should correctly be able to replace one of their 1st-level spells at level 7.
  • A lich PC that uses either of the IWD lich animations will move at the same speed as a regular character, and Polymorph Self should work correctly for a lich PC. The first change is retroactive for characters who have already taken the fifth rank in the feat; the second change is not.
  • Fixed some bugs where certain spells lasted a different duration than was stated in their description.
  • Impervious Sanctity of Mind now can be cast on allies, and has a shorter casting time.
  • Simple Summoning now offers a save when cast on an enemy, and its range is now restricted to the caster's visual range.
  • The spell Confusion should now work properly.
  • Teleport Step is now an epic spell rather than an 8th-level spell.