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## Changelog | ||
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- [Version 2](#version-2) | ||
- [Version 2.beta3](#version-2.beta3) | ||
- [Version 2.beta2](#version-2.beta2) | ||
- [Version 2.beta1](#version-2.beta1) | ||
- [Version 1](#version-1) | ||
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### Version 2 | ||
- Vortex: | ||
- made sure PnP free action doesn't override hold. | ||
- made sure it has sounds on BGEE. | ||
- Corporeal instability: added missing poison immunity. | ||
- Some translations updated. | ||
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### Version 2.beta3 | ||
- Better EE compatibility with `HANDLE_CHARSETS`. | ||
- Updated some translations. | ||
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### Version 2.beta2 | ||
- Fixed problem with Rhialto never polymorphing. | ||
- Added separate component to preserve the bear. | ||
- Fixed TuTu installation. | ||
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### Version 2.beta1 | ||
- Allowed to be installed on EE (including IWD:EE). | ||
- Made MacOS/Linux friendly. | ||
- Combined some components to simplify installation. | ||
- Preserved teddy bear upon BG1>BG2 transition. | ||
- Fixed Rodent/Ratatosk shape: power, dispell/bypass, AC bonus, paw enchantment, description. | ||
- Fixed Random spell X description. | ||
- Fixed Rhialto's spell slots/levels. | ||
- Fixed Blade shower | ||
- no permanent daggers | ||
- bypass magic protections such as GoI | ||
- clarify description | ||
- disable wild surges/spell failure for created daggers | ||
- Under the hood: | ||
- dos2unix | ||
- lowercase | ||
- split components into multiple files | ||
- used newer weidu syntax, shortened where possible | ||
- streamlined scripts handling Rhialto appearance and items transfer | ||
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### Version 1.7 | ||
The original. |
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## Not bugs / known issues | ||
- "Summon Cow" occasionally damages every creature in the whole area. This seems to be hard-coded and intended by Bioware. It also happens with the wild surge and the original 2nd level "Easter Egg"-spell. | ||
- Spellshaper *does not* get extra attacks from weapon specialization. If you're unhappy with that, post [here](https://github.com/BGforgeNet/bg2-wildmage/issues/2) | ||
- "Weave Spell" acts a bit strange with wizard spells from other mods: as long as you still have original Bioware-spells or spells from this mod memorized, using "Weave Spell" will drain the modded spells from memory just like the others, but when there are only modded spells memorized, you can't use the "Weave Spell" ability. | ||
- Items that raise the number of Spell-Slots, when worn by a Spellshaper, might cause him to forget all spells of tbe modified level upon resting. This seems to be an engine-glitch, and I have no idea how to fix it. The solution is simply NOT to wear such items (they definitely don't work for a Spellshaper) | ||
- When a Spellshaper is level-drained, he may get bonus-spell-slots, when the game resets his number of spells. Once he is restored to the old level, the number of spells is also restored. The only way to "fix" this seems to grant the Spellshaper permanent immunity to level-drain... | ||
- Right after a Spellshaper advanced to 20th level, he is stunned for a second. This happens on purpose, to prevent you from equipping a Ring of Wizardry while the "Hand"-item (which normally prevents you from using Metamagic items) is exchanged in order to actualize the char's number of memorizable spells. |
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## License | ||
The mod is updated with permission from the original author (JOG). | ||
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Contributions **on top** of the original are [![license](https://img.shields.io/badge/license-CC%20BY--NC--SA%204.0-blue.svg)](https://creativecommons.org/licenses/by-nc-sa/4.0/). |