The Rogue Rebalancing mod has been updated to v3.91. In summary, this minor update improves the compatibility with the "EasyTutu" and "Beyond the Law" mods, fixes a few small bugs and updates Detectable Spells to the most recent version. Here's the full list of changes:
Core component changes:- Resolved a conceptual incompatibility issue between the "Additional equipment for Thieves and Bards" component of Rogue Rebalancing and the "Beyond the Law" mod. In order to prevent the incompatibility, Arledrian's new quest which is introduced by Rogue Rebalancing will not occur if Kova or Kiyone are in the party
- Some G3 BG2 Fixpack content was erroneously mirrored on EasyTutu installations through Rogue Rebalancing. This will no longer occur as EasyTutu already contains those fixes
- Fixed some minor cosmetic issues with the Mass Charm, Enthralling Melody and Sound Burst HLAs
- Reduced the "casting" range of the Bounty Hunters' Special Snares to 1. In effect, this means that the Special Snares can no longer be thrown across the screen
- The Blade's "Weapons Display" ability will no longer be affected by spell failure, dead magic and wild magic zones
- Updated Detectable Spells to the latest available version (the same as in SCSII v7)
- Made some minor code optimizations
Changes to the Chosen of Cyric component:- Spell Triggers/Sequencers which contain hostile spells will now properly break the Invisibility (but not Improved Invisibility) of enemy spellcasters who employ them
- Updated Detectable Spells to the latest available version (the same as in SCSII v7)
- Made some minor code optimizations
Changes to the Shadow Thief Improvements component:- If the party chooses the stealth path, the alarm in the Shadow Thief guildhall basement won't be activated automatically upon entering the area. In that case, deviating from the stealth path (i.e. by taking any hostile actions and/or triggering certain traps) will raise the alarm instead
- After he is freed, Tizzak will attempt to hide in shadows and quietly sneak out of the guildhall without alerting any opponents who may be nearby
- Spell Triggers/Sequencers which contain hostile spells will now properly break the Invisibility (but not Improved Invisibility) of enemy spellcasters who employ them
- Updated Detectable Spells to the latest available version (the same as in SCSII v7)
- Made some minor code optimizations