INDANTHRINE PRINCE: DEFINITIVE EDITION - Change Log ********* Campaign/Global Changes ********* - Indanthrine Prince mod converted to campaign - UTTRules hak and tlk updated - Errors in tlk references fixed, including blank entries - Custom summons added (Wolf, Alpha wolf, Boar, Bear, Alpha Boar, Alpha Bear) - Fixed an issue where the insight potion applied legend lore instead of identify - Fixed an issue where creatures dropped random gold disproportionate to the challenge offered - Maltok character appearance adjusted for extra intimidation factor - Fixed issues where items had no icon - Various spelling and grammar fixes. Some dialogue made clearer/more logical - Companions starting XP is now always equal to the players - Unlocked arcane spellcaster class; New Conjurer class follows the structure of Wizard with improved melee ability. - Support for Conjurer added to campaign, including small itemset and items for sale - Resting event improved with fade out/in and sound effects, more reliable trigger detection, added a leaving zone message - Various instances of floating placeables fixed - Custom loadscreens created and added to all areas - Many balance changes throughout campaign, reflecting XP reductions in prologue chapter - Multiclassing is now fully enabled for player and companions - Applied force rest to certain cutscenes (non combat) where the vfx were breaking immersion - Small selection of custom music tracks added - All merchant inventories reviewed and altered - Global review of trap disarm DC's; generally reduced - Global review of lock DC's; a few instances where DC was reduced - All arrows and bolts now do +2 damage bonus per level of material; Steel =2, High Steel =4 - Removed feat; improved favoured enemy plants - Lockpick name changes; Each quality level of lockpick is now reflected in its item name - Creature Guides; Notice text is now provided when aquiring a creature guide item, to make it more obvious - Many instances where companion actions don't yield XP have been fixed; XP is awarded to the whole party - OnDisarm and OnUnlock events will no longer double-post the feedback if a companion completed the action - Many conversation have been adjusted to check the entire party for quest items and take items from companions as required - Fixed a number of instances where highlighted text was not visible - Multiple instances where journals of party members can run out of sync have been corrected - Added a "store update" script which will ensure global item changes apply properly to stores; i.e; new ammo, thief tools - Fixed an issue where conjurer's staff of power was priced at a generous 1gp - Added a number of checks to ensure that history feats are being assigned to the PC, and not controlled companions - Companion one-liner support added; this addition will stop trigger-jump glitches and allow more banter from all party members - Added delays to some scripts where the "journal update" sfx could be drowned out by other sfx - Added Greater Dispel as a valid spell to cast to disarm certain devices ********** Prologue ********** - Crispin introductory conversation logical flow improved - Rutherford and Strobridge conversations tidied up - 50% Reduction to quest xp rewards applied - Intro IP logo slide tidied to fit screen - Fixed an issue where a book could not be returned to featherstone after speaking with him previously - Added a slide for the prologue - Changed open_state on a number of objects - Fixed 2 instances where a scene could be repeated - Fairfields pre-raid cutscene tidied up - Fairfields mine; balance adjusted to be easier for "squidgy" characters - Firfields Mine; Caving in the breach event now makes the breach object unuseable - Fairfields intro shot improved - Thorburn's party scene; Many improvements to the presentation - Thorburn conversation has had numerous presentational improvements - Lobby portal conversation; no longer in bold as it was not fitting in the window properly - Esloden conversation; Condition added to a PC line - Addition of custom animations, improved target facing and hand-held ale steins in certain scenes - Fixed an issue causing duplicate NPC spawn-ins - Esloden is no longer a barbarian. As a bard, he will now equip his lute ********** Act 1 ********** - Fixed an issue in Hemsworth's home where children didnt exit the area after a scene - Fixed an issue preventing a scene in Hemsworth's home from firing - Improved town hall cutscene; improved animations - Alterations made to the small Easterling conversations; changed to cutscene mode, improved script use - Several exit waypoints now work as intended - Fixed an issue where an Easterling would not spawn in - Fixed an issue where entering a trigger outside the Fair Lady Inn with a companion caused some odd behaviour - Added a condition to Strobridge's conversation relating to Esgaroth - Fixed an issue where the Easterlings may attack each other ********** Act 2 ********** - Tomb of the fallen; improved lighting - Draugaur Lair; Fixed a quest breaking issue when Draugaur is killed - Draugaur Lair; Re-worked the boss fight, greatly improved - Draugaur Lair; Lighting improved - Draugaur Lair; Fixed an issue where giving a stand-ground order to Crispin during a conversation didn't work - Mirkwood Exterior; Major re-design of area - Mirkwood; Gaurhoth creature strengthened - Mirkwood; Unlight mother strengthened - Mirkwood Unlight Lair; Improved handling of spider egg hatching; reduced to 1 spider per egg and size of floating text reduced - Mirkwood Unlight Lair; Fixed an issue where sound effects were not playing - Maxwell's Emporium; animations added, smithing hammer .sef added - Northman Fort interior; Improved lighting - Northman Fort exterior; Intro scene improved - Northman Fort exterior; rest zone added - Esgaroth Dorn's Store; Discount amount increased - Esgaroth all stores; Merchant gold doubled - Fixed an issue where Emeline was chaotic evil - Fixed an issue where the orphanage door would not unlock if the player had a negative response to Galen's request - Riverguard Interior; Removed placeable which was snagging and trapping characters during combat - Ivan now has a pre-set package, assigning him the desired clerical domains - Esgaroth Orphanage; Fixed a potentially game breaking issue where save triggers could interfere with an important scene - Esgaroth Dawnlock conversation; Added a fall through to look for more posion without closing off the quest - Bandit Base; Fixed an issue where bandits could spawn in impassable parts of the area - Celeduin Banks; Reduced size of resting zone to a small area around Enduril's campfire - Esgaroth "stealing" house; There will now be zero XP reward if anyone happens to die during the theft - Fixed an issue where hostile Unlight Spawn were being spawned in, instead of neutral ones ********** Act 3 ********** - Wildlands; Moved camera closer to tower as it was not visible at night - All stores; Merchant Gold doubled - Fixed issue where doors were displaying "ilefarn door" when highlighted - Orocarni Camp; Fixed issue where player couldnt rest despite being in a resting zone - Tsarculung Dragon scene; sfx added - Indanthrine Prince and Dragon scene; sfx added, improved animations and vfx - Added popup window when aquiring the Dragon Toy as a hint to it's new abilities - Added sfx to the final area - Improved handling for Jamot when he temporarily leaves the party - Improved the knock down animation method in an important cutscene - Tomb of the Trickster; Sound and visual effect added to lever traps - Credits re-done and more relevant to this update and the already-existing sequel - Swapped an invalid tile present in the Cave Trail area - Inzul cutscene; Improved presentation