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INDANTHRINE PRINCE: DEFINITIVE EDITION - Change Log
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Campaign/Global Changes
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- 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
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Prologue
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- 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
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Act 1
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- 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
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Act 2
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- 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
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Act 3
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- 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