- Fixed accidental merge :)
v3.80 WIP 002

- Minor updates to the PnP Elementals readme (Hit Dice changes)
- Updated the main readme with the PnP Elementals info
- Distinctive Creature Coloring now takes into account Aerial Servants, Air/Fire/Earth/Water Elementals (all sizes), Fire Salamanders and Salamander Nobles
Merge branch 'maintenance' into WIP
Merge branch 'maintenance' into WIP
v3.80 WIP 003

- Fixed some W3C validation errors in the PnP Elementals readme
Merge branch 'maintenance' into WIP
v3.80 WIP 004

- PnP Elementals readme updated (Ice Paraelementals now deal crushing and cold damage, Ice Salamanders now have separate claw and bite attacks)
Merge branch 'maintenance' into WIP
v3.80 WIP 005

- Started coding the PnP Elementals component
- Added Aerial Servants and Fire Salamanders
- Natural Invisibility is now displayed in the combat log (so that players know what turns creatures invisible)
- Added Elemental Princes' hp restoration component
- Added a few new functions to lib.tpa
- Minor readme updates
v3.80 WIP 006

- Added Frost Salamander and Invisible Stalker
- Replaced TABs with Spaces in all elemental scripts
- Removed spurious extra headers in rr#bleed.spl (leftovers from RR)
v3.80 WIP 007

- Added Salamander Noble
- Some script fine tuning
v3.80 WIP 007

- Frost Salamanders' Cold Aura is now applied via equipped weapon (seems to trigger more reliably than from the script)
- The Frost Salamanders in Abazigal's lair no longer have their AI script disabled by the area override
- Distinctive Creature Coloring and Soundsets now handle Frost Salamanders
- Altered the behavior of Lower Fire Resistance since the original idea turned out to be unimplementable
- Added Wall of Ice spell + PRO
- Gelugons now use Wall of Ice instead of Ice Storm and have a special tail attack. The have also been given a proper soundset
v3.80 WIP 009

- Included perfect two weapon fighting, movement rate adjustment and NPC bump in RR#MDCRE.TPA. In consequence, creature items no longer confer this
- Updated the Mephit, Fey and Fiend readmes to include movement rate, morale and treasure
- Added Hover immunities to Mephits and Fiends which should have it
- Creature movement rates are now handled in a more consistent manner (see lib\creature_movement_rates.txt)
- Creature weapon enchantment and reach is now handled in a more consistent manner (see lib\creature_weapon_enchantment.txt and creature_weapon_reach.txt)
v3.80 WIP 009

- Added the Nereid and the Water Weird
- Added Water Elemental soundset (from IWD)
- Added IWD graphics for fire, electricity and acid damage hits
- Several mephits and fiends now use IWD graphics for the on-hit effects of their weapons and/or special abilities
- Magma Mephits now apply their heat aura via equipped weapon (seems to trigger more reliably)
- Added an option for making specific creatures non-enforced to rr#mdcre.tpa
v3.80 WIP 010

- Minor changes made to how Shoal's dialogue/script alterations are handled to ensure better compatibility
- Water Weirds now have proper fire/slashing/piercing resistances
- Shoal's Water Weird now leaves the area after she ceases hostilities
v3.80 WIP 011

- More Shoal shenanigans resolved. Every single way to solve the quest should be covered now. Really.
- Water Weirds are now resistant to missile weapons and appear transparent even without Distinctive Creature Coloring
v3.80 WIP 012

- The Sirines' Charming Song and the Nereids' Beguiling Aura are now using the enchantment spell school
- Shoal will now release any charmed party members from her control if the protagonist offers to free her from Droth
- The visual effect of the Water Weird's drown ability now plays even if the target dies
- The Nereids' Displacement ability now uses the proper sound effect (flowing water)
- Shoal's Water Weird now gets unsummoned when she ceases hostilities instead of using EscapeArea()
3.80 WIP 013

- Added earth/fire/water summoning circle animations from IWD
- A few Nereids are added to the BG1 Lighthouse map, near the treasure cave
- Similarly, several Nereids are added to the Sahuagin City (AR2300) and to the Small Teeth Pass (AR1700) in BG2
- The Fire Salamanders that occasionally spawn in Mekrath's lair (AR0705) are replaced with Frost Salamanders.
- All Fire Salamanders in the Fire Giant temple (AR5201) are replaced with Salamander Nobles
3.80 WIP 014

- Frost Salamanders now taunt and fight Fire Salamanders and Salamander Nobles
- Added a single Salamander Noble to the Planar Sphere's fire chamber
- Standardized the names of all Fire Salamanders
v3.80 WIP 015

- Documentation updated (Elder Elementals added, Greter Elementals slightly toned down, creature THAC0 table added)
- Conjure Earth and Fire Elemental spells now use IWD graphics for the summoning circles
- The Succubus' Kiss now has a casting time of 1 (was 0)
- Distinctive Creature Coloring now take into account 20+ HD elementals
- Fire Elementals nwo get Engulf instead of Envelop
- Converted all TABs to Spaces in the PnP Elementals readme