Merge branch 'maintenance' into WIP
v3.80 WIP 025

- Prevented opponents from opening doors in outdoor areas (to avoid silly results)
- Added door opening routine to summoned (but hostile) fiends
- Added Enkida's BG2-style Bhaalpower icons
v3.80 WIP 026

- The Detect Invisibility ability of Pit Fiends and Erinyes is now always active
- Added the "See Invisible creatures", "Backstab immunity" and "Infravision" functions to RR#MDCRE.TPH
- All elementals now possess innate infravision
- Added Cryonax and slightly modified Ice Paraelemental behaviour
- Summoned but hostile elmentals are now automatically "Active"
- Wall of Ice is now triple damage at caster level 24 to accomodate for Cryonax
v3.80 WIP 027

- Added Imix and Ogremoch
- Added a new icon for Pyrotechnics
- Fixed some Spell Immunity script errors
v3.80 WIP 028

- Added Olhydra and Yan-C-Bin
- Reverted a few accidental Spell Immunity:Alteration script changes
- Corrected a small targeting error in all elemental scripts
- Added Chan, Princess of Air
- Added Sunnis and Zaaman Rul
- Slightly altered the durations of the (Greater) Elemental Summoning HLAs
- Added Elemental Prince taunts
- Shapechange weapons will become undispellable if TobEx is detected
- Added some compatibility adjustments for Spell Revisions
Added more compatibility adjustments

- Spell Revisions' Elemental Transformation HLA changes are now accounted for
- Item Revisions' Elemental Control Rings now use the proper lesser elemental CREs
v3.80 RC1

- Added more compatibility adjustments for Big Picture and SCSII
- Spell Revisions' elemental trait items are now removed
v3.80 RC2

- The Avenger kit Fire Salamander form now properly has 2 APR
- aTweaks' Fiends and Mephits will no longer use stun-based spells/abilities on elementals
- The Drain Life Bhaalpower no longer affects Mephits (as they are extraplanar creatures)
- Mephits will no longer attempt to open the door to the trapped corridor on level 2 of Irenicus' Dungeon
- Fire Elementals and Ice Paraelementals will now attack opponents that are immune to fire/cold damage if no other valid targets are available
- Friendly Fire Elementals now prioritize attacking knocked down trolls
v3.80 RC3

- Replaced all instances of See(NearestDoor) with Range(NearestDoor,15)
- Added some additional EA checks to the attack routine
- Forgot to update mephit scripts... doh!
v3.80 RC4

- Removed See(Myself) triggers. As predicted, they were causing more harm than good. !Exists() seems to be a good replacement
- Made a console toggle for disabling the ability of creatures to open doors
- Elementals were erroneously missing their stun, hold and sleep immunities
- Natural Invisibility now checks for True Sight
- Added Burn and Engulf to the fire_spell_immunities function
v3.80 RC5

- Revised the Conjure X Elemental spells to avoid an extremely annoying engine bug related to probability-staggered effects
- Fixes some minor glitches in Air Elemental Whirlwind targeting
- Increased the duration of Natural Invisibility to prevent constant reapplying when idle
v3.80 FINAL
v3.80 FINAL, realy now :)

- Added Wisp's temp.tpa fix
- Elemental Concealment now lasts longer
- Slightly improved Earthquake targeting
- Sirines can no longer use their Touch of Tranquility while polymorphed
- Fixed a file name error which was preventing the "Make alignment detection spells more accurate" component from installing if Spell Revisions was present
- The Elder Fire Elemental shapechange form now correctly causes Burn on-hit with a -4 save penalty