v3.82 MNT 001

- Elementals are no longer affected by the Flesh to Stone spell
- Updated the Italian and Russian translations
- Updated the Conjure Air Elmental description (SR version)
v3.82 MNT 002

- Elementals are now properly immune to the Mind Flayers' "Devour Brain" attack
- The Elemental shapeshift forms were erroneously missing immunities to sleep, stun and hold
- The Know Alignment spell-like ability of the Elemental Princes was erroneously usable 1x/day instead of at will
v3.82 MNT 003

- Slightly improved Dispel/Remove Magic targeting for Elemental Princes and Balors
- Friendly Elemental Princes now give slightly higher priority to enemy spellcasters when attacking and teleporting
- Elemental Princes now take into account the innate spell immunities of Liches and Rakshasas
- Air Elemental Whirlwind was using the wrong icon at level 20
- The white coloring effect of the Etherealness ability once again properly works on Nabassus
- Minor script optimizations
v3.82 MNT 004

- The Imp in the Ranger Stronghold quest is now taken into account by PnP Fiends
- The "Make druidic shapeshifting uninterruptable" component will now make the natural weapons (claws) of the shapechange forms undispellable if TobEx is installed
- PnP Fiends now replaces the Abishai and the Demon Knight in Sendai's lair with a Glabrezu and a Balor
- Balors and Glabrezus now use Remove Magic instead of Dispel Magic
- Minor script improvements
v3.82 MNT 005

- The Lesser Earth Elementals at the enterance of Abazigal's Lair (AR6001) have been replaced with Greater Water Elementals
- PnP Fiends now prevents Mellisan from summoning Bone Fiends during the final battle in order to avoid Blood War issues (Tanar'ri vs. Baatezu)
- As a beneficial spell, Wind Wall will now bypass a (Minor) Globe of Invulnerability when cast on friendly targets
- The Lesser Earth Elementals at the enterance of Abazigal's Lair (AR6001) have been replaced with Greater Water Elementals
v3.82 MNT 006

- Fixed Bioware's mixup with Conjure (Lesser) Air Elemental EFFs
- Summoned Nymphs, Dryads and Hamadryads will no longer travel between areas while attempting to run away from enemies
- Nulled power levels of all summoning SPLs and EFFs that are used/patched by aTweaks
- If Spell Revisions is installed, Elementals summoned by arcane spellcasters now properly remain neutral until the Mental Combat is resolved
- Made several minor compatibility adjustments to ensure that PnP Elementals works as intended even if Spell Revisions is installed
- Summoned elementals no longer leave corpses behind when they are slain
- Prevented talking to elementals summoned by arcane casters during the Mental Combat phase as it could break their script
- Hostile Gelugons no longer leave behind permanent corpses (which never go away) after they are slain
- Minor script optimizations
v3.82 MNT 007

- Slightly modified rr#mdcsc.tph to ensure that script patch skipping is carried out properly
- Added a few more SR compatibility adjustments
- If not already present, Conjure Lesser Air/Earth/Fire Elemental scrolls are now added to the Sorcerous Sundries store on BGT and Tutu installations
v3.82 MNT 008

- t is now possible to disable the 3 round mental combat phase which arcane spellcasters go through when summoning elementals. The following console command will turn off mental combat: CLUAConsole:SetGlobal("RR#NOEMC","GLOBAL",1)
v3.82 MNT 009

- Earth Elementals are now immune to Web and Entangle
- Updated the Russian and Italian translations
v3.82 MNT 009

- Aerial Servants and Invisible Stalkers no longer leave corpses behind
- Wind Wall now really doesn't fail on characters protected by a (Minor) Globe of Invulnerability
v3.82 MNT 011

- The Warden of the Planar Prison is now taken into account by PnP Fiends. However, his scripts and spells won't be altered
- Vithal, the imprisoned mage in the Underdark, now casts a few defensive spells before engaging the elemental portal guardians
- rr#ewizs.baf now initially sets RR#Active = 1 and then disables itself which should slightly quicken the execution of the main AI script
- Added rr#vsbl.spl to the DS block. This spell reveals invisible creatures without breaking Improved Invisibility and is also used in RR
v3.82 MNT 012

- Prat's Lesser Air Elementals added by SCS are now taken into account on BGT/Tutu
- Gated Cambions and Fey creatures no longer leave gold behind when slain
- Elementals and Fey creatures can no longer be targeted while being summoned (i.e. during the period when the summoning animation plays)
- Summoned Elementals and Fey creatures can now be dismissed at will by selecting "Unsummon" from their special abilities menu
v3.82 MNT 013

- Updated the Russian and Italian translations
- Documented the "Unsummon" ability in the readmes
- Made sure that Lesser Earth Elementals are using the proper avatar
v3.82 MNT 014

- Fixed rr#mdcsc.tph not accounting for more than 16 script names
- Teleport Without Error should would occasionally disappear from the Elemental Princes' special abilities menu. Hopefully, this is now fixed
- The Air Elemental summoned by Chan can now has the Unsummon ability
Minor progress on undead

- Add scripts from SCSII
- Amend Death Knight scripting to not pull undead out of thin air
if the player starts out on low difficulty but raises the difficulty
during the battle
- Account for SCSII changing the nature of uddoor07.cre
v3.82 FINAL

- Updated the French translation
- Fixed a typo in concerning the HD of Greater Elementals in the updated spell descriptions
- Finalized the release
Merge branch 'master' into devel
Merge branch 'devel' into undead