Shadow Thief Improvements
by aVENGER
Table of Contents

- Component Summary
- Shadow Thief improvements

- The stealth path
- Difficulty level scaling
- Basic Shadow Thief opponents
- Advanced Shadow Thief opponents
- The ambush outside of the Shadow Thief guildhall
- Assulting the main and top floors of the guildhall
- Descending to the guildhall basement
- Facing Aran Linvail

- Improved Shadow Thief allies
- Console options
- Compatibility
- Known Issues
- Version changes
- Contact

Component Summary
This component enhances the AI and the combat prowess of all Shadow Thief opponents which the party faces after siding with Bodhi at the end of Chapter 2. At the same time, it introduces a stealth path which allows the player to avoid all combat encounters with the Shadow Thieves save for the final battle with Aran Linvail and his personal guards. Furthermore, it allows single-classed Thief protagonists to side with Bodhi in Chapter 2, provided that at least one of their mental attributes (Intelligence, Wisdom or Charisma) is above average (higher than 12) or that their Lore score is higher than 24. This componet also allows the player to keep the thief stronghold even if he sides with Bodhi. Finally, this component also improves the AI of the Shadow Thief allies which come to the party's aid in Chapter 6 in case the player sides with Aran Linvail and requests his assistance.
Shadow Thief Improvements
In Chapter 2 of Baldur's Gate 2 the player is given a choice - to join the Shadow Thieves and go up against Bodhi's vampires or to side with Bodhi and fight the Shadow Thieves. Fact is, the Shadow Thief guild offered very little challenge to the player, especially when compared to Bodhi's vampire-infested lair. As it is hard to believe that the Shadowmaster would send some inexperienced pickpockets after the people who ultimately seek to destroy his entire guild, this component will enhance the AI and the combat prowess of all Shadow Thief opponents which the player may face while working for Bodhi.
Note: the enhanced combat encounters may prove difficult for low-level parties or solo characters. Therefore, it is recommended to use a full six-person party with a minimum of 750,000 XP per character.
The stealth path
This component also introduces a special stealth path which allows the player to avoid all combat encounters with the Shadow Thieves save for the final battle with Aran Linvail and his five personal guards (those who reside within Aran's inner sanctum). Every other combat encounter can be completely avoided through stealth. For example, it is now possible to pickpocket the smuggled shipment from Mook and steal the guildhall basement key from Gaelan Bayle without provoking a fight. Generally, this approach focuses on utilizing stealth and illusionary magic in order to avoid unnecessary combat situations. In effect, this allows stealthy players to complete all of Bodhi's tasks without killing more than 6 people. Detailed instructions for following the stealth path are provided in the following walkthrough sections and are marked in italic text.
Difficulty level scaling
The Shadow Thief opponents will adjust their spell, item and ability usage according to the game difficulty level which can be set in the Gameplay subsection of the Options menu. These adjustments are reflected as follows:

- On the "Core Rules" difficulty level and higher the opponents will act to the best of their ability, using all spells, items and special abilities which are at their disposal.
- On the "Normal" difficulty level melee Shadow Thief opponents will backstab less frequently and use fewer offensive spell scrolls. Ranged Shadow Thief opponents will not use their most powerful ammo stacks. The guildhall mages and priests will not use their most powerful offensive spells.
- On the "Novice" difficulty level melee Shadow Thief opponents will rarely backstab and use only non-offensive spell scrolls. Ranged Shadow Thief opponents will only use their least powerful ammo stacks. The guildhall mages and priests will only use low-level offensive spells.

Basic Shadow Thief opponents
The majority of the regular Shadow Thief opponents have been completely revised. These characters are now generally defined as low level Fighter/Thieves (dual-class) and they have been given a couple of Invisibility Potions along with a few Potions of Extra Healing to make them slightly more formidable. All of these characters have the standard attributes and traits that a regular PC of their level would have. This means that they have no unexplainable immunities, inappropriately high attribute values nor unreasonable AC, THAC0 and hit point values. They wield mundane (non-magical) weapons and wear non-enchanted armor. Their main tactic is to drink Potions of Invisibility and backstab the most susceptible opponent. When severely injured, they will attempt to flee and heal themselves using Potions of Extra Healing. The melee backstabbers are often accompanied by ranged supporters which are defined as either multi or dual-classed Fighter/Thieves, depending on their race. The ranged attackers wield bows or poisoned throwing daggers. They usually employ non-magical ammo though they may occasionally use Arrows and Bolts of Biting as well. If, for any reason, the thieves lose track of their opponents they will wander around and search for them while occasionally using their Detect Illusion skill should they suspect that the party members became invisible. They will also use the Detect Illusion skill in an attempt to dispel illusionary protections (Blur, Mirror Image, Improved Invisibility) and illusionary clones (Mislead, Project Image) should their targets employ them. Furthermore, whenever a Shadow Thief opponent leaves the party's line of sight he will attempt to hide in shadows and sneak back. Note that the Detect Illusion and Hide actions both require proper skill checks, which ensures that the opponents play fair and behave exactly like PC thieves. This also means that they may occasionally fail while attempting to carry out these activities. Furthermore, roughly one third of the Shadow Thieves have a few low-level spell scrolls (arcane spells of level 3 and below) at their disposal and they will attempt to use them in accordance to PnP rules. This means that only thieves of level 10 or higher can use scrolls and that they have a 25% chance of spellcasting failure whenever they attempt to do so. In addition, even the spells which opponents cast form scrolls can be disrupted through damage and are subject to spell failure.
Advanced Shadow Thief opponents
Beside these regular characters, you will face some more experienced Shadow Thieves in the inner circles of the guild. They usually wear more distinctive clothing and are named appropriately to mark their higher status. Such characters are also dual-classed Fighter/Thieves but of a slightly higher level (7-13) with some minor variations. In the inner chambers of the guild you may also encounter Kara-Tur mercenaries (Kensai/Thieves) or Assassins who will occasionally employ their innate abilities. They are sometimes accompanied by Zhentarim mercenaries (Mages) and Priests of Mask (multi-classed Cleric/Mages). All of these opponents also have a slightly better potion and spell scroll selection.
Note that the spellcasting opponents which are introduced by this component never use forced casting, non-disruptable spells or any similarly cheesy tactics. In addition, when enemy mages employ spell sequencers and contingencies, they are bound by the same limitations that are presented to the player's party. This means that a mage opponent (depending on his level) may have at most one Minor Sequencer, one regular Sequencer, one Spell Trigger, one regular Contingency and one Chain Contingency at his disposal. It also means that enemy spellcasters can only trigger their Contingencies under the conditions which are available to the player i.e. "When Hit", "See Enemy", "Hit Points at 50%", "Hit Points at 25%", "Hit Points at 10%", "Helpless" and "Poisoned". Furthermore, spellcasting opponents which are present in this component don't normally pre-cast their spells in order to simulate pre-battle preparations. However, under a single, unique condition a one time pre-cast sequence can occur - if the guildhall basement has been breached and the alarm has been sounded. In that special case, all mages in that area will cast a few long lasting spells like Stoneskin and Mage Armor upon hearing the alarm in order to reflect their awareness of an impending attack. Naturally, if the stealth path is taken, the alarm won't be raised and the spellcasters won't be warned.
Whenever an invisible party member passes near an opponent who is not actively engaged in battle (and thus unaware of his presence) the opponent makes a check against the Move Silently skill of that party member. If the Move Silently score of the passing character is too low (or non-existent) a spellcasting opponent may become suspicious of the noise and attempt to cast a divination spell (but only if he has one memorized). Similarly, a Thief opponent will attempt to use his Detect Illusion skill in such a situation. In case the party member is both invisible and silenced (i.e. by the level 2 priest spell Silence 15' Radius) opponents will automatically fail their Move Silently checks and completely ignore the presence of that party member unless they are attacked. Note: during the stealth path opponents will ignore invisible party members regardless of their Move Silently score unless the alarm has been raised.
Although most of the regular guild characters have been kept at relatively low levels, the notable exceptions are the distinctly named group leaders like Haz, Booter and Dedral. Some of them actually had to be toned down a bit (i.e. Dedral was defined as a level 21 Fighter by the Bioware developers) since I wanted all of the guild characters (including the leaders and Aran) to fit under the old BG2:SoA experience cap (2,950,000 XP ). These characters also provide a bit of extra treasure. For example, the Plaguebearer and Longtooth daggers can be taken from Booter while Aran now wields the revised Short Sword of Backstabbing.
The Ambush outside of the Shadow Thief guildhall
After accepting Bodhi's proposal and entering the Docks District you will encounter the first of the improved Shadow Thief opponents near the guildhall entrance. If you are seen by one of the Shadow Thief Sentries a short dialogue sequence will start and an ambush will ensue.
Stealth path note: you can avoid the ambush by either making all of your party members invisible and walking past the Sentries or by simply taking the alternate route to Mook over the rooftops on the right side of the map and past Maevar's guildhall.
In case you trigger the ambush the party will be attacked by three Shadow Thief Sentries (since one of them guards each guildhall entrance) and six Shadow Thieves (of which three use ranged attacks while the rest fight in melee and attempt to backstab the party). The easiest way to deal with the regular Shadow Thief opponents is to cast a few disabling or mind-affecting spells on them. For example, each of the following spells can be very helpful: Entanglement, Grease, Blindness, Spook, Charm Person, Glitterdust, Horror, Web, Hold-Person, Slow, Confusion, Chaos, Emotion:Hopelesness, Greater Command, Domination... etc. Furthermore, as all of the regular Shadow Thieves use mundane (non-magical) weapons, summoning a Lesser Fire Elemental (or any other creature immune to normal weapons) or casting Protection From Normal Weapons on your characters will render their weapons harmless.
In order to complete the first task for Bodhi you need to acquire the Smuggled Shipment crate. This can be accomplished by either defeating Mook and her companions in combat, or by simply pickpocketing her in case you prefer a stealthy, non-violent solution. In case Mook manages to spot you she will call for reinforcements and a battle will ensue. Since Mook is a Fighter/Thief, pickpocketing her will be somewhat more difficult than stealing from commoners or other non-thieves (minimum 60% Pickpocket skill required).
Stealth path note: in order to avoid getting spotted, the character who is going to make the pickpocket attempt must approach the target alone and be under the effects of improved invisibility. Therefore, you need to use one of the spells or items which grant the improved invisibility effect (i.e. Improved Invisibility, Shadow Door, Mass Invisibility, Mislead, Ring of Air Control... etc.) on that character before entering the visual range of the target. If the pickpocket attempt is successful, any Shadow Thief opponents who may be nearby will temporarily ignore the character's presence unless they are provoked by an attack.
Assulting the main and top floors of the guildhall
The interior of the guildhall hosts a number of opponents who are more powerful than the regular Shadow Thieves which can be encountered outside. Expect to encounter Zhentarim mages, Kara-Tur mercenaries (Kensai/Thieves) and Assassins.
Stealth path note: if you enter the main or the top floor of the guildhall with your entire party invisible, the opponents who are present there will not react until you reveal yourself. Therefore, it is possible to sneak past the guildhall guards and reach the captured informant on the top floor completely unnoticed. In order to do this, the entire party must be invisible before entering the guildhall. Once you get to Palern, you can help him escape without alarming the guards by either giving him a Potion of Invisibility (you need to talk to him in order to do that) or by casting an Invisibility spell on him. Be careful though, both of these actions will break your own invisibility, so make sure to re-apply it before re-entering the guards' line of sight. Alternatively, you can kill the guards or simply kill Palern. Either one of these options will complete the quest, however, you will get less XP if you choose to kill Palern.
Note that the Zhentarim mages who guard these areas have very few hit points so, in most cases, firing off a couple of Magic Missile barrages before their spell protections are up is more than enough to take them down. However, if one of these mages manages to spot you, she will fire off Contingency (Stoneskin) and Spell Sequencer which contains Haste, Improved Invisibility and Mirror Image. The Haste spell will affect all nearby Shadow Thief opponents so make sure to counter that with either a Dispel/Remove Magic or a Slow spell. Be wary of the special abilities which are employed by the Kara-Tur Mercenaries (Kai) and Assassins (Poison Weapon). These abilities can be very dangerous when combined with their backstabs.
In order to enter the guildhall basement you will need the Shadow Thief Cellar key which can be either pickpocketed or taken by force from Gaelan Bayle. In order to successfully steal the key from Gaelan your entire party must enter his house under the effects of either invisibility, improved invisibility or stealth. In case Gaelan manages to spot you he will call for reinforcements and a battle will ensue. Since Gaelan is an experienced thief, pickpocketing him will be somewhat more difficult than stealing from commoners or other non-thieves (minimum 70% Pickpocket skill required).
Stealth path note: In order to avoid getting spotted, the character who is going to make the pickpocket attempt must approach the target alone and be under the effects of improved invisibility. Therefore, you need to use one of the spells or items which grant the improved invisibility effect (i.e. Improved Invisibility, Shadow Door, Mass Invisibility, Mislead, Ring of Air Control... etc.) on that character before entering the visual range of the target. If the pickpocket attempt is successful, any Shadow Thief opponents who may be nearby will temporarily ignore the character's presence unless they are provoked by an attack.
Descending to the guildhall basement
Stealth path note: be sure to rest and carefully pick your spells before descending to the lowest level of the Shadow Thief guildhall. Unless the entire party enters the basement under the effects of invisibility, an alarm will be triggered and all of the guildhall exits will be sealed. Furthermore, taking any hostile actions (or triggering certain traps) while following the stealth path will raise the alarm. After the alarm is sounded you will not be able to escape until you've dealt with Aran Linvail.
Unless you've taken the stealth path, the party will immediately be attacked by a group of Shadow Thieves and a Priestess of Mask. The priestess will attempt to heal and support her allies to the best of her ability should they fall under the effects of fear, blindness, feeblemind, poison or paralyzation. Otherwise, she will primarily cast mind-affecting spells on your party members. Note that the priestess has very few hit points and, in most cases, firing off a couple of Magic Missile barrages before their spell protections are up is more than enough to take her down. After you've dealt with the initial attack you may want to enter Booter's torture chamber in order to pick up his key in order to free Tizzak (Bodhi's agent) though this is not necesarry for progressing toward the other parts of the guild. If any of your characters are skilled in Pickpocketing, you can attempt to steal the key from Booter. However, since Booter is an experienced Fighter/Thief, pickpocketing him will be much more difficult than stealing from commoners or other non-thieves (minimum 90% Pickpocket skill required).
Stealth path note: In order to avoid getting spotted, the character who is going to make the pickpocket attempt must approach the target alone and be under the effects of improved invisibility. Therefore, you need to use one of the spells or items which grant the improved invisibility effect (i.e. Improved Invisibility, Shadow Door, Mass Invisibility, Mislead, Ring of Air Control... etc.) on that character before entering the visual range of the target. If the pickpocket attempt is successful, any Shadow Thief opponents who may be nearby will temporarily ignore the character's presence unless they are provoked by an attack.
Before proceeding further, beware, as many areas of the guildhall basement now contain dangerous traps. Although all of these traps can be detected and disarmed they do have fairly high requirements (80-99% in the Find/Disarm Traps skill). Some of the traps will even reset until they are successfully disarmed, which means that you could activate the same trap multiple times if you are not careful. If your thieves have problems finding the traps, remember that Potions of Perception can help them to spot and disarm traps more easily. A few such potions are scattered throughout the basement's containers. The easiest way to handle the traps is to use a Potion of Invisibility on your thief and send him to disarm them one by one while he remains unnoticed by any enemies that might be nearby. Note that the contents of some mechanical traps can be recovered if they are successfully disarmed. For example, disarming a "Poisoned Dart" trap yields 10 Darts of Wounding.
The secret corridor which leads to Aran's chamber has been heavily trapped and is guarded by several Clay Golems. Note that you need at least a +2 enchanted blunt weapon in order to damage these golems. Coincidentally, one of the tables in Booter's torture chamber holds a Warhammer +2 and Haz (Aran's advisor) wields a Staff-Mace +2, so the best way to handle the golems might be to wait until you've dealt with both Booter and Haz and acquired these weapons. Also, one of the crates in the room where Dedral and his companions attempt to ambush you holds a Potion of Absorption which can make dealing with the golems much easier as it provides a +10 AC bonus against their (blunt) attacks. That potion also grants 100% electrical resistance which can be useful for traversing the narrow corridors filled with lightning traps.
Stealth path note: there is an even easier way to deal with the Clay Golems. Dedral, the leader of the Shadow Thief ambushers, carries one of Haz's Control Rods, an item which can influence the hostility level of the guildhall Golems. If any of your characters are skilled in pickpocketing, and if you are quick enough, you can attempt to steal the Control Rod from Dedral. In order to prevent Dedral from noticing the theft, the character who is going to make the pickpocket attempt must be under the effects of improved invisibility. If you are unable to steal the rod from Dedral, you can loot it from his corpse after defeating him in battle. Once you acquire the rod, equip it in the primary weapon slot and let the character who is wielding it walk up to a Golem. The construct will recognize the insignia of its master and immediately deactivate. Note that Golems actually have to see the character who is wielding the rod, so an invisible character would be unable to deactivate them. Naturally, it is impossible to deactivate a Golem while it is in the proximity of its maker, so attempting to do this to the Golems in Haz's chamber is quite futile. Furthermore, note that attacking deactivated Golems will make them resume their standard combat routine.
While you are advancing towards Haz's chamber you fill also face several Shadow Thieves wielding shortbows on the nearby platforms. Beware that every one of them possesses a single Arrow of Detonation and several Arrows of Fire. Daedral, one of the higher ranking Shadow Thieves, guards this passage and, if he manages to spot you, he will set up an ambush. This ambush can be completely avoided by making all of your characters invisible (or hidden) and simply walking past the area where it is triggered (the room with the crates and the dark passages). Aran's advisor, Haz, holds the key to the inner sanctum but his chamber is well guarded. If any of your characters are skilled in Pickpocketing, you can attempt to steal the key from Haz.
Stealth path note: In order to avoid getting spotted, the character who is going to make the pickpocket attempt must approach the target alone and be under the effects of improved invisibility. Therefore, you need to use one of the spells or items which grant the improved invisibility effect (i.e. Improved Invisibility, Shadow Door, Mass Invisibility, Mislead, Ring of Air Control... etc.) on that character before entering the visual range of the target. If the pickpocket attempt is successful, any Shadow Thief opponents who may be nearby will temporarily ignore the character's presence unless they are provoked by an attack.
Facing Aran Linvail
Aran Linvail's AI script has been greatly improved and his equipment and his class have been slightly revised as well. He is now a dual-classed Illusionist(14)/Thief(16) and dual-wields the revised Short Sword of Backstabbing and the Dagger of Acumen. He has Protection From Magical Weapons, Mislead and Improved Haste in his Spell Trigger and thus, until those are dispelled, every one of his 4 attacks per round is considered a backstab. Before the battle starts, he will also quaff a Potion of Clarity. On top of all that, Aran is a fairly decent mage, and his Power Word: Stun, Chaos and Confusion spells are not to be underestimated. In general, Aran's spellcasting is easiest to disrupt by using the Summon Insects, Insect Plague or Creeping Doom spells. However, note that Aran has a Potion of Magic Blocking at his disposal which he will use if he is afflicted by one of these spells. Be very careful around his inner sanctum since there are several poison and dispelling arrow traps nearby. The easiest way to defeat the Shadowmaster is to cast True Sight on one of your characters, right before the battle starts, so that you can immediately counter Aran's Mislead spell. In case you don't have the spell memorized, you can find a scroll of True Sight inside one of the containers in Haz's chamber. This should be followed by a casting of Dispel/Remove Magic so that you can purge the protection spells from Aran and his companions. After that, it's probably easiest to use Greater Malison coupled with a few mind-affecting spells like Chaos, Confusion, Greater Command, Hold Person, Slow... etc. You could also toss a few area effect spells inside the chamber. However, note that the Priestess of Mask will attempt to cure her allies to the best of her ability and dispel any toxic vapors with the Zone of Sweet Air spell. Beware that the heavy door which leads to Aran's chamber will be shut and locked (for the duration of the battle) by the two Assassins who enter the inner sanctum after Aran talks to you and gives them the signal.
Stealth path note: after you defeat Aran Linvail and his personal guards, any remaining Shadow Thieves will flee the guildhall and unlock all basement doors in the process. This means that the way out will be clear of all opposition, save for traps. Before leaving, note that the containers in Aran's chamber and his treasure vault now hold some more appropriate items, however, unlocking the containers and disarming the traps which protect them is now more difficult as well.
Improved Shadow Thief allies
The rogues which come to the party's aid during the assault on Bodhi's lair in Chapter Six (in case the player managed to convince the Shadowmaster to help him) were fairly weak despite being described by Aran as some of the best operatives that the Shadow Thief guild could offer. This component changes those characters into formidable allies which they were originally meant to be. In short, their AI scripts and equipment have been slightly upgraded and they now also get a couple of potions and a few low-level scrolls. Although the Shadow Thief allies have become a bit stronger, they are still not powerful enough to steal the spotlight from the player's party. However, they should now be much more useful than they were in the unmodded game.
Console options
Certain aspects of this component can be configured using the CLUA Console. The following variable can be modified in this manner:

- CLUAConsole:SetGlobal("fl#RRNoMislead","GLOBAL",1) - Aran Lindale using Mislead (0 = on, 1 = off)

Note: the aforementioned variable is set to 0 by default.
Compatibility

- In order to maintain conceptual compatibility between this component and the "Check The Bodies" mod, it is recommended to choose the dialogue options which prevent the Shadow Thieves from taking the Protagonist into custody during the "Captured!" quest from that mod. From the purely technical standpoint, both mods should work fine together even if the Protagonist does get captured, provided that "Shadow Thief Improvements" is installed after "Check the Bodies"
- The "Summons/NPCs Set Off Traps" component of "Ding0's Tweak Pack" is conceptually incompatible with the "Shadow Thief Improvements" component of Rogue Rebalancing as it will inadvertently cause the Shadow Thief opponents to trigger their own traps. If you wish to use both of these components at the same time then you must install "Summons/NPCs Set Off Traps" before "Shadow Thief Improvements" so that the changes it introduces do not apply to the STI areas
- This component is incompatible with the Improved Anvil mod due to the use of the G3 version of Detectable Spells
- For a comprehensive compatibility guide and recommended install order visit this thread on the Rogue Rebalancing forum

Known Issues

- When switching the difficulty level upwards (i.e. from "Normal" to "Core Rules") while inside a hostile area the Shadow Thief opponents in that area may not get all of the items which they are supposed to have on the higher difficulty level. This only affects spell scrolls, potions and magical ammo.

Version changes
4.48 - February 18, 2012

- One of the dialogue paths related to healing Arledrian after the battle in the crypts was erroneously granting the party 2 reputation points instead of just one

4.47 - November 6, 2011

- Fixed a bug which prevented Booter, Haz and Mook from going hostile when damaged by an off-screen attack (i.e. Cloudkill)

4.44 - July 24, 2011

- Made some minor AI adjustments. Most notably, Shadow Thief opponents will now rest when the player rests i.e. if you leave the area, rest up and come back expect your opponents to have done the same
- The player can now keep the thief stronghold even if he sides with Bodhi. Renal's debt collector (Joster) will not interfere

4.40 - February 19, 2011

- Updated the core and "upgradeable equipment" components.

4.38 - October 25, 2010

- Updated Core components and Chosen of Cyric.

4.37 - May 25, 2010

- Updated German and Russian translations

4.36 - May 20, 2010

- Updated the French, German and Italian translations
- Final update by aVENGER. Mod maintenance transferred to Wisp

4.35 - May 8, 2010

- Haz will now become suspicious if his Stoneskin gets dispelled by an off-screen PC in case the alarm in the guildhall basement had previously been sounded

4.34 - March 16, 2010

- Most Shadow Thief opponents will now use their Detect Illusion skill in an attempt to remove illusionary protections (Mirror Image, Blur and Improved Invisibility) and illusionary clones (Mislead and Project Image) from their targets
- The targeting routine of the Shadow Thief opponents should now be slightly less predictable
- Melee opponents will now deprioritize panicked targets
- Slightly tweaked the scroll distribution routine
- Updated the Japanese translation (by Taro)

4.33 - January 29, 2010

- Resolved the technical incompatibility between this component and the "Check the Bodies" mod
- Minor code optimizations

4.32 - December 12, 2009

- Updated the French and Russian translations

4.31 - October 24, 2009

- Updated the French and Italian translations

4.30 - October 2, 2009

- If the "Thief kit revisions" component is installed, all Shadow Thief opponents with the Assassin kit will receive the revised Assassin traits (Poison Weapon, Poison Expertise and Death Attack) if they meet the necessary level requirements

4.22 - September 7, 2009

- The secondary entrances to the basement of the Shadow Thief guildhall are now properly closed after Aran Linvail's death
- Resolved a compatibility issue related to the Glitterdust and Faerie Fire spells from the Spell Revisions mod (special thanks to Mike1072)
- Updated Detectable Spells to the latest available version (the same as in SCSII v10)
- Added the Italian translation (courtesy of Andrea C.)
- Updated the French translation

4.21 - August 8, 2009

- When facing a Nishruu or a Hakeashar spellcasting opponents will now attempt to use Dispel/Remove Magic against the creatures, if they have one of those spells memorized
- Updated the French and Spanish translations

4.20 - July 18, 2009

- Rogue Rebalancing (including all code and documentation) is now licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License

4.11 - May 10, 2009

- Updated the French and German translations

4.10 - April 21, 2009

- Minor code optimizations

4.04 - March 2, 2009

- Opponents will now recognize any shamblers summoned by The Guardian and employ appropriate measures against them
- Added the BETA version of the Russian translation (courtesy of the Aerie.ru team)
- Updated the German translation

4.03 - January 26, 2009

- The comments which the Shadow Thief opponents make when they hear the footsteps of an invisible party member have been slightly diversified
- When attacked repeatedly, opponents may now occasionally abandon their preferred targets and shift their focus to the attacker
- Minor code optimizations

4.02 - December 23, 2008

- The special conversation with Palern which occurs during the stealth path has been slightly expanded
- The guard placement at the top floor of the Shadow Thief guildhall has been slightly altered in order to make the stealth path a bit more accessible
- Alerted opponents may now hear the footsteps of invisible party members unless they have been magically silenced or have successfully made their Move Silently skill check (Note: opponents are not considered to be alerted during the stealth path). Upon hearing the footsteps, thief opponents will attempt to use their Detect Illusion skill while spellcasting opponents may try to cast a divination spell (only if they have one memorized)
- Minor code optimizations

4.01 - November 21, 2008

- Added the German translation (courtesy of Cronox)
- Updated the French and Spanish translations

4.00 - November 1, 2008

- The AI of the Shadow Thief allies which come to the party's aid during the fight against Bodhi in Chapter 6 has been slightly improved
- The potion and scroll selection of all Shadow Thief opponents has been additionally diversified
- Aran Linvail now has a Potion of Magic Blocking at his disposal
- The Control Rod for the guildhall Golems is now carried by Dedral (instead of Booter)
- Made some minor code optimizations
- Standardized version numbers of all components

1.92 - August 25, 2008

- On certain occasions, Aran Linvail's Mislead clone would remain stationary instead of running away. This issue has been rectified
- Updated Detectable Spells to the latest available version (the same as in SCSII v8)

1.91 - June 9, 2008

- If the party chooses the stealth path, the alarm in the Shadow Thief guildhall basement won't be activated automatically upon entering the area. In that case, deviating from the stealth path (i.e. by taking any hostile actions and/or triggering certain traps) will raise the alarm instead
- After he is freed, Tizzak will attempt to hide in shadows and quietly sneak out of the guildhall without alerting any opponents who may be nearby
- Spell Triggers/Sequencers which contain hostile spells will now properly break the Invisibility (but not Improved Invisibility) of enemy spellcasters who employ them
- Updated Detectable Spells to the latest available version (the same as in SCSII v7)
- Made some minor code optimizations

1.90 - March 23, 2008

- Fixed an original game bug in AR0800.BCS which could prevent Bodhi from appearing in Chapter 2 and thus stop the player from siding with her (mirrors G3 BG2 Fixpack code)
- Booter can now be pickpocketed for a Rod of Golem Control which adds another non-violent way for dealing with the Clay Golems that guard various corridors of the guild basement
- The spell selection lists of all spellcasting opponents have been revised and diversified in order to make them a bit more different from each other
- Opponent placement has been slightly revised in order to provide more diversity
- Added the Dagger of Acumen to Aran Linvail
- This component now uses the G3 version of Detectable Spells and all of its AI scripts have been accordingly enhanced

1.82 - December 23, 2007

- The Shadow Thieves guarding the captured informant on the top floor of the guildhall have been slightly repositioned. It is now possible to sneak past them and reach Palern unnoticed should you prefer a stealth approach. Once you get to Palern, you can help him escape without alarming the guards by either giving him a Potion of Invisibility or by casting an Invisibility spell on him
- Blinded Shadow Thieves will no longer attempt to hide in shadows while they are still within the visual range of the party
- It is no longer possible to receive the bonus XP for stealing Gaelan's key if he has already been killed
- Removed a few superfluous ambient sound references from the guildhall basement area script
- The Spell Sequencers of several Shadow Thief spellcasters have been slightly revised in order to put more emphasis on protection and defense
- Added an incompatibility warning message which prevents the installation of this component in case the "Check the Bodies" mod is detected
- Made some minor AI tweaks

1.81 - October 28, 2007

- Resolved some minor script conflicts which could previously occur when other AI-enhancing mods were installed. For example, several Shadow Thief opponents were unintentionally getting additional potions from both "Shadow Thief Improvements" and "Sword Coast Stratagems II". This has been fixed, and they will now only receive one set of potions
- Fixed a bug which could cause the Spell Sequencer cast by a Zhentarim Mercenary to crash the game under rare circumstances
- Fixed a bug in Aran Linvail's AI script which could occasionally cause him to stand idle for a short while
- Made some minor script tweaks

1.80 - October 4, 2007

- Resolved all compatibility issues between the "Shadow Thief Improvements" component from Rogue Rebalancing and the "Additional Shadow Thieves Content" component from SimDing0's Quest Pack. Both of these components should now work fine when installed together. However, Quest Pack must be installed before Rogue Rebalancing in order for this to work properly
- Made some adjustments to the AI of the Shadow Thief opponents. In general, they should now fight a bit more defensively and use any resources which are at their disposal more efficiently. Furthermore, they will attempt to hide in shadows whenever they are off-screen
- Made a few trap placement adjustments. Furthermore, some mechanical traps can now be recovered if they are successfully disarmed. For example, disarming a "Poisoned Dart" trap now yields 10 Darts of Wounding
- Aran Linvail's AI has been slightly improved. Furthermore, he now has a chance to hear the footsteps of invisible characters unless their Move Silently skill is 100% or better
- Action feedback strings like "quaffs a potion" and "Spell Sequencer - Fired" will now also float above a character in addition to being displayed in the combat log
- Shadow Thief Sentries will no longer threaten the player and initiate the ambush if Aran Linvail is already dead (i.e. in case the stealth path was taken)
- Neutral characters (i.e. commoners or beggars) can no longer enter the hostile Shadow Thief guildhall while attempting to flee from combat
- The Shadow Thief Archers who are standing on the platforms will no longer suffer from pathfinding problems
- It is no longer possible to abuse the closing of doors in order to gain an unfair advantage over the opponents' AI
- Corrected a bug which sometimes prevented Mook and Gaelan from being successfully pickpocketed
- Corrected a bug which sometimes caused Aran Linvail to attack his own Mislead clone
- Contingencies and Spell Triggers will no longer go off if their caster is already dead

1.71 - August 06, 2007

- Added the Spanish translation (courtesy of Immortality, SirLancelot, Nieve and Clan DLAN)

1.70 - July 26, 2007

- Added an option for single-classed thieves to join Bodhi if at least one of their mental attributes is higher than 12
- Made the Shadow Thief ambush near the guildhall entrance more seamless
- Stealing the relevant items from Mook, Galean Bayle, Booter and Haz without provoking a fight now nets some bonus XP
- Mook and her companions will now eventually leave the docks area if the smuggled shipment has been stolen from her
- Fixed a bug which sometimes caused the Shadow Thief opponents to use the Glitterdust scroll twice during a single round
- Added portraits for several prominent Shadow Thief characters

1.61 - July 1, 2007

- Added the French translation (courtesy of Graoumf)
- Spells cast from scrolls by the Shadow Thief opponents are now disruptable and will be properly affected by Silence and Miscast Magic, as per PnP rules. (Note: spells cast from scrolls by the player remain non-disruptable and are unaffected by Silence and Miscast Magic, as in the unmodded game)
- Charmed and Panicked opponents will no longer attempt to attack the party
- The check for SimDing0's Quest Pack will now properly work on a Big Picture installation

1.60 - June 25, 2007

- Incorporated difficulty level scaling into the AI scripts of the Shadow Thief opponents. They will now adjust their spell, item and ability usage according to the game difficulty level which can be set in the Gameplay subsection of the Options menu
- Improved the targeting AI of the Shadow Thief opponents. Additionally, invalid targets are now ignored (i.e. Undead are no longer considered as potential targets for the Horror spell, Demons are no longer considered as potential targets for the Domination spell, only Humanoids are considered as potential targets for the Hold Person spell...etc.)
- Made it possible to successfully pickpocket Booter and Haz while under the effects of a spells or an item which grants the improved invisibility effect (i.e. Improved Invisibility, Shadow Door, Mass Invisibility, Ring of Air Control... etc)
- Made it possible to steal the Shadow Thief Cellar key from Gaelan Bayle (while working for Bodhi) without provoking a fight
- Made it possible to steal the Smuggled Shipment from Mook (while working for Bodhi) without provoking a fight
- Aran Linvail's death will now properly cause the other thieves to flee the guild if he becomes Disintegrated, Frozen, Petrified or Imprisoned
- A message will now be displayed in the combat log whenever opponents attempt to use the Detect Illusions thief skill
- Shadow Thief opponents will no longer follow a fleeing party into buildings and other indoor areas
- Added an incompatilibity warning message which prevents this component from being installed if the "Additional Shadow Thieves Content" component of SimDing0's Quest Pack is installed

1.50 - May 12, 2007

- The overall difficulty of the Shadow Thief combat encounters has been significantly toned down
- The Shadow Thief opponents no longer use wands. Instead, they will ocasionally use a few low-level spell scrolls
- The majority of the Shadow Thieves now use standard Amn-native weapons (shortswords, daggers and the like) but a few selected Kara-Tur Mercenaties (Kensai/Thieves) still wield Kara-Tur weapons as appropriate (wakizashis, katanas and ninja-tos). Also, the Shadow Theves no longer wear helmets (not even multi or dual classed Fighter/Thieves)
- Hostile Shadow Thieves should now more intelligently search for invisible opponents instead of automatically "sensing" their location
- The traps in front of Aran Linvail's chamber are now always detectable
- Removed the Black Blade of Disaster scroll from Aran Linvail
- Changed Booter's class to Fighter/Thief
- Booter and Haz are now initially marked as non-hostile. This will allow exceptionally stealthy characters to pick their pockets and acquire their keys without provoking a fight, but only if they manage to remain unseen throughout the entire endeavor (i.e. by using Potions if Invisibility or via Mislead spell).
- Daedral's ambush can now be avoided via stealth/invisibility.
- Fixed a bug which assigned incorrect values to the proficiency points of several Shadow Thief characters
- Fixed a bug which occasionally prevented Kachiko from appearing in Bodhi's lair

1.01 - May 30, 2003

- The first door to Aran's chamber will now properly open after the Shadowmaster is defeated
- The guild Mages will no longer alert the other guards without provocation
- The Clay Golems will no longer randomly trigger traps without provocation
- The basement exit doors are now properly locked instead of being merely disabled

1.00 - May 27, 2003

- Added the improved Shadow Thief combat encounters
- Reverted the allegiance of the Chapter 6 Shadow Thief allies back to GOODBUTBLUE (neutral)

0.50 - May 5, 2003

- First public release

Contact
web site: http://www.spellholdstudios.net/ie/rr
forum: http://www.shsforums.net/forum/79-rogue-rebalancing/