This component brings all Fiends in the game closer to their PnP counterparts. Legitimately missing abilities are restored and spuriously granted benefits are removed. The Fiends' AI has been enhanced as well, and it now allows them to act in accordance to their PnP behavior and intelligence scores. In effect, these changes moderately increase the difficulty of dealing with Fiend opponents. Finally, the Blood War now plays a slightly more prominent role. Whenever Baatezu and Tanar'ri meet, they will taunt and fight each other. This will take precedence over any other actions unless the Fiends' existence is endangered by a more powerful enemy.
PnP Fiends
Firstly, the elemental resistances, MR, AC, THAC0, saving throws and Hit Dice of all Fiends now match the PnP source material more closely. The code which implements this takes into account unique creatures who might have better values than generic creatures of their kind. For example, the Master of Thralls in the Planar Prison already has a better THAC0 value than a regular Nabassu, so it won't be changed. Secondly, several missing spell-like abilities and weapon properties have been restored (i.e. all Fiends can now use Teleport Without Error at will, Succubi have an energy draining kiss and can become ethereal, Pit Fiends have a venomous bite, Balors wield Vorpal Swords and Flaming Whips...etc). Furthermore, only specific Fiends (i.e. Balors, Mariliths, Gelugons and Glabrezu) can now see through invisibility by default. Other Fiends must use their spell-like abilities to do so, as described by the source material.
Revised Fiend summoning
For compatibility reasons, this component is separate and completely independent from the main PnP Fiends component. As the name suggests, it alters several aspects of the Fiend summoning process. Firstly, summoned Fiends now more closely match their PnP counterparts in terms of behavior, statistics and abilities, as described by the PnP Fiends component. Furthermore, while summoned Fiends still remain uncontrollable, they now match the allegiance of their summoner. This allows the summoner to receive experience points for each opponent that the Fiends defeats, but it also applies the appropriate reputation penalty for each innocent that the Fiend murders. Note: certain Fiends prefers to trick and manipulate innocents into service, rather than killing them outright. Also, the nature of a summoned Fiend now corresponds to the alignment of its summoner. A Baatezu appears if the caster is lawful aligned, while a Tanar'ri appears if the caster is chaotic aligned. If the caster is neither lawful nor chaotic aligned, a Yugoloth appears. Finally, the party now gains XP for killing Fiends summoned by opponents.
Relevant links
The new components are available as of aTweaks v3 which you can download here. Enjoy!
Edited by aVENGER, 30 May 2012 - 07:40 PM.