I am bit slower here than usual (the fine weather takes its toll

). Still, work is done all the time. I finished mechansims for script based calls of temporary pc and temporary creatures (these were in already, but lacked the code for determining alternative lcoations in case the intended summon target square was occupied). This closes the full suite of summon options (via spell and script, both for enemies and the party).
The summon code for enemies allows them to call oversized creatures of all kinds which is kind of neat (eg a little goblin summoner calling a large, 2x2 wyvern

). Players who call allies can only call allies of size 1x1 though (as players generally can be only 1x1). All calls come with a duration so you can set it up that the summoned creatures or pc disappear again after eg three rounds.
I also worked on the toolset in order to automatically add new premade stuff (ibscripts, spells, traits, effects) to your modules. You can get rid of these again by deleting them in the default modlule as well as your module, so there is, of course, an opt out. I hope this makes the barrier to trying out new stuff lower as it will be ready to use from the get go. Maybe I should allow a switch (module property) that authors can turn off and their modules will never do such automatic pulling in of new premade stuff?
Finally some work was done on pathfinding for wide (+1 in x-direction, 2x1) and tall (+1 in y-direction, 1x2) creatures. It was basically updating them to the same standard as the large creatures(2x2) which were my testing guninea pigs.
Now, I "just" have to wrap it all up and document it in a nice and shiny new tutorial thread on summoning.