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BG2 Fixpack Documentation: BETA Core Fixes

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Status: Completed

Authors: Multiple

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Languages: English, French, German, Italian, Korean, Polish, and Spanish

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This documentation is complete as of Version 6. This document will contain spoilers.

Strings (BETA Version)

This fix is in the regular Core Fixes, but the changes below are being aired in BETA first before being moved into the core. Miscellaneous strings are altered to fix errors in descriptions or restore omitted sounds.

  • Strings #46589 and #46590 are altered to make the Multple Keys and Ropes Available in the City of Caverns fixes work

Player AI Scripting Errors

Several of the scripts available to the player to assign to party members had errors. One of the clerical scripts could cast chaotic commands on enemies and a mage script would cast ray of enfeeblement on the caster. One of the clerical scripts would check to see if party members were wounded and try to heal them, but the targeting was sometimes off and the caster would heal the wrong target.

Files altered: cleric1.bs, cleric2.bs, cleric3.bs, mage3.bs

Kensais and Monks Not Receiving Their Weapon Speed Bonuses

Kensais are supposed to receive a bonus in their weapon speed every four levels, but were only receiving their first bonus due to errors in the spell which provided these bonuses. Monks have the same issue.

Files altered: spcl143.spl, spcl816.spl

Stronghold Errors and Exploits

The stronghold quests were put under the microscope, and several issues were addressed:

  • Five Flagons Playhouse: The player could continue to earn income from the theater after selling it to Higgold. Meck would also sometimes fail to spawn after the conclusion of the stronghold quests and Jenna would move to the wrong spot after some events. Finally, the portal to the planar prison could be left open under some circumstances.
  • Temple of Helm: If the player was stripped of the Helm temple, the party was still able to rest there due to a bad variable scope.
  • Fighter
  • Thieves' Guild: There were a number of ways the player could avoid paying guild dues to Renal Bloodscalp. The floating text above the PC's head could also be unnecessarily repeated.
  • de'Arnise Keep: The forge used to create the Flail of Ages is supposed to work after the player has obtained the stronghold, but it was not due to variable scope issues in the script.
  • Noble Order of the Radiant Heart: Under certain outcomes, Tyrianna would never leave at the conclusion of her quest. Killing the squatters in the Baron Metrich would erroneously cause the townspeople to go hostile.

Files altered: ar0322.bcs, ar0522.bcs, ar0523.bcs, ar0901.bcs, baldur.bcs, bdhigg01.dlg joster.bcs, kpforge.bcs, plfarm04.cre, plfarm05.cre, plfarm06.cre, shthlt01.dlg

Elven War Sages Sporadically Helping Party with Vampirism Cure

The elven war sages in Elhan's camp have information to help the PC cure their romantic interest of vampirism in chapter 6. However, the trigger to get this information was overly restrictive so the PC would not be able to receive this information as appropriate.

Files altered: warsage.dlg

Firkraag Journal Entry Not Being Set

Due to a bad variable scope, a journal entry from Firkraag's dungeon was not being created.

Files altered: ar1202.bcs

Townsfolk Flee From Wrong People

Some townsfolk have scripts that cause them to run away from red-circled creatures. However, due to some sloppy scripting they were actually running away from the party.

Files altered: runenemy.bcs

Wing Buffet Should Not Be Prevented to Spell Protections

A dragon's wing buffet attack was being partially absorbed by spell traps and blocked by some magical protections as if it were a spell. The knockback effect when the hell door opens (at the end of SoA) had similar issues.

Files altered: spin658.spl, spin695.spl

Holy and Unholy Word Lack Deaf Icon

Both Holy and Unholy Word can cause deafness, but neither included the deaf portrait icon to go along with the effect.

Files altered: sppr710.spl, sppr715.spl
Files added: icondeaf.eff

Arcane Spell Casting Animations Incorrect

Every spell uses a casting animation based upon the spell's magic school. Several spells were using the wrong animation:

  • Bigby's Clenched Fist, Bigby's Crushing Hand, and Shield are invocations but were not using the invocation animation
  • Chaos Shield and Improved Chaos Shield are abjurations but were not using the abjuration animation
  • Contagion is necromancy but was not using the necromancy animation
  • Farsight and Oracle are divinations but were not using the divination animation
  • Shadow Door is an illusion but was not using the illusion animation

Files altered: spwi114.spl, spwi222.spl, spwi409.spl, spwi424.spl, spwi505.spl, spwi515.spl, spwi723.spl, spwi818.spl, spwi918.spl

Anomen in Wrong Group

Anomen has a non-zero value in his 'specifcs' field, unlike all other joinable NPCs. This can cause him to erroneously respond (or fail to respond) to group scripting actions.

Files altered: anomen6.cre, anomen7.cre, anomen8.cre, anomen9.cre, anomen10.cre, anomen12.cre

Anomen's Quests Break for Non-Romanceable Female PCs

Anomen's personal quests--the issues with Saerk and his trial for joining the Noble Order of the Radiant Heart--would not work at all for female PCs whom he could not romance. For male PCs, his dialogue would set variables to initiate the quest; for females he would start the romance--which would initiate the quests as the romance progressed. The problem is that the while it set variables to start the romance, the romance won't proceed unless the PC is a human, half-elf, elf, or halfling. This would leave non-romanceable female PCs no way to actually proceed in the romance or to start the quests, and falsely identify them as actively romancing Anomen when checked by Bodhi or other characters. His dialogue now checks the variable set if the player is romanceable instead of a straight male/female check (non-romanceable females now get the proper variables set as if they were male, allowing the quests to proceed.

Files altered: anomen.dlg

Errors in Altercation Between Firkraag's Leiutenants

In Firkraag's lair in the Windspear Hills, the party sees a confrontation between a wolfwere captain, a troll, and a hobgoblin named Gerg. There were a number of ways this encounter could be broken by the party, resulting in the principals standing around and not doing anything or failing to initiate follow-up dialogue after the confrontation was resolved.

Files altered: firamb01.bcs, firamb01.dlg, firamb04.cre

Uder Mordin Could Assign Completed Imprisoned Mage (Vithal) Quest in Underdark

Uder Mordin, one of the three duergar merchants in the Underdark, gives the party information to start the quest to free and help Vithal, the imprisoned mage. Because he has completely separate dialogue branches depending on the appearance of the party (disguised as drow or not) he could initiate the quest even though it was already completed.

Files altered: udduer02.dlg

Yoshimo Would Insist on Meeting Renal, Even if Already Contacted

If the party entered the Docks and met with Renal without Yoshimo, and then later returned to the Docks with Yoshimo, he would insist on going to meet Renal. This would set spurious journal entries, and Renal would not have his special dialogue with Yoshimo anyway. Yoshimo will no longer insist on meeting Renal if the party already has.

Files altered: yoshimo.bcs, yoshj.dlg

Imoen-Anomen ToB Banter Would End Prematurely

In ToB, Imoen initiates a banter with Anomen. If Anomen did not pass his trial in SoA he would make a comment about the NORH. At this point Keldorn, Jaheira, Mazzy, or Korgan could interject--however, the dialogue was failing to actually check if these NPCs were actually present, causing the dialogue to exit early. There was one other error with the dialogue, in that Anomen would have one last retort to Keldorn to finish the dialogue.

Files altered: banome25.dlg, bkeldo25.dlg

Celestial Weapons Lose Glowing Effects When Attacking

When celestials such as devas or planetars attack, their glowing weapons turn into plain looking weapons. This fix corrects this bug so that their weapon looks consistent all the way through their attacks. A before-and-after screenshot is available in the Fixpack screenshot gallery.

Files added: maslg2bw.bam, maslg2s1.bam, msolg2bw.bam, msolg2s1.bam

Archers and Elementals Move Across Areas to Attack Party

Two common AI scripts, used mainly by archers and air elementals, would instruct the creature to move across an area even if they (or their group) had not yet made contact with the party. The most common place this bug would occur is in the Underdark, where a lone kuo-toan archer would separate from his group at the bridge (waiting to ambush the party) and make a solo attack, far away from any support.

Files altered: gparcher.bcs, airele01.bcs

Drizzt Not Being Recognized by Chapter 6 Bodhi Allies

The party can receive assistance when attacking Bodhi's lair in Chapter 6. After Bodhi is dead, one of them displays some message along the lines of "we're done, gotta go". However, Arkanis and Eric Vanstraaten were not recognizing Drizzt is present so the party would get overlapping, redundant messages. This is fixed.

Files altered: c6arkan.bcs, c6eric.bcs

You Can't Hope to Stop Habib, You Can Only Hope to Contain Him

Habib is the scimitar-throwing idiot who attacks the party and runs away. After the initial encounter, he can also spawn in an Ilmater temple and hurt the party again by throwing a coin. However, his second spawn doesn't bother checking to see if he was killed in the first encounter.

Files altered: slilmat.bcs

Yet More Troll Errors

More errors with trolls were found; this wrapup mainly fixes differing hit dice between their 'alive' and 'dead' versions. Many trolls would go up or down a few levels, changing their susceptibility and immunity to hit-dice-based spell effects (i.e. Chromatic Orb, Cloudkill, etc.). The trolls are now consistent across their incarnations.

Files altered: firtrl01.cre, kptrol01.cre, kptrol02.cre, kptrol04.cre, kptrol05.cre, obsice01.cre, troll02.cre
Files added: cdtroll1.bcs, cdtroll1.cre, cdtroll1.spl, cdtroll2.bcs, cdtroll2.cre, obsice01.bcs, obsice01.spl, obsice11.bcs, obsice11.cre,

Incapacitated Solaufein Breaks Ust Natha Quests

In the initial mission with Solaufein, you are tasked with rescuing Phaere. If Solaufein is incapacitated during the fight, Phaere's post-rescue dialogue will break when she tries to pass it off to Solaufein. Worse, this will cause the necessary variables to not be set correctly with no way of continuing the Ust Natha quests. Phaere will now check Solaufein to make sure he's not incapacitated and, if necessary, cast Dispel Magic on him.

Files altered: udphae01.bcs

Lilarcor's Glowing Pool Is A Man, Baby

The glowing pool used in Lilarcor's quest is handled by an invisible creature that provides the dialogue to begin the quest. However, the invisibility is susceptible to a Dispel Magic revealing a creature with the name 'Glowing Pool'. The invisibility can no longer be dispelled.

Files altered: swesw.cre

Black Blade of Disaster Has Incorrect Duration and Effects in SoA

The Black Blade of Disaster does not grant grandmastery in long swords per its description, and its duration is incorrect. In ToB, they changed the spell significantly and it has no errors.

Files altered: blakblad.itm, spwi915.spl

Transformation Spells Not Cleaning Up Spells

The various spells and abilities that allow party members to transform are a bit of a mess. They're pretty good about cleaning up leftover abilities if you shift to a form and then back to human, but if you start going directly between forms without returning to human and/or mixing in transformations from items (i.e. Cloak of the Sewers) you can be left with a lot of spell cruft by the time you're back to human. We patch many of the transformation spells to be more thorough in cleaning out leftover spells and abilities. This patch also corrects an oversight where the Cloak of the Wolf had no way for the wearer to return to human form prior to the expiration of the spell.

Files altered: clck04.itm, spcl611.spl, spcl612.spl, spcl613.spl, spcl632.spl, spcl633.spl, spcl634.spl, spcl643.spl, spcl644.spl, spin122.spl, spin123.spl, spin124.spl, spin823.spl, spin852.spl, spinhum.spl, sppr731.spl, sppr732.spl, spwi491.spl

Mordenkainen's Swords Not Suppressing 'Intelligence Drained' Strings

Mordenkainen's Swords are immune to intelligence drain effects, but would still display 'Intelligence Modification' or 'Devour Brain' strings.

Files altered: ipsion.itm

Daystar Damage Incorrect Against Evil Undead Opponents

Daystar has damage bonuses against evil opponents and bonuses against undead opponents. However, they were not stacking correctly against opponents who were both evil and undead, shorting the wielder two damage points.

Files altered: sw1h31.itm, daystar1.eff
Files added: daystar2.eff

Dragonslayer Damage Incorrect Against Dragons

The Dragonslayer sword was causing two more damage points than it should against dragons.

Files altered: sw1h32.itm

Simulacrums and Projected Images Can Use Pocket Plane and Slayer Change Abilities

Projected Images and Simulacrums, when created, are now stripped of their Slayer Change and Pocket Plane abilities. Creatures who are not the protagonist can cause a lot of wonk if they use these abilities.

Files altered: projimag.spl, simulacr.spl

Dragon Silence Potentially Failing

Though very unlikely, a dragon's innate Silence ability could potentially fail if the dragon had been drained of enough levels. All other spells and innates can be used even while level drained (presuming the character's lowered level still provides access the spell).

Files altered: spin692.spl

Chaotic Commands Not Fully Protecting Against Maze

Chaotic Commands is supposed to protect against being Mazed, but it was not protecting against the psionic version of Maze.

Files altered: sppr508.spl

Spook's 'Panic' Message Was Bypassing Magic Resistance

Spook can be resisted by magic resistance, but the 'Panic' message was not.

Files altered: spwi125.spl

Luck Fixes

Luck was not providing saving throw bonuses, per its description. It was also running a bit longer than its listed three rounds, which is also corrected.

Files altered: spwi209.spl

Melf's Acid Arrow Fixes

Melf's Acid Arrow can be resisted by magic resistance, but the accompanying portrait icon was not.

Files altered: spwi211.spl

Incorrect Duration for Invisibility 10' Radius

Invisibility 10' Radius was supposed to last for 24 hours, but was expiring after only one hour. The targeting for some of the sound effects was also corrected.

Files altered: spwi307.spl

Blindness Not Always Causing 'Blinded' String or Portrait Icon

Some spells and effects that cause blindness were not being accompanied by portrait icons and messages indicating that the target had been blinded.

Files altered: gorwom4.itm, sorb.itm, sw1h51.itm, wand19.itm, spdr101.spl, spin595.spl, spin878.spl, spin893.spl, spin929.spl, spin931.spl, sppr313.spl, sppr707.spl, spwi118.spl, spwi224.spl, spwi714.spl, spwi815.spl, spwi958.spl
Files added: cdblind.eff, cdblind1.eff

Multiple Keys and Ropes Available in the City of Caverns

In the conflict between the King and Prince in the Sahuagin City, the party typically ended up with multiple copies of the Treasury Key, Rebel Orb, and Magical Rope. If the party was aggressively pickpocketing, they could end up with even more than two copies of these items. Various aspects of the quest are reworked so that each item is unique and consistent, and the party can obtain only one of each. Some lines needed to be changed as well (see Strings).

Files altered: ar2300.bcs, sahkng01.bcs, sahpr2.dlg, sahpr4.cre

ToB Worldmap Fixes

The travel time between Watcher's Keep and Abazigal's Lair was inconsistent.

Files altered: worldm25.wmp

Errors While Leaving Brynnlaw with Saemon Havarian

There were numerous errors that could occur in the sequence of events in the party's passage from Brynnlaw to the City of Caverns. Brynnlaw Saemon could interject into the ship sequence in the middle of the ocean, party members with AI enabled could attack during the cutscenes, and all sorts of other miscellany could go wrong. This is an extensive fix and owes much to the intense scrutiny of Roana.

Files altered: ar1600.bcs, cut41q.bcs, cut41zf.bcs, cut41zg.bcs, ppsaem2.bcs, ppsaem3.dlg, ppsailor.dlg

Deirex Could Be Slain During Cutscene

When you first enter Deirex's area, a cutscene begins and he imprisons you (where you end up speaking with Jaraxle). The party's action queues are not properly cleared, however, and party members often ended up attacking and even killing a hapless Deirex during this sequence.

Files altered: ar2207.bcs, jarlich.cre

Summoned Nabassu, Pit Fiends, and Glabrezu Targeting

Summoned demons will try to attack the party, but will settle for pretty much anything near by that moved. The targeting was a little wonky, though, and they sometimes attacked invalid targets or ignored valid targets.

Files altered: demglasu.bcs, demnabsu.bcs (ToB only), dempitsu.bcs (ToB only

Incorrect Sleeping and Invisible Tags

A handful of creatures that are asleep were not flagged as in the sleeping state, and a handful of visible creatures were flagged as invisible. The former will likely have little to no impact, but the latter cases were unselectable and untargetable even though they were fully visible.

Files altered: arnman11.cre, arnwar03.cre, sleepdw.cre, sleepfh.cre, sleepmh.cre

Errors With Summoned Creatures

Most summoned creatures were summoned with zero experience value, but some were not. The same issue exists for items on the creatures--a handful could drop their weapons. This fix ensures that all summoned creatures give no experience and prevents them from dropping their items.

Files altered: bearblsu.cre, bearbrsu.cre, bearcasu.cre, bearposu.cre, c6guen.cre, catliosu.cre, catliowp.cre, demglasu.cre, djinnisu.cre, dogwasu.cre, dogwisu.cre, efreetsu.cre, ettercsu.cre, ghastsu.cre, gnollsu.cre, haksu.cre, hobgobsu.cre, koboldsu.cre, nishrusu.cre, nymphsu.cre, ogregrsu.cre, rabbitsu.cre, sahangu.cre, sahlace.cre, sahskel.cre, sahzomb.cre, senstalk.cre, servsu.cre, skelwasu.cre, smoundsu.cre, spidgisu.cre, spidphsu.cre, spidswsu.cre, stalke.cre, sumdjinn.cre, sumefree.cre, sumelair.cre, sumelear.cre, sumelfir.cre, telelfir.cre, telicesa.cre tomegol1.cre, tomegol2.cre, tomegol3.cre, tomegol4.cre, wish02.cre, wolfdisu.cre, wolfwwsu.cre, worgsu.cre, wyvernsu.cre

Il-Khan Soldier Name Fixes

All of Gromnir's troops were named 'Il-Khan Soldier' except the two which were inexplicably named 'Gromnir Soldier'.

Files altered: sarbul04.cre, sarbul05.cre

Saradush Soundset Fixes

Several orcs in Saradush were overlaying human soundsets over their orc ones, and one of the two duergar sappers in the sewers lacked a soundset at all.

Files altered: sarculto.cre, sarorc01.cre, saroro01.cre, sarrein1.cre, sartro01.cre, sartro03.cre, sewdue02.cre

Ranged Weapons Lacked Non-Proficiency Penalties

Characters using bows, crossbows, or slings suffered no penalties if they were not proficient with the weapon. This odd quirk was caused by the ammunition having a zero value in its proficiency field. With any non-zero value--even if it's not set to the weapon being used, i.e. bolts could be set to sling proficiency--the non-proficiency penalties go into effect.

Files altered: arow01.itm, arow02.itm, arow03.itm, arow04.itm, arow05.itm, arow06.itm, arow07.itm, arow08.itm, arow09.itm, arow10.itm, arow11.itm, arow14.itm, arow15.itm, arow1a.itm, bolt01.itm, bolt02.itm, bolt03.itm, bolt04.itm, bolt05.itm, bolt06.itm, bolt07.itm, bolt08.itm, bolt09.itm, bull01.itm, bull02.itm, bull03.itm, bull04.itm, bull05.itm, bull06.itm, dwbolt01.itm, dwbolt02.itm, dwbolt03.itm, flam01.itm, frag01.itm, frosty.itm, iarow01.itm, kuobolt.itm, kuobolt2.itm, kuobolt3.itm, laser.itm, light.itm, puls01.itm, puls02.itm, quiv01.itm, quiver01.itm, quiver02.itm, quiver03.itm, quiver04.itm, quiver05.itm, quiver06.itm, sahbolt.itm, secret02.itm, secret03.itm, secret04.itm

Two Clubs Use Thrusting Animations

All clubs only use swinging animations and no thrusting animations when attacking, save two.

Files altered: blun01.itm, blun31.itm

Stunning Weapons Using Wrong Portrait Icons

Several items that stunned their targets were displaying the 'Held' portrait icon instead of the 'Stun' icon.

Files altered: dart03.itm, dartmel.itm, paracarr.itm, paraghas.itm, paraghou.itm, wand04.itm

Book of Infinite Spells Has Finite Errors

The Book of Infinite Spells has a handful of bugs. Similar to the scrolls addressed in the Casting Spells from Scroll Fixes, many of the spells available from the Book had incorrect targeting or ranges. The Book also lacked a lore score, which meant it did not need to be identified when first found.

Files altered: misc3a.itm, misc3a1.itm, misc3a2.itm, misc3a3.itm, misc3a4.itm, misc3a5.itm, misc3a6.itm, misc3a7.itm, misc3a8.itm, misc3a9.itm, tooltip.2da
Files added: misc3aa.itm

Rod of Lordly Might Transformation Problems

The Rod of Lordly Might is supposed to change at will into one of its three sub-weapons and back again. However, the sub-weapons were being created without charges so they could not be turned back into the original Rod without resting.

Files altered: rodmace.itm, rodspear.itm, rodsword.itm

Protection Scrolls Have Incorrect Range

The various Protection from X scrolls all had a listed range of 30 feet, but were actually limited to 20.

Files altered: scrl03.itm, scrl04.itm, scrl05.itm, scrl06.itm, scrl07.itm, scrl08.itm, scrl09.itm, scrl15.itm

Wand of Cursing Not Causing Deafness

The Wand of Cursing is supposed to induce silence, blindness, and deafness on its target. Though it set a 'Deaf' icon on its target, the wand was not actually causing deafness.

Files altered: wand19.itm

Regeneration Spell Using Wrong Animation

When cast at level 15, the Regeneration spell would play the wrong animation over its target.

Files altered: sppr711.spl

Protection From Normal Missiles Targeting Sound Effects Incorrectly

Though it can be cast on anyone, the sound effects for Protection From normal Missiles would always play on the character casting the spell.

Files altered: spra303.spl, spwi311.spl

Horror Duration Incorrect

Horror has a listed duration of 10 rounds (one turn) but was only lasting for three rounds.

Files altered: spwi205.spl

Hold Monster Bugs

The swirly hold graphic that floats over the head of a held creature was disappearing after one second for Hold Monster, instead of lasting for the full duration of the spell. The spell was also not setting portrait icons or displaying 'Held' strings.

Files altered: spwi507.spl

Wonky String for Protection From Normal Weapons

When under the influence of Protection From Normal Weapons, a creature is not allowed to cast Protection From Magical Weapons. Trying to do so prompts a message in the game window to that effect--except when Protection From Normal Weapons is cast by a ninth-level mage, in which case the message will consist of information about the Sword & Shield proficiency.

Files altered: spwi511.spl

Script Errors for Fight Between Fallen Paladins and Smugglers

Several actors had bad targeting in their scripts, causing them to try and attack a foe that was already dead in lieu of valid targets.

Files altered: kaypal02.bcs, kaypal03.bcs, kaysmg04.bcs

Remove Paralysis Not Removing Icons

The Remove Paralysis spell is supposed to remove the relevant portrait icons, but was failing to do so because these effects were aimed at the caster instead of the target of the spell.

Files altered: sppr308.spl

Lucette Should Always Kill Xzar

Lucette, the harper assassin, should kill Xzar at the conclusion of this quest. Lucette, however, could be interrupted by dialogue and fail to kill Xzar. This sequence can no longer be interrupted by dialogue.

Files altered: harpass1.bcs

Great Druid Challenge Checking Wrong Level for Multi- and Dual-Class Druids

You must be level 14 to challenge for the title of Great Druid in the Druid Grove. However, Master Verthan was checking the fighter level, not druid level, for multi- and dual-class fighter-druids.

Files altered: cechalle.dlg

Aerie and Viconia Romances Can be Falsely Flagged as Active

Aerie and Viconia use a number of variables to track the progression of their romance. They both set their romance active variables upon joining, regardless of whether the PC is actually romanceable by them (i.e. player is female or not one of the allowed races). Despite the romance being set to active, it never actually starts because the match variable is not set. However, other characters such as Bodhi only check the active variable and thus mistakenly act as if the romance is active.

Files altered: aerie.dlg, viconia.dlg

Pierce Magic Via Wand of Spellstriking Not Working

The Pierce Magic ability of the Wand fo Spellstriking was not working. Pierce Magic, when cast via scroll or from memory, is a special class of spell that bypasses magical protections so that it can dispel them. When coming from the wand, it did not receive this benefit and was therefore being blocked by the very protections it was supposed to remove. The wand now casts the spell like the scroll, allowing it to interact properly with spell protections.

Files altered: wand19.itm

Jermien Experience Exploit

You can talk to Jermien multiple times at the conclusion of the Daar-Colette-Jermien quest involving the juggernaut golem in Imnesvale and receive experience points each time.

Files altered: jugdar01.dlg, jugjer01.dlg

Immunities Don't Suppress All Effects (BETA Version)

This is the BETA version of the same fix in Core Fixes. If a creature is immune to a hold effect, they frequently failed to suppress the associated effects--the hold portrait icon might still appear, or the 'Held' message might get displayed in the battle text despite the creature not actually being held. This is a very common error, and was not limited creatures, but items and spells as well. The basic idea behind this patch is that it checks for these supplementary immunities, and adds them if they're not present. (One exception: portrait icon effects are ignored on creatures and undroppable items, as the party will never see these portrait icons.)

The immunities addressed and files patched as a result are as follows:

Petrification: Immunity to petrification should suppress the 'petrified' string from being displayed.

Files altered: balth02.spl, bazdra02.cre, chaldt01.cre, chalin01.cre, chalslay.cre, chalslay.itm, chwraith.itm, demogorg.itm, demosum4.cre, devaevil.cre, devagood.cre, devast01.cre, devmon01.cre, elemhydr.cre, elemimix.cre, elemogre.cre, elemsunn.cre, elemzaam.cre, fangel01.cre, finsol01.cre, finsol04.cre, golstone.itm, gorair01.cre, gorair02.cre, gorbat1.cre, gorcamb.cre, gorstalk.cre, hgber01.itm, immcloud.itm, innoc.itm, jonhp1.itm, mdk2gun.itm, mdk2ring.itm, minhp20.itm, objring.itm, planet01.cre, planevil.cre, plangood.cre, planwish.cre, potn38.itm, ppguy01.cre, ravag03.itm, ring94.itm, ring98.itm, ringkora.itm, scrl15.itm, shalt01.itm, solar.cre, solar01.cre, spcl415.spl, spcl917.spl, spin853.spl, spwi108.spl, spwi853.spl, stalker.itm, surehp1.itm, sw1h71.itm, sword01.cre, telpit1.cre, telslav2.itm

Kill Target: Immunity to kill target effects (such as those used by vorpal weapons) should suppress the 'death' and 'vorpal hit' strings from being displayed.

Files altered: ammonk07.cre, ammonk08.cre, bazdra01.cre, bazdra02.cre, bhaalhp1.itm, bhaalimm.itm, chalrv01.cre, chalslay.cre, demilich.cre, demogorg.itm, finmel01.itm, golice01.cre, gorchr.itm, gorsal.cre, hgmnd2.cre, hgmound.cre, holdring.itm, imoenhp1.itm, invulner.itm, jonhp1.itm, mel01.itm, minhp1.itm, sengua04.itm, shararm.itm, spcl917.spl, sw1h71.itm, tstatue.itm, yaga01.cre

Invisibility: Some special creatures are not allowed to be turned invisible. These creatures should suppress the 'invisible' string from being displayed.

Files altered: bazpatrg.itm, fsspir.itm, gorchr.itm, holdring.itm, invulner.itm, surehp1.itm

Silence: Immunity to silence effects should suppress the Silence icon as well as the 'silence' and 'silenced' strings.

Files altered: ammonk07.cre,ammonk08.cre, amul21.itm, amul28.itm, dragring.itm, firlch01.cre, gorair01.cre, gorair02.cre, gorstalk.cre, helljon.cre, helljon2.cre, hgber01.itm, hllich.cre, hlshade.cre, lichel01.cre, mage20.cre, mage20b.cre, mage20c.cre, minhp1.itm, ppireni2.cre, sendai7.cre, sengua04.itm, sewyag04.cre, spwi219.spl, sujon.cre, sujon2.cre, suraam.cre, susuneer.cre, sw1h50.itm, telqua1.cre, telqua2.cre, tstatue.itm,uddrow50.cre

Blindness: Immunity to blindness should suppress the Blind icon as well as the 'blind' and 'blinded' strings.

Files altered: sword01.cre, npmisc1.itm

Deafness: Immunity to deafness should suppress the Deaf icon as well as the 'deaf' string.

Files altered: sword01.cre

Slay: Immunity to slay should suppress the Dying icon.

Files altered: balth02.spl, spcl415.spl, spcl917.spl, spin853.spl, sppr409.spl, spwi853.spl, sw1h71.itm

Detect Invisible: Some special invisible creatures are immune to being detected but were not suppressing the 'detect invisible' string.

Files altered: swordi.itm, ucounter.cre, uhostile.cre

Polymorph: Immunity to polymorph is difficult, as most of the associated effects with a polymorph (creation of a magical weapon, stat changes, etc.) are legitimate effects for other spells and can not be blocked. In this case, spells that could be used by the party to polymorph enemy creatures are blocked explicitly.

Files altered: bazdra02.cre,bazdra03.cre, bhaalhp1.itm, bhaalimm.itm, chaldt01.cre, chalin01.cre, chalslay.cre, demilich.itm, demogorg.itm, demsuc01.cre, deriny01.cre, finmel01.itm, finsol04.cre, gorbat1.cre, gorbat2.cre, gorcamb.cre, gormistp.cre, gorsuc01.cre, gortan2.cre, imoenhp1.itm, jonhp1.itm, lich.itm, mel01.itm, minhp1.itm, mistpo01.cre, ravag03.itm, ringdemn.itm, sengua04.itm, spcl415.spl, spin853.spl, spwi853.spl, sword01.cre, telpit1.cre, tstatue.itm

Sleep: Immunity to sleep should suppress the Sleep icon as well as the 'sleep' string.

Files altered: abazring.itm,amul17.itm, barl.cre, bhaalhp1.itm, bhaalimm.itm, chalcy3.itm, chalslay.itm, chevil02.cre, chevil06.cre, chevil07.cre, chgood04.cre, chgood05.cre, chgood09.cre, chwraith.itm, demilich.itm, demogorg.itm, dragring.itm, finmel01.itm, finsol04.cre, gorfirg.itm, gorjelfu.itm, gorjelgr.itm, gormisti.itm, gormistp.cre, hgber01.itm, icbone01.cre, immchs.itm, immcloud.itm, imoenhp1.itm, innoc.itm, ipsion.itm, irongol.itm, jondem05.cre, jonhp1.itm, killsw01.itm, lich.itm, mel01.itm, mindva01.cre, mindvam.cre, minhp1.itm, mistpo01.cre, objring.itm, palring.itm, plytroll.itm, ravag03.itm, ring92.itm, ring94.itm, ring95.itm, ring98.itm, ring99.itm, ringkora.itm, sengua04.itm, shalt01.itm, spcl152.spl, spcl321.spl, spin117.spl, spin783.spl, spin823.spl, spin852.spl, spin872.spl, spin906.spl, sppr508.spl, stalker.itm, surehp1.itm, sword01.cre, telslav2.itm, torgal.cre, trollall.itm, trollimm.itm, tstatue.itm, udvamp.cre, vampreg.itm, vampreg1.itm,vampreg2.itm

Stun: Immunity to stun should suppress the Stun icon as well as the 'stun' and 'stunned' strings.

Files altered: abazring.itm,aldeth.itm, amul17.itm, beholder.itm, bhaalhp1.itm, bhaalimm.itm, chalcy3.itm, chaldt01.cre, chalin01.cre, chalslay.cre, cuphaer.cre, demogorg.itm, dragring.itm, drow05.cre, elearb11.cre, elemhydr.cre, elemimix.cre, elemogre.cre, elemsunn.cre, elemzaam.cre, finmel01.itm, finsol04.cre, firlch01.cre, freering.itm, gorfirg.itm, gorjelfu.itm, gorjelgr.itm, gormisti.itm, gormistp.cre, helljon.cre, helljon2.cre, hgber01.itm, hllich.cre, hlshade.cre, hslaywpn.itm, imoenhp1.itm, invulner.itm, ipsion.itm, jwsuper.itm, killsw01.itm, lichel01.cre, mage05.itm, mage20.cre, mage20b.cre, mage20c.cre, mel01.itm, minhp1.itm, mistpo01.cre, npsw01.itm, objring.itm, palring.itm, plytroll.itm, ppireni2.cre, ravag03.itm, ring95.itm, ring99.itm, rossring.itm, sendai7.cre, sengua04.itm, sewyag04.cre, shalt01.itm, shararm.itm, slayerwp.itm, spcl152.spl, spcl321.spl, spcl542a.spl, spcl920a.spl, spin783.spl, spin852.spl, spin872.spl, spin906.spl, sppr508.spl, stalker.itm, sujon.cre, sujon2.cre, suraam.cre, surehp1.itm, susuneer.cre, sw2h06.itm, sword01.cre, torgal.cre, trollall.itm, tstatue.itm, uddrow50.cre, udphae01.cre, udsilver.cre,udsola01.cre