The full list of corrections is:
- Some small errors are fixed in the join-party and leave-party dialogue.
- Davaeorn, Krystin, Daitel, Andris and Tellan have their classes and races
corrected.
- Skeleton warriors are made monsters rather than human (they can't be
made "undead" as they're non-turnable).
- For the same reason, Daitel is flagged as "monster" not "undead".
- Various jellies are marked as "slimes".
- Lots of random creatures marked as "mage" are corrected to "no class".
- Lycanthropes, doppelgangers and vampiric wolves are changed from "humanoid" to "monster".
- Vampiric wolves are redesignated as "wolf" and are no longer mages.
- A large number of incorrect THAC0s are corrected (usually to the benefit
of the creature concerned; I wasn't particularly worried about inaccurately
powerful NPCs).
- A large number of wizards (including ogre magi) with levels that don't
match their spells are corrected (the mage scripts use level as an indicator).
- A large number of creatures with inaccurate saving throws are corrected.
- Some non-clerics recorded as clerics are corrected.
- Naaman's dexterity is modified from 11 (rather low for a mage-thief)
to 17
- Daitel, currently immune only to magic cold and fire, gets immunity
to the nonmagical variety.
- The druids with Seniyad get proficient in their flame blades.
- Genthore isn't actually able to use his weapons. He gets proficiencies
in the axe, and swaps his melee dagger (!) for a battleaxe.
- Niemain is wearing a Ring of Clumsiness. I've no idea whether this is
deliberate, but it seems bizarre that he would engage the party in melee
when at such a disadvantage, so I've taken it off his finger.
- Kobolds get one proficiency with the shortsword. (Currently they have
none).
- Yago and Resar, supposedly powerful mages, don't actually get any spells
at all. They're given some.
- Encounters with Gretek and Cyrdremac are rescripted to make them more
reliably go hostile (currently they sometimes randomly don't bother).
- Conversely, the dialogues with the mad mages of the Ice Island seem to
require that they start non-hostile.
- Some skeletons need to have their damage-resistance added.
- The casting levels for wands are made more consistent: wands of fire
cast fireball at L3 (and continue to cast their high-powered Scorcher variant
at L5); wands of lightning cast at L3;
most other wands cast at L1. (This
is relevant for penetrating MGI).
- The amnesia of the Nashkel merchant is corrected: he doesn't now comment
on a winter wolf having been seen more than once. (If you can't stand this
subcomponent, use the console and enter CLUAConsole:SetGlobal("DMWWNashkelPelt","GLOBAL",2)
)
- Various spells and effects are made detectable.
- Monster Summoning spells can now be targetted on creatures protected
by globes of invulnerability and the like.