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IWDEE fixes from the IWD Fixpack v7+


CamDawg

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In no particular order:

  • Cause Disease's description says it's from the necromancy school, but it's an abjuration.
  • Darts of Bone have the normal APR=3 as a global effect, but the effect has a save
  • Lich Touch should paralyze (109), not hold (175)
  • Great Shout shows duplicate 'Stunned' strings on a failed save
  • Emotion, Fear always removes Emotion, Courage even if saving throws/MR block its effects
  • Beltyn's Burning Blood bypasses MR
  • Mass Cause Light Wounds should not be available to druids (all other Cause X Wounds aren't)
  • Cloudburst should remove Fireshields
  • Talonite priests and priestesses in Dragon's Eye don't heal one another due to bad DV checks. Similarly, Jorn only heals 7/8 of his fellow barbarians at the Sea of Moving Ice
  • Various weapons had incorrect damage:
    • Kaylessa's Bow and the Composite Longbow of the Hand lacked a +1 damage bonus for being composite longbows
    • Bren Muller's Crossbow (normal and upgraded) is a +3 light crossbow but was only getting +2 damage
    • Storm Bow is a shortbow but was getting an extra +1 damage as if it was a longbow
    • Skull Flail is a +4 weapon so its base damage should be 1d6+5, not 1d6+4, since regular flails do 1d6+1
  • The travel times between Severed Hand-Dragon's Eye and Severed Hand-Wyrm's Tooth were inconsistent
  • The Talonite poison was missing the sound file that's supposed to play when used
  • Everard lacks some replies due to a bad fix in Accalia's dialogue from old IWDFP
  • Grisella shouldn't give you a reward for clearing the beetles unprompted
  • Hobart's cleric- and mage-specific replies should be available to dual- and multiclasses
  • Some harpies in the tower with the harpy queen should despawn if the party is below a certain level, but they all used the same DV so this doesn't happen.
  • Four items on the random loot tables (Wand of Trap Detection, Translocation Arrows, Tranquil Bolts, Bone Talisman) spawn without charges
  • Two untrapped doors display as trapped in Wyrm's Tooth Glacier
  • Revert the old duplicate random treasure fix for extres4. Basically, oIWD had two instances of extres4 (Cloak of Invisibility, Ogien's Scale +4) and we swapped one of them for an unused drop. However, looking at the charges of the items, we swapped out the wrong dupe.
  • Summoned lizardmen lack visible weapons
  • Portrait icon fixes for items:
    • The cursed version of Vexing Thoughts should show a cursed icon when equipped
    • Boots of the Fox should use the new 'increased movement speed' portrait icon instead of haste
    • Moonblade should cause a 'miscast magic' icon when it hits
  • Bullets +1 and +2 use the same projectile
  • The color glow from Stunning Darts expires too early
  • Per its descript, the effects of Ghoul Touch should last six rounds
  • Heavy Crossbows and Finest Heavy Crossbow's minimum strength should be 11, not 12
  • Due to a typo, Gauntlets of Valor block Haste, but should be blocking Hold Person
  • The Kinetic Spear blocks Lance of Disruption, but shouldn't. The Kinetic Spear occasionally fires a Lance if Disruption on hit, and this protection was originally to fix a bug (long since fixed) where the Lance would sometimes also hit the wielder.
  • Two items had effects which should have been removed but were instead documented as if they were intended. The  War Hammer +4: Defender had a random heal-on-hit and Thrym Extract is supposed to not provide cold resistance on a failed save
  • HP draining spells (e.g. Larloch's Minor Drain) should not work on undead/extraplanar creatures since normal Cause/Cure spells don't. Monk Lay on Hands also worked on undead/extraplanars but shouldn't.
  • Charm via Mantle's of Hell's Furnace did not work at all
  • Hopelessness (via Symbol or Mournful Wail) was not always removing Emotion, Hope like other forms of Hopelessness (e.g. Emotion, Hopelessness)
  • Stoneskin is providing two too many skins at all levels
  • Tenser's Transformation should not block innate abilities
  • Great Roar's fear and strength drain effects had radically different durations
  • Black Ice Knights were carrying gold

I also filed a catch-all report for a bunch of small, fiddly stuff that players wouldn't notice and/or stuff that only modders would care about, aka Cam's List o' Stuff That Should Be Fixed But Has No Actual Effect In Game:

  • The slaves in the frost giant cave had a fifth random dialogue option that wasn't being used
  • IWDEE removes a line of Arundel's dialogue from the rumors in the Kuldahar tavern, but never re-weights the remaining options
  • Three items had durations attached to permanent effects
  • ~200 items had breakable flags set on their melee abilities, despite the flag doing nothing in IWDEE
  • The unused clck18 item is fixed
  • Hold Person via floor trap didn't have the normal 318-gating, but given that only party NPCs would ever get hit by it, it really doesn't matter
  • The EFFs from Three Doves had some leftover crap in the dice field which could theoretically make them not apply
  • Power levels/MR inconsistencies for Antidote potions; Contact Other Plane; Wand of Monster Summoning
  • Bad effects on the caster shouldn't be blocked by MR/spell protections: Circle of Bones, Blade Barrier, Champion's Strength, (Great) Shout
  • On-hit effects of the Black Blade of Disaster get checked twice for MR/power

Most of these are pretty straightforward but I'd be happy to provide details if anyone's interested. Of all of them, I think the Cloudburst/Fireshield one (original thread here, in the context of IWDification) might be borderline.

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