CamDawg Posted March 27, 2022 Posted March 27, 2022 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. Quote
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