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[BG2EE] Some issues noted and thoughts so far


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Posted (edited)

I also want to report that it looks like with Poison Weapon, if you are using Carrion Crawler poison in a fight, then switch to Wyvern Poison, and activate Poison Weapon again to make the switch, it doesn't work out, keeps using the previous one.

I did not notice this issue when switching from Wyvern Poison to that one in combat, nor there seems to be an issue shifting to Wyvern Poison before Poison Weapon is activated for the first time.

Perhaps there's an issue with the poison switching.

Have you thought of making Poison Weapon instead a spell selection ability instead that lets you choose the poison? I think it might be technically challenging or impossible, not sure, since it would need to be aware of which feats you have, but throwing it out there anyway.

I'm mostly mentioning that last point because otherwise, you need to wait one round before switching to the other one. Which might be by design, I don't know. (I would prefer it the way I described, but that's just me)

Edited by RoyalProtector
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54 minutes ago, RoyalProtector said:

I think it might be technically challenging or impossible, not sure, since it would need to be aware of which feats you have, but throwing it out there anyway.

It's definitely technically possible, you'd just have to define tables that include any non-ordered combination of the poison skills and hope opcode 214 works when applied via opcode 326. So if there's 4 different types of Poison and one is the base type, you'd need 4! / 3 tables (so just 8 in this case). Then you check against a certain spell state and operate bitwise on it (so unlocking the different Poison types is just adding a certain value to it), and since you only care about 8 states so it's quite doable. 5! / 4 is 30 in any case so at that point just forget about it, though I don't know how many types of Poison there are.

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Yeah I don't think its feasible at all then, unless you unlock several of them all at once.

On the topic of issues with the mod: the Cleric HLA Divine Shell doesn't give the 80% slashing resistance it should (it does confer the proper resistances to everything else though, including the other physical damage types). This is on beta 7, but I don't think it had been reported before.

Edit: the Paladin Holy Aura HLA has the wrong projectile set: it uses 1pp_sleep_cloud - 280 instead of something sane and reasonable like In Area Party Only - 158. Affected file is tg#hol1.spl.

Edited by CrevsDaak
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Ok, working through some of these, starting with January 10:

On 1/10/2024 at 10:32 PM, RoyalProtector said:

Shouldn't Aasimar also get resistance to Electricity? At least in NWN2, they had that. Tieflings on the other hand do match that, though maybe you're using a source I'm unaware of

I'm following the 2nd edition AD&D Planescape.

On 1/10/2024 at 10:32 PM, RoyalProtector said:

Sunscorch by Aasimar doesn't have an icon in the innate abilities section (looks like empty space) and has no effect damage-wise

Fixed in beta 9.

On 1/10/2024 at 10:32 PM, RoyalProtector said:

I cannot see the "pips" in the feats in BG2EE. Tested in ToB, Fighter.

I don't think the HLA display ever showed feats; certainly I don't know how to make it do so.

On 1/10/2024 at 10:32 PM, RoyalProtector said:

Whirlwind Attack (after using the feat that upgrades it) only works once. Casting it again does nothing. Without the upgrade, it works normally.

Fixed in beta 9.

On 1/10/2024 at 10:32 PM, RoyalProtector said:

Upgrading HLAs (like deathblow) is not reflected in the spells you character has or at least the strings (for example deathblow will still say it kills up to level 10 enemies)

There's not much I can do about that, unfortunately. I could change the description to note that the ability is improvable, I guess, but I haven't done so yet.

On 1/10/2024 at 10:32 PM, RoyalProtector said:
  • Summon Elemental Prince seems to always say that they don't answer your call. Tested with Earth Elemental Prince
  • Thunderstorm seems to have the old Burning Hands animation for some reason on affected enemies, but obviously doing electric damage

Fixed in beta 9.

On the suggestions, I've increased the damage of Fury of the Pack by 50%. The others look like good ideas but I haven't had time to implement them.

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January 11 list 1:

On 1/11/2024 at 12:15 PM, RoyalProtector said:

Drow elf description: line about reputation says "- - 2 to initial reputation". Probably should be "- -2 to initial reputation".

Fixed in beta 9.

On 1/11/2024 at 12:15 PM, RoyalProtector said:

Maybe there's a balance issue to take note... I created a blackguard with STR 18, DEX 15, CON 18, INT 10, WIS 10, CHAR 17. It started out with a -7 bonus to Save vs Death and Petrification, and -5 to Wand and Breath, -3 to Spell? Is this right? When I level her up in ToB, they all become negative except Spell, without the help of any items. Or maybe I'm missing something? Paladins have a similar situation.

As discussed elsewhere, this is just a bug; fixed in beta 9.

On 1/11/2024 at 12:15 PM, RoyalProtector said:

Blackguards get "Fiendish Warding" but they don't ever get level 7 slots.

Still extant in beta 9. (It's just cosmetic though.)

On 1/11/2024 at 12:15 PM, RoyalProtector said:

Infernal and Abysal pact can be cast to targets other than self. They also don't do anything other than damning you (no demon comes to help) if you cast on self. Uses enchantment lights, if that's an issue too.

This is working as intended: these effects let you influence existing fiends, not summon new ones (so enchantment is intentional). I've tweaked the in-game documentation to make this a bit clearer.

On 1/11/2024 at 12:15 PM, RoyalProtector said:

Something rather strange happens with high level paladins after selecting an Holy Aura in the feats: my character periodically casts some sort of Death Fog thing on themselves, as well as a rather distracting light effect around them (seems to triggers when a friendly is nearby). And you cannot rest, and FPS will probably take a hit eventually, so it's pretty critical.

Fixed in beta 9.

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Posted (edited)
5 hours ago, DavidW said:

I don't think the HLA display ever showed feats; certainly I don't know how to make it do so.

It does in BGEE. If you select Toughness, you see how many "pips" you got in Toughness. That's why I'm bringing it up.

5 hours ago, DavidW said:

I could change the description to note that the ability is improvable

Speaking for myself, that would be more than enough for me.

5 hours ago, DavidW said:

On the suggestions, I've increased the damage of Fury of the Pack by 50%. The others look like good ideas but I haven't had time to implement them.

Great! Thank you for considering them. Since you just looked at Fury of the Pack, you might want to consider tweaking it because of another issue that I reported later, which is that the wolves can critically miss, so perhaps adding an effect to invalidate critical misses is warranted. IIRC that's done with opcode 362 with a value of -1. (You added impossibly good rolls, so I assume the intent was to always hit)

Edited by RoyalProtector
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January 11 list 2:

On 1/11/2024 at 2:05 PM, RoyalProtector said:

believe this might have been discussed before, but shouldn't Favor of Ilmater be renamed to something more generic? I see that with a cavalier. Maybe Divine/Celestial Favor

It's now Favor of the Martyr.

On 1/11/2024 at 2:05 PM, RoyalProtector said:

In SoA, Minsc and Jaheira keep "reacting" to something over and over. Like that pose your character has when attacking in between each attack (sorry, I'm not the best at descriptions in English). I think they're freaking out because of NPC customization. They cancel all orders you give them, but maybe it's okay, because after leveling them up the issue disappears.

I think the rebuilt component will fix this but I haven't checked.

On 1/11/2024 at 2:05 PM, RoyalProtector said:
  • As discussed in the [BGEE/SoD] thread, importing from character files is broken for SoA and ToB too. I imagine importing from save files would be fine? Not yet tested... I imagine they would retain spell effects from feats and the like. [Might be fixed already, since component was rebuilt, pending to check]
  • - After leveling up Minsc to max and selecting the ranger endurance HLA, he has 2 Regeneration symbols in the portrait

I haven't checked either of these yet. (Importing generally is likely to be a pain.)

On 1/11/2024 at 2:05 PM, RoyalProtector said:
  • The description of Rangers states that they start with 2 pips in two-weapon style but Minsc only had one.
  • - The issue of Viconia having two Cause Serious Wounds is also present in Hrothgar character file. Lawful Neutral Cleric
  • - Air Elemental and Fire Elemental (lesser and greater) shapeshift have icon-less weapons.
  • - The Greater Water Elemental Shape is invisible to the user
  • - Shifting from Greater Water Elemental to another Greater Elemental Shape makes your character unable to move. Can be corrected my using CTRL + J.
  • - AC bonus from Empowered Animal Summoning seems to not work, as well as saving throws. I can't be positive because I don't know if forcing them into the party changes things, but it looks like those changes are not working.

Should all be fixed as of beta 9.

On 1/11/2024 at 2:05 PM, RoyalProtector said:

In Avenger at least, the Conjure Animals spell is missing (which is mentioned by the feat in the previous line) -- that spell that conjured bears (I think).

Not a bug, though it could be challenged as a bad design call. Conjure Animals is in the Summoning sphere, which clerics get but druids don't. I don't currently support spells being in more than one sphere, and druids have Animal Summoning III at the same level. Still, I have misgivings about this one.

On 1/11/2024 at 2:05 PM, RoyalProtector said:

(lesser) Elemental Shapeshift Bugs : I occasionally see a weird bug where I see a bird being unsummoned randomly when shapeshifting or in shapeshifted state.

  1. - Water Elemental Shapeshift:  Drowning Damage is poison type (probably intended) and is not as the description states just 1d3, the damage seems to tick 2 or 3 times (1d3 each)
  2. - Earth Elemental Shapeshift:  Knockback uses Save vs Polymorph and not Breath

I haven't been able to reproduce the bird, albeit I haven't tried hard. The shapeshift is intended: it ticks per second, not per round. The earth elemental is a documentation error (fixed in beta 9): it should be save vs. petrification (i.e.,=polymorph).

 

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On 1/11/2024 at 3:37 PM, RoyalProtector said:
  • - Description of Favored Souls do not account for the Weapon Proficiency component's presence. As such it says things like "they can become specialized in the favored...". This has to be an error since with that component everyone can be specialized... The functionality is there, though, and in the god selection, the description seems fine.
  • - The second paragraph in the Favored Soul description seems to have more than one line break preceding it.

Should both be fixed as of beta 9 (possibly beta 8).

On 1/11/2024 at 3:37 PM, RoyalProtector said:

Favored of Mask seems to try to Detect Traps with Advanced AI activated. Weird.

The script thinks favored souls are shamans. I haven't yet tried to update the player AI scripting, so this one is still extant.

On 1/11/2024 at 3:37 PM, RoyalProtector said:

Scribe Scrolls (tested with Favored of Mask) has in the description the following: "equivalent to XP_PLACEHOLDER xp per level of the spell inscribed" (also present when casting it)

Fixed as of beta 9.

On 1/11/2024 at 3:37 PM, RoyalProtector said:
  • Scribe Scrolls doesn't work with kit-specific spells, such as Sleep in Favored of Masks. Limitation? Maybe it should have some feedback regardless?
  • -

Intentional. Ideally there should be some feedback, yes, so leave this one extant.

On 1/11/2024 at 3:37 PM, RoyalProtector said:

Assassin created in ToB ended up having x9 backstabs after leveling them up. I assume this is incorrect, as it is not documented...

Bug, still extant as of beta 9.

On 1/11/2024 at 3:37 PM, RoyalProtector said:
  • Set Acid Trap uses the spell animation that you would expect but then it disappears and it looks like a regular trap on the ground. Additionally, it affects only one creature when it triggers, and it does also piercing damage. It feels like you set a regular trap over the acid trap. It's a bit strange.
  • - Set Exploding Trap doesn't work. Disappears as soon as it's set.
  • - Set Spike Trap does heavy magic damage and a bit of piercing damage. Seems incorrect to me (and again feels like it's a regular trap on top of it, though not visually). I would suggest making the damage all piercing.

All fixed as of beta 9.

On 1/11/2024 at 3:37 PM, RoyalProtector said:

Swashbuckler description states that they can specialize in thief weapons, and that they can achieve mastery in any melee weapon. The former should be deleted.

Should be fixed as of beta 9.

On 1/11/2024 at 3:37 PM, RoyalProtector said:
  • Set Special Snare damage at low levels is not nerfed as per your components that does this for Set Snares (or at least the description does not reflect this)

Haven't checked this one yet, probably still extant as of beta 9.

On 1/11/2024 at 3:37 PM, RoyalProtector said:

Set Toxic Trap doesn't work (it's not set and doesn't trigger)

Fixed as of beta 9.

On 1/11/2024 at 3:37 PM, RoyalProtector said:

Shadowdancers should not have access to Trap Master Feat

Hopefully already fixed in beta 7.

On 1/11/2024 at 3:37 PM, RoyalProtector said:
  • Shadowdancers should probably have Slippery Mind by default

Not sure what this one means, sorry.

On 1/11/2024 at 3:37 PM, RoyalProtector said:

Shadowdancers should not have access to the HLA Traps

Fixed as of beta 9.

 

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Posted (edited)
13 minutes ago, DavidW said:

Not sure what this one means, sorry.

Sorry, should have explained, not everyone is familiar with the vanilla SD.

Slippery mind is a default "feat" in both BGEE and NWN/NWN2 that Shadowdancers have by default. Your version is more close to the actual effect of Slippery Mind in NWN. I think it was taken from the Player's Handbook 3rd Edition where the following is said: "Similarly, the mind of a rogue could be described as “slippery” and many rogues were infuriatingly difficult to charm or enchant"

The Slippery Mind that BeamDog implemented is just a universal +1 Saving Throw. I think it should remain consistent with the overhauling nature of your mod and that feat, but perhaps you disagree.

Edited by RoyalProtector
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Going on to the January 11 cleric list:

On 1/11/2024 at 9:53 PM, RoyalProtector said:

Demarchs of Mask don't get Cause Wounds spells below Serious. Seems a bit odd to me. I'm thinking it could be because the Serious category sphere is not Necromantic as the previous ones but "Divine"? Could this be a mistake?

The mistake is that they get cause wounds at all; fixed in beta 9.

On 1/11/2024 at 9:53 PM, RoyalProtector said:

Icepriest of Auril should probably have no access to Elemental Immunity: Cold, since it gets that anyway (although I thought it was appropriate that immunity to fire was not offered).

Fixed in beta 9.

On 1/11/2024 at 9:53 PM, RoyalProtector said:

Not a bug, but I feel like the version of Spike Stones that the paraelemental that Icepriests of Auril summons uses should not harm it, but that's just a design choice.

It is a bug, actually: they shouldn't be casting Spike Stones at all. Fixed in beta 9 (they now get Ice Storm).

On 1/11/2024 at 9:53 PM, RoyalProtector said:

The innate Cone of Cold from Icepriest of Auril mentions "the wizard" when it probably shouldn't (there are others in the different types of clerics that do this, but I will only mention it once, it's a minor detail anyway). [Unmodded game issue?]

This is a general issue with wizard spells given to priests as special spells. I can't really fix it (not without manually redoing all the spell descriptions). The note added at the end, '(This is a priestly version of a spell normally restricted to wizards.)' is supposed to address it.

On 1/11/2024 at 9:53 PM, RoyalProtector said:

Mass Raise Dead HLA has no description other than "Mass Raise Dead Level: 7"

Fixed as of beta 9.

On 1/11/2024 at 9:53 PM, RoyalProtector said:

The innates from Painbearer of Ilmater have a missing line below "Level" in the description. (I was able to get 510 HP by combining a ton of Toughness and Ilmater's Endurance, my goodness)

This issue should be fixed (in general, not just for this innate) as of beta 9.

On 1/11/2024 at 9:53 PM, RoyalProtector said:
  • Firewalker of Kossuth has the summon fire elemental spell in the normal spells selection. I was expecting it to see it as an innate, like it was in previous kits, but maybe I'm mistaken.
  • Firewalker of Kossuth can select immunity to fire has feat despite getting it anyway organically

Both fixed as of beta 9.

On 1/11/2024 at 9:53 PM, RoyalProtector said:
  • The description of Talons of Malar should probably omit extraordinary strength if that sort of thing is removed by a component of the mod
  • Beast Claw by Talons of Malar do not improve as you increase in level as expected. It stays at 2 attacks per round and STR of 18 (and it seems pretty underpowered, although that may be remedied once this issue is resolved)

Should be fixed as of beta 9 (there were several issues with beast claw).

On 1/11/2024 at 9:53 PM, RoyalProtector said:

Symbol, Pain lacks a line break adding spacing between the name and school of magic and the rest, as that seems to be the consensus for spells in general.

It's okay on my install; might have been fixed en passant.

On 1/11/2024 at 9:53 PM, RoyalProtector said:

Symbols of Pain and Hopelessness state that the range is "visual range of caster", but the other ones say 90 ft, they should probably concur.

That's an inconsistency between IWD and BG2 spell conventions, that gets carried over by @CamDawg and my spell converter. I'll note it to be fixed there.

On 1/11/2024 at 9:53 PM, RoyalProtector said:

Lorekeepers of Oghma don't get any of the innate spell abilities (Identify, Secret Word, Pierce Magic)

Fixed as of beta 9.

On 1/11/2024 at 9:53 PM, RoyalProtector said:

Silverstar of Selune don't level up in ToB (as in the button does nothing)

Can't reproduce, probably fixed en passant by some of the other UI fixes.

On 1/11/2024 at 9:53 PM, RoyalProtector said:

Power word, Blind from Nightcloaks of Shar don't have an empty line after the name of the spell + magic school

Fixed as of beta 9.

On 1/11/2024 at 9:53 PM, RoyalProtector said:

Lightning of Talos does not have an icon and does nothing damage-wise.

Fixed as of beta 9.

On 1/11/2024 at 9:53 PM, RoyalProtector said:

Lower Resistance (or at least the version that Luckbringer of Tymora have) feedback is off. At max level, it reduces MR by 50%, but the feedback says 30%

Fixed as of beta 9 (it's a general issue with Lower Resistance).

On 1/11/2024 at 9:53 PM, RoyalProtector said:

Tymora's Luck description has contradictory duration: 10 rounds or 3 rounds?

Fixed as of beta 9.

On 1/11/2024 at 9:53 PM, RoyalProtector said:

I think the line "+2 to command undead" may be a bit confusing for someone reading that (Necrophant of Velsharoon)

I've tweaked the description to be a bit clearer.

On 1/11/2024 at 9:53 PM, RoyalProtector said:

Necrophants of Velsharoon innates have an empty line after the "Level" line, except Dolorous Decay which instead seems to have too many line breaks after the name + school of magic part.

Dolorous decay looks okay on my screen; where's the extra line break? (The other empty line issues are fixed; see above.)

On 1/11/2024 at 9:53 PM, RoyalProtector said:

None of the clerics get the a deity's symbol of power ring!

Fixed in beta 9.

On 1/11/2024 at 9:53 PM, RoyalProtector said:

I also wanted to ask why some clerics get two pips on favored weapons and some just one? Wondering if there's a rationale for this.

They get an extra pip in their favored weapon. So that's two pips if it's a weapon clerics start proficient with anyway (e.g., mace), one pip if not (e.g., sword).

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OK, going on to the first January 12 list.

On 1/12/2024 at 2:55 PM, RoyalProtector said:

Not a bug but I feel like the Spirit Animals should get some description as to their abilities or stats other than their HD. At least I would like to know what makes them special and how each differs from each other.

Agreed in principle, but not a priority (vanilla issue really).

On 1/12/2024 at 2:55 PM, RoyalProtector said:
  • None of the "Spirit of the __" spells of Totemic Druid work (they are not cast and effects are not seen)
  • Empowered Totemic Summons have the same problem as Empowered Animal Summoning: bonuses missing, specifically saving throws and AC.

Should both be fixed in beta 9.

On 1/12/2024 at 2:55 PM, RoyalProtector said:

Bards have access to Use Any Item directly, despite the description stating that "Use Wands" is a prerequisite.

The documentation could probably be clearer here, but the idea is that bards can use wands already, so satisfy the prerequisite automatically.

On 1/12/2024 at 2:55 PM, RoyalProtector said:

Lingering Melody doesn't work, effects end at the usual time.

Can't reproduce, it works fine on my install.

On 1/12/2024 at 2:55 PM, RoyalProtector said:
  • Resonating Weapon has the "Able to poison weapons" icon and text (not an issue per se, but just in case)
  • Call Spirit Warrior summon is unselectable, you can only "talk" with it when you hover over it.
  • Enthralling Melody seems to affect the caster, but not the enemies around (the caster tries to make a save)
  • Mass Charm seems to affect the caster, but not the enemies around (the caster tries to make a save)
  • Sound burst doesn't damage enemies or anyone else, only damages the caster

Should all be fixed as of beta 9.

On 1/12/2024 at 2:55 PM, RoyalProtector said:

Enhanced Bard Song "Epic of charname" in Blades becomes their default song instead of getting an ability to switch to it.

Intentional (it's strictly better); documentation now indicates this.

On 1/12/2024 at 2:55 PM, RoyalProtector said:
  • Bard Song from Blades is supposedly Ballad of the Three Heroes, but it's actually just an unnamed bard song. If you switch to the Ballad of Three heroes, you pick it for good (can't go back to default).
  • The feat that enhances the spins of Blades doesn't work (at least it doesn't for Defensive Spin -- you can't move, and yet you should be able to)
  • War Chant of Sith has the word "Dash" at the end
  • None of the non improved feats that add additional damage to the Barbarian attack when enraged (such as Fiery Rage) seem to work (no added damage) unless you have Tireless Rage and Great Rage. Upgrading them (such as with Volcanic Rage) always makes them fail to work.
  • War Cry affects self and party members (fear effect). The improvements from Improved War Cry also don't apply (at least THAC0 bonus)
  • "Saga of the North" and Jester's Melody contain the Ballad of Three Heroes description.

Should all be fixed in beta 9.

On 1/12/2024 at 2:55 PM, RoyalProtector said:

Both the Skald and Jester's description say that they only know Ballad of the Three Heroes, but they have access to any bard song in the feats, so not sure what this means

It means they don't get the new songs automatically when they level, like regular bards do. I've edited the description a bit to make this clearer.

On 1/12/2024 at 2:55 PM, RoyalProtector said:

It's not entirely clear what it means in the enhanced jester song that enemies can become "mesmerized"... The description needs some clarification

I've rewritten the description to be more explicit.

On 1/12/2024 at 2:55 PM, RoyalProtector said:

The enhanced jester song "mesmeric melody" affects only the caster, but not enemies

Fixed in beta 9.

On 1/12/2024 at 2:55 PM, RoyalProtector said:

Archer descriptions state twice that they can become grandmasters in bows and crossbows

Can't reproduce, though probably that just means it was fixed en passant by some of the proficiency-description fixes.

On 1/12/2024 at 2:55 PM, RoyalProtector said:

The Archer restriction to only one proficiency point for melee weapons mixed with the proficiency system overhaul means that they can only put more points in ranged weapons. Just pointing this out in case this is incorrect, since this means they don't have to worry about melee weapons at all when leveling up. Ditto for other classes with a similar restriction, such as Berserkers for ranged weapons.

Intentional. (Whether it's a good idea could be debated.)

On 1/12/2024 at 2:55 PM, RoyalProtector said:

Precision feat of Archers slows (as in the Slow effect) your character but doesn't reduce attacks per round. The slow can be negated by Haste

I can't remember what I intended here, but I think it's a documentation error: I got rid of the 50% APR penalty but didn't adjust the documentation. I think I'm okay with Haste removing the slow.

On 1/12/2024 at 2:55 PM, RoyalProtector said:

With Icewind Dale spell progression, Beast Masters, get duplicated animal summoning spells at spell levels 4-6 (not sure if this is a bug though)

I'm not sure either; I've left it for now. (I think it's true in unmodded IWDEE.)

On 1/12/2024 at 2:55 PM, RoyalProtector said:

Kensais can take Deadly Aim feat despite not being able to use ranged weapons

Fixed in beta 9.

On 1/12/2024 at 2:55 PM, RoyalProtector said:

Kensais' True Kai triggers the death animation a couple of seconds before the death (maybe this is intended?)

I've left this for now (it's ported directly from the Refinements mod).

On 1/12/2024 at 2:55 PM, RoyalProtector said:

Improved Defensive Stance should be able to be taken 4 times, but only 1 is allowed

Fixed in beta 9.

On 1/12/2024 at 2:55 PM, RoyalProtector said:
  • Scorn Injury by berserkers doesn't seem to work. Should double HP by enrage, however, my level 40 Berserker got exactly 30 extra HP when casting it. (And the enrage power states that it provides 5 + level of character in extra HP)
  • Enrage also doesn't seem like it applies immunities, but maybe only the portrait icons are missing.

This should now be working ok (as of beta 9) - there were some fairly complicated mod-component interaction issues.

On 1/12/2024 at 2:55 PM, RoyalProtector said:

Not sure if I'm missing use cases, but Wizard Slayers get to 50% MR by level 31, which means Resist Magic feat is not useful from that point on. Spell immunity requires it though, so from my point of view I would take because... I have to. Just bringing this up in case it's an issue.

Resist Magic now grants +20% to Monks and Wizard Slayers, rather than a flat 50%.

 

---

That's as far as I've got systematically, though I've fixed a few of the later ones ad hoc because I happened to come across them. (Fury of the Pack critical misses, for instance.) I'm going to try to get beta 9 out before pushing on. Thanks once again for such a detailed list.

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