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Bartimaeus

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Posts posted by Bartimaeus

  1. Thanks, that'll go into into the next hotfix! Probably inherited from the original file from BG1.

     

    1.12d ongoing patch notes:

    1. Claw of Kazgaroth was accidentally given "panic" icon instead of "cursed". Phooie.

    2. World's Edge missing enchantment property.

    3. Moonblade not being a fire sword (among a couple of others for the EEs).

    4. The "dual wielding changes" subcomponent considered Morningstars to be a "heavy" weapon, contrary to the readme.

    5. Three additional settings.ini options for the Weapon Changes subcomponent (all defaulted to off):

    halberds_can_slash_too = 0 // 1 adds a slashing mode to halberds that you can switch to and from, 2 means halberds always do slashing-piercing (whichever is better)
    dual_mode_wakizashis = 0 // instead of 1D8 slashing (best light weapon in the game), wakizashis do 1D6 slashing-piercing (whichever is better)
    waki_ninja_animations = 0 // wakizashis and ninja-tos use the original BG2 (non-1PP/EE) katana paperdoll; 1 means both types also use the short sword animation, while 2 means katana

     

    (e): Now released.

  2. Um...wow, well, all I can say is that something went horribly wrong here with those guys, and that it's my fault, so I apologize for that. It was probably a remnant of something I had been experimenting with before IRR was ever actually released and forgot to revert (doubly embarrassing that this oversight has then probably been around for quite a while, then). The main one not having the Belt of Giant Strength is normal (that's now being held on the Shadow Dragon), but those guys were not supposed to get Delver's Plate (I think I was originally trying to give them Full Plate Mail +1, but even that's a bad idea because they already have pretty good natural AC...so I imagine that fight was a bit more difficult than it was supposed to be). Nor was the main Death Knight supposed to be lacking Soul Reaver AND Casiel's Soul. Ugh.

     

    Drop all of the Delver's Plates and console cheat the proper items onto yourself:

    CLUAConsole:CreateItem("plat16")

    CLUAConsole:CreateItem("sw2h08")

    (replace "CLUAConsole:" with just "C:" if you're on the Enhanced Editions)

     

    1.12c released:

    1. Fixes the above mega oversight.

    2. Allows the Whistling Sword to stay on the real version of Arkanis Gath (since other mods like RR put it back on him anyways). Still no unique properties, though - just flavor.

    3. Fixes Zargal's weapons (why did he have two enchanted short swords, a +1 and +2, when he didn't dual-wield them? Now he just keeps the +2).

    4. Fixed a few magical weapons not being marked as magical (e.g. Jan's crossbow).

  3. Isn't that normal? Like with Sanctuary, casting pure (self-target?) buffs doesn't break invisibility. I actually thought that was normal game behavior, but I haven't played without mods in basically forever, so I can't say for certain.

    ​(edit): Yes, I installed a copy of vanilla and cast Invisibility (non-improved) and then cast a variety of spells. Single target buffs that you can target yourself with let you remain invisible when you d oso (e.g. Protection from Evil, Mirror Image), while always self-targeting AoE buffs (such as True Seeing) do the same, but area-targeting AoE buffs (such as Mass Invisibility, or Resist Fear) always strip invisibility, even if you try to self-target...and targeting any other creature with a single-target spell (e.g. a fellow party member with Protection from Evil) does the same.

  4. Please, gentlemen: no fighting in the War Room my precious thread!

     

    IR Revised V1.12b released:

    1. Algernon's Cloak has 3x charges for Charm Person, should be 1 (grr, I thought I got this one, too!).

    2. Remove Weapon Restrictions from Multi-classed Divine Spellcasters will receive two Druid-only options (it makes more sense to me that Druids can use other bladed weapons than clerics can, seeing as Druids can already use Scimitars and such, whereas clerics supposedly are restricted by their gods from using bladed weapons).

    3. Fix Champion's Strength spell for Runehammer +5 (wrong location).

    ​4. Fixed Purifier +5's evil damage property (was fine on +4).

    ​5. Potion of Antidote's effect (potn20.spl) was not actually being added to the game, doh!

    ​6. Spider Fang's webbing effect was referencing the wrong resource (one letter off!).

    ​7. Korgan's Axe receives a new crimson icon and colors. It seems silly to have two red axes (this and Azuredge), but they look different enough, I think.

    ​To eventually get around to doing:

    1. Fix up a few other ToB icons?

    ​2. Robe of Electricity's robe small icon to be slightly reframed to go better with the other robes of elemental resistance.

    3. Thinking of restoring Improved Cloak of Protection +2 with Prismatic Mantle.

  5. Some bugs:
    1. Mislead's projected image lasts only 6 rounds regardless of caster level.
    2. Emotion: Despair is being resisted at a -3 penalty instead of a -2 as per the description.
    3. Why are piles of projectiles greater than what they say they should be? Seems like most everything that is supposed to be 5, 10, 15, or 20 are 7, 12, 17, and 22 respectively. See dvsunfir, dvgcommd, dvsilenc, dvflame, etc.
    4. Mestil's Acid Sheath has a 4 cast speed instead of a 5.
    5. Mass Invisibility has a range of 35 (sight?) instead of 30 (long like its description says).

    ​6. Disintegrate is using vs. spell saves on a few its headers.

    7. Shouldn't Black Blade of Disaster be using a vs. breath save against the Disintegrate effect to match the actual Disintegrate spell? It also doesn't allow magic resistance, which I would definitely think it should.

  6. And these are the final changes that I wanted to implement for V1.12a in addition to the ones I posted above:
    1. Dwarven Shield +2 no longer receives a +1 saving throws bonus. Instead, because according to its description it has a lightness spell applied to it, it only gives a -1 penalty to THAC0 when you install the revised shield bonuses component (maybe it should get rid of the THAC0 penalty altogether? ...A reminder that you can steal this from a merchant immediately at the start of BG2, although I personally never steal unique items...).
    2. Gorgon Plate now uses its correct .bam (the green version of Balduran's Plate from 1PP/the EEs), and the same for Mithral Plate Mail.
    3. Fixed colors for Full Plate Mail +2 for EE games.

    4. Fixed a description bug that you might have seen on a couple of leather armors when unidentified (self-inflicted).
    5. Replaced all copies of the unique golden Battle Axe +2 (AX1H03, aka Battle Axe of Mauletar +2, as it was known in BG1) with the standard Battle Axe +2 (AX1H11). This affects a side room in the Planar Sphere in SoA and one of Sendai's soldiers in ToB, and it currently remains unplaced in BG2 with no unique abilities, though it remains on Gretek (a hostile warrior at Helm and Cloak inside of Baldur's Gate) in BG1.
    6. Ditto for the unique Dagger +2 (DAGG03, aka Heart of the Golem +2 in BG1 and as it is known in IR) with the standard Dagger +2 (DAGG15). This affects Arkanis Gath and Vaelasa (the Dryad Queen in Windspear Hills) in BG2 and Marek in BG1. As this already has unique abilities, it remains placed on one of Harper Hold mercenaries in BG2 and Hentold (a thief who stole the dagger from its grave in a wilderness area) in BG1.
    7. Ditto for the unique Studded Leather +2 (LEAT07, aka Telbar's Armor +2 in BG1) with the standard Studded Leather Armor +2 (LEAT15). This affects...about 20 different locations in BG2, and currently remains unplaced in BG2, though it remains on Sendai (a semi-hostile Amnian fighter somewhere in the wilderness) in BG1.
    8. Ditto for the unique Full Plate Mail +1 (PLAT05, aka Plate of the Dark +1 in BG1) with the standard Full Plate Mail +1 (PLAT14). This affects a few characters in ToB (all of them generic) while remaining unplaced in BG2, though it stays as Tamoko's unique armor in BG1.
    9. Ditto for the unique Short Sword +2 (SW1H09, aka The Whistling Sword +2 in BG1) with the standard Short Sword +2 (SW1H29). This affects roughly 2.7 billion characters throughout BG2 (what the hell, BioWare) and remains unplaced in BG2, while it still remains placed on Zargal (a Hobgoblin) in BG1. Good lord it took forever to get all of these.

    These are all done through proper file existence checks, so there shouldn't be any trouble if you are only on a BG2 game or something like that (additionally, I believe the EEs already have done all of this, and what I did should account for that and be compatible). I am loathe to add any unique powers to The Whistling Sword or Telbar's Armor due to the fact that other mods may attempt to use them, but Plate of the Dark and Battle Axe of Mauletar could receive a unique property or two without too much trouble and eventually be placed, I'd think. (Alternatively, if necessary, the original files could be just made duplicates of the generic items, while an alternative item file is patched in to make *sure* that other mods don't accidentally use them).

    1pp fixes 1.03a (again, in addition to the ones I posted above):
    1. There were a few problems with the "core content patches (v2)" component of 1pp, including HALB07 getting the wrong icon, Varscona's icon getting overwritten and then rewritten again for no apparent reason, Long Sword +2's icon getting overwritten with that same icon that Varscona's icon got overwritten with (what the heck?), Carsomyr's icon getting set to some other random 2HS, etc. Some of these problems would then be re-fixed in the "core updates and item patches (v4)" component, but a couple were not, so I decided that since I had noticed them, I might as well fix them in the v2 component as well.
    2. The state of plate mail was a bit of a mess, to say the least. Gorgon Plate wouldn't get its special icon to go along with its green color change, but then its description icon would be set to something that would not match, Mithral Plate Mail was getting BG1's Plate Mail +1 icon for no apparent reason, and a few more plate mails were getting wrong description icons.
    3. Scimitar +3 was getting set to the same graphics as Sword (Scimitar) of Flame +1's. I have attempted to rectify this by checking for IR being installed first, but because vanilla IR does not have a mark file that I can check for, this fix only applies to IRR for the time being, unfortunately. (...Although now that I think of it, you're not supposed to use the V4 component on vanilla IR installs anyhow, so I suppose it doesn't really matter.)

  7. I have to agree with Mike. I'm looking a little closer, and from what I can tell, IR (and IRR) does almost nothing to item upgrades. The tweaks are the following:

    1. Crom Faeyr's list of components is changed...but only in description from what I can tell (because Girdle of Frost? Giant Strength had its name changed).

    2. Staff of the Ram uses a Ring of the Ram instead of a Roranach Horn.

    3. Cloak of Protection +3 uses a scroll of Mantle instead of Improved Haste and Invisibility.

    4. Quiver of Bolts +3...has something done to it. Not sure exactly what at first glance. Removes the Rogue Stone requirement and reduces the GP cost to 5,000 from 10,000, maybe?

    5. Erinne Sling +5 also requires a Ring of Energy (instead of just 5,000 GP).

     

    So, if Anthology Tweaks introduces those recipes to Cromwell, I'd think it'd likely use the original recipes instead of the modified ones. As far as incompatibilities go, those are all pretty slight - at worst, you wouldn't be able to make Staff of the Ram until ToB due to the Roranach Horn requirement, while the others would just be slightly modified ingredients. Since Anthology Tweaks is always installed after IR, that would be something they'd have to introduce compatibility for, not something IR can. The most I could do is submit a BWP Fixpack compatibility patch, maybe.

     

    Personally, I would also like to reduce the cost of making Ankheg Armor +1 on Cromwell (from 5,000 to probably like 2,500), but uh, I'm actually not sure how to in a clean manner via patching (as there aren't any distinct parts in Cromwell's dialogue conditions/actions for forging the armor that make it easy to edit), so I haven't yet.

  8. Can you give me more context on what you're talking about (e.g. a link to the post)? IR doesn't really touch Cromwell or Cespenar almost at all except for maybe one or two tiny tweaks - I wouldn't think there'd be a problem at all, but it's quite possible I'm just not aware yet.

     

    P.S. I thought 1.12a would be out by now, but DLTCEP has been acting funky since I updated to the latest version in regards to area searches, which has temporarily made me pause until I figure out what's going on.

  9. V1.12 released.

    1. EE's Maces of Disruption graphics from have been restored for the EEs.

    2. Various flails (such as all the Flail of Ages variants) have now had their graphics restored on the EEs.

    3. Various color fixes for helms and shields for the EEs - further testing would be welcome.

    4. Better and more distinct colors for all weapons have been restored (both EEs and non-EEs).

    5. Some items have new .bams: Aegis-fang +3 was cleaned up, Mercykiller Ring gets the mentioned above graphic, Sensate Amulet gets an unused graphic for the time being, Harmonium Halberd uses the original Halberd +3 graphics (unused in the EEs and 1PP), Scarlet Ninja-To gets its own new custom .bam and colors (grey handle with a sort of dull red blade), some two-handed swords had their .bams shuffled around a little (this was done because I noticed that 1pp was mistakenly overwriting Harbinger's original golden and black .bam, leading to two-handed sword graphics being artificially stretched thin, which was further alleviated as I have restored the original Gram the Sword of Grief graphics...except rotated and re-done with a proper shadow, which then lead to Joril's Dagger getting the old Gram the Sword of Grief graphics, which lead to World's Edge getting its original BG1 graphics back - overall, the effect should be that there are better 2HS graphics).

    6. Aegis-fang +3 gets its form-switching ability fixed.

    7. The upgradeable one-handed swords (e.g. Angurvadal +5, Short Sword of Mask +5, etc.) get their unique graphics back. Varscona +2 (and possibly a few others) also gets its correct graphics back.

    8. Unholy Reaver +5's icon was fixed (was horribly misaligned).

    9. Possibly a couple of other things I can't remember right this second.

     

    (edit): V1.12a to be released.

    1. For EE games, you now have the option of choosing whether you want forced colors on shields and helmets when installing the main component (borrowed from 1PP since there's not really any other clean way of doing it - the EEs already have all the resources since they've already had 1PP pre-installed, so it's just a matter of re-patching them to take advantage of it without totally breaking every item for non-EE/1pp games). I believe on vanilla, it's set to "yes for magical items/no for non-magical", but whichever option you choose should work. (e): Now externalized to the settings.ini.

    2. Saving Grace +3 now gets its correct .bam on the EEs.

    3. Kiel's Buckler should now get its correct animation and icon (the smaller bronze circular looking one) on EEs.

    4. Helm of Defense was using the wrong animation.

    5. Ravager +5 and Staff of the Magi +5 now correctly get their unique icons (distinct from the +4 variants).

    6. Finally located a home for Mauler's Arm that I'm happy with: if you're using Stores Revisions, it's now on Pitre, one of the hostile clerics in the Bridge abandoned house fight. Besides one Bracers of AC 7, I always thought it was weird that you basically got nothing for fighting them - now you do. It's a bonus that they're actually somewhat difficult early in SoA if playing with SCS. It has consequently been removed from the Copper Cornet store and reverted back to being a +1 weapon.

    7. Touched up Gram (DLTCEP_2018-01-14_23-37-32.png).

    8. Fixes Ring of Opportunity being marked as an "item of protection" (I was pretty sure I had fixed this in the past already, but I guess not).

    9. A few more items have portrait icons added for various effects (e.g. Ixil's Spear +4/+5 and Shuruppak's Plate get the Free Action icon, Claw of Kazgaroth and Thrall Collar get the cursed icon, Thieves' Hood gets the Protection from Poison icon, etc. - thanks to lolfixer's portrait icon assigner for identifying these...although funnily enough, I wouldn't recommend using this component yourself as it adds loads of icon for every item that has elemental resistance).

     

    1pp fixes 1.03a to be released.

    1. Helm of Defense was using the wrong animation (basic spiked helmet instead of the outward spikes one).

    2. Properly patches both versions of Spider's Bane (SW2H06 and SW2H13).

    3. Fixes Harbinger from losing its golden icon for no apparent reason (also a problem in the EEs).

  10. Err...not really? If you tried, any stuff that edited them later in your mod order (e.g. the Weapon Changes component) would not apply to them. Additionally, their descriptions would reference the wrong strings. :( You could use DLTCEP to add them in yourself, of course: that would be the simplest method, if you have any familiarity with the tool. But yeah, V1.11h is not released yet - I'm looking at some of the other bonus merchant items and deciding what, if anything, should be done with them before releasing.

  11. V1.11h forthcoming whenever.

    1. Aegis-fang +3 was not switching from the throwing/melee to the melee-only variant properly. Additionally, its new .bam had its handle cleaned up a little (looked a little wobbly at the end).

    2. Mercykiller Ring gets a new .bam, a red variant of its old one (which it previously shared with Ring of the Burglar - they ain't called the Red Death for nothing, after all).

     

    These are kind of fun to make. I hope nobody thinks they're too horrible to be in the game. If you do, speak up now before I get used to them! :p

     

    Aegis-fang +3: DLTCEP_2018-01-12_20-57-30.png & DLTCEP_2018-01-12_20-58-43.png

    Mercykiller Ring: DLTCEP_2018-01-12_20-59-11.png & DLTCEP_2018-01-12_20-59-02.png (from DLTCEP_2018-01-12_21-01-16.png & DLTCEP_2018-01-12_21-00-48.png - Ring of Regeneration for comparison: DLTCEP_2018-01-12_21-02-44.png & DLTCEP_2018-01-12_21-02-23.png).

  12. I don't think I've touched the critical hits component, so that's interesting. Let me see if I can figure it out.

     

    (e): Figured it out. The bug only applied to EE games (incorrectly assigned animation to an ioun stone). Sorry for the trouble! On a plus note, you should notice a pretty substantial improvement in the various colors and animations used since 1.09.

     

    V1.11g released:

    1. Fixes HELM18 being assigned a helmet animation it shouldn't have been in EE games.

    2. Created a new .bam for Throwing Axe +2 (AX1H06) that helps differentiate it from Throwing Axe +1 (also has different colors).

     

    TA +1: DLTCEP_2018-01-12_06-17-26.png & DLTCEP_2018-01-12_06-09-17.png

     

    TA +2: DLTCEP_2018-01-12_06-13-31.png & DLTCEP_2018-01-12_06-09-37.png

     

    Hmm, occurs to me now that it may be a little too subtle. Oh well, better than nothing.

  13. 1.11f released.

    1. Drowcraft items now use the correct animations and colors for EE games.

    2. Projectiles now use their correct unique animations and colors on EE games, including arrows, bullets, bolts, throwing axes, throwing daggers, and darts.

    3. Fixes for BG1-only (EE or Tutu) installs, including correctly handling Arla's Dragonbane, Girdle of Trollish Fortitude, World's Edge, Ring of Sorcery, etc.

    4. Set proper checks for BG1-only vs. BG2(EE)/BGT(EE) installs so that if you're playing on only BG1:EE, a few items aren't getting accidentally shuffled around.

    5. Now checks for UB's Artemis Entreri component before doing the vanilla IR patching of Life Stealer onto Gromnir's assassin, so you cannot get two of this dagger.

    Essentially, if you're not playing an EE or Tutu, this update does (almost) nothing for you. HOWEVER..:

     

    1pp fixes 1.03 released.

    So this one's a little complicated to explain. I would like to say in advance that it's not my fault, though - no, really, guys, I'm serious, it wasn't me this time! Well, it wasn't all me, anyhow.

     

    Essentially what happened is when I merged BWP Fixpack projectile "fixes" into the previous version of my 1pp fixes, there was a pretty serious oversight that made it so most of the Improved Projectiles component was not actually being installed (even though it said it was). The previous BWPFP fix (not by me) was to detect if the projectiles had had their projectile changed in some manner and would proceed if it was what it expected, but would skip the given file if it wasn't. Unfortunately, it failed to notice that the projectile number it checks in a given item against the projectiles identifier list that the game uses is off by 1. For example, if arow01 (normal Arrows) is set to use projectile #2 (aka ARROW, or 02 in hex), it's actually projectile #1 (or 01) in the identifier file. So it was checking everything against the wrong projectile by one more than it should. I fixed this by editing the projectile identifier check to be one lower than what it's trying to detect, and it appears to have fixed the problem. Sorry I didn't notice this before - I guess I should've tested the BWPFP's fixes before committing them to my own.

     

    Additionally, I fixed another "wrong file" bug that 1PP had. The bolt09 (Bolt +3) patch was detecting to see if bolt09 existed in the game, but then would attempt to patch bolt06 instead. Bolt09 should now have its unique projectile animation again. Like the other 1PP bugs listed at the end of the original post, this one affects the EEs as well - so now if you use IRR, Bolt +3 will receive its unique projectile animation in EE games even though it was never properly applied in the unmodded EEs like it should've been.

     

    (e): The latest 1pp fixes have been integrated into the latest version of the BWP Fixpack.

  14. Well, we didn't quite make it a "couple of days". However, I think I have finally stomped out all bugs with wands (thanks to kjeron for explaining what exactly was happening, and thanks to Luke for pushing me to figure out what was going on - I never use wands, so I probably would've never noticed most of their issues), so if you were having problems with AoE wand effects, those should now be fixed.

     

    1.11e released:

    1. Various AoE wand effects not always triggering as they should (Wand of the Apprenti's Cone of Cold, Wand of Frost, Rod of Lordly Might's Horror, some of Rod of Wonder's effects, etc. - I had sort of fixed them in the previous version, but the solution wasn't perfect and I had missed a couple). Additionally, a couple of wands were incorrectly using vs. spell or breath saving throws - they should now be vs. wand.

    2. Rod of Wonder now correctly states it gets 3x uses per day, but be warned: the targeting on this wand is a bit harsher than it used to be (e.g. if it happens to cast Stoneskin, it will cast it on whoever is targeted, even an enemy). The description said only fools would use it, after all.

    3. IR's Cones of Cold (e.g. on Wand of Frost) now correctly use 1D4 + 1 damage per level as per SR (instead of 1D6 as it had been previously - this means 6D4 + 6 for Wand of Frost, and 10D4 + 10 for Wand of the Apprenti), and additionally, their saving throws are now at a -4 (from -2) as per SR.

    4. Wand of Lightning's save is now at a -4 penalty as per SR.

    5. Prismatic Explosion is restored to Prismatic Chain, though its effects are that of an SR Prismatic Spray (the projectile is simply at a 360 degree angle away from the user, no targeting necessary).

  15. Basically, I have a Wand of Frost that doesn't seem to always work. It likes to work when using it within about a 9' radius or less, but will not work at about a 10' radius or more. It immediately starts to work when I set the 148 opcode to type 0 (cast normally) instead of 1 (cast instantly), but it's a wand: the former type causes the user to do a casting animation, which wands shouldn't do. Not the end of the world, but it puzzles me as to why this is happening.

     

    Here's a video to demonstrate: https://dl.dropboxusercontent.com/s/tahi46lc5hmyb1m/2018-01-08_18-17-28.mp4

     

    Happens in both Enhanced and non-Enhanced games (and I've tested in unmodded BG2:EE to see if that made any difference - it did not). Also facing a similar problem with a Wand of Monster Summoning. I thought it was maybe something to do with the projectile (possibly still true, but the conecold projectile has an area of effect of 35' in unmodded BG2EE...), but monster summoning doesn't use a projectile, so why would the same thing be occurring? Here are the relevant .itm and .spl files: https://dl.dropboxusercontent.com/s/kg1mlypb27mtshe/Wand%20of%20Frost.zip

     

    Anyone have any ideas as to what exactly is going on?

  16. Yeah, I was still fixing some other things. Now released with the additional notes above. For those playing on the EEs, all armor should look like the enhanced edition versions (also restores Casiel's Soul to the dark purple plate icon).

     

    (e): Why are wands so weird? Wand of Frost doesn't like to work at max range (but works when you caster it shorter), and now Wand of Monster Summoning does the same thing. Ack.

     

    (e): 1.11d released (hopefully the last for a couple of days at least).

    1. Fixes wands not working when using them at max range...although for the time being, the solution requires a half-second casting animation for Rod of the Apprenti's Cone of Cold, Wand of Frost, and Wand of Monster Summoning. If anyone knows more as to why these wands don't work when attempting to use them with the cast instantly property at a long range, please let me know. They instantly start working again when not using the cast instantly property, but it causes that small cast animation, which, while not the end of the world, isn't ideal.

    2. Eagle Bow's and Root of the Problem's Entangling was lasting 2 rounds instead of 1.

    3. Wand of Cursing now correctly says that it's not usable by wizard slayers (previously said "usable by everyone").

    4. Fixes some more strings relating to using wands and a few other item special abilities.

  17. Thank you very much, ALIENQuake! I will leave up my .zip for the time being for people not using BWPFP.

     

    1.11b: The latest version fixes a couple of more bugs I noticed with EE items, and additionally re-introduces different staff sprites for EE games like you would see if you were playing vanilla (if you're playing non-EEs, it will not affect you - install 1PP's staves components, Colourable Quarterstaves and Wizards' Staves, to get the equivalent if you so desire them). If anyone notices any more inconsistencies like this with the EE's graphics, feel free to let me know and I'll come up with fixes.

     

    Additionally, the main post has been updated to reflect the ongoing effort to introduce better compatibility and restored features to the Enhanced Editions.

    ​(e): 1.11c. Thanks to Luke once again for these.

    ​1. Wand of the Heavens would not damage the initial target if they were friendly (does this happen in SR?). Now it does (though the area of effect is still enemy-only).

    2. Wand of Monster Summoning was accidentally shooting fireballs instead of summoning monsters. Oops!

    3. Wand of Fire: a potentially incorrect string triggering when using the wand has been fixed.

    4. Items with magic damage resistance now use the correct portrait icon (no longer Protection from Magic, but instead Protection from Magical Energy).

    5. Fixed the colors and description images of some plate armors.

    6. Additionally fixed the colors of other armors and robes as well.

    7. Cone of Cold from Wand of Frost and Rod of the Apprenti fixed(?). Sometimes would not actually cast the spell under certain circumstances.

  18. I meant the 7-zip *program* is the way to go, because it's not annoying "freeware" like WinRAR and WinZIP. I'll try to use zip files from now on, though - no doubt that .zip is the most accepted (natively by OSes without the need for any software, too).

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