|
Hawke
|
 |
« Reply #1 on: November 19, 2007, 11:45:41 AM » |
|
**CONTINUED**
-Fixed Mass Bear's Endurance, to not stack with itself or Bear's Endurance spell -Several fixes to Mass Charm Monster spell: *it will properly charm twice caster HD in creatures, not twice caster HD minus one *if player controlled character is affected, only he will get Dazed, and not several other creatures too *it won't affect friendly targets anymore (including caster) on Hardcore difficulty, since it does not make sense (they already fight for you and attack your enemies) -Several fixes to Mass Cure/Heal spells (including Warpriest variations) *they won't damage friendly undead on Hardcore difficulty, if they are not in area of effect *Mass Cure spells, when used for healing, will gain bonus from Augmented Healing feat *Mass Cure Serious Wounds will be properly Maximized (base healing of 24, not 32) *Warpriest Mass Cure Light Wounds will correctly use Will save vs undead (not Fortitude) -Fixed area for Mass Curse of Impending Blades spell, so it has proper 20ft radius (won't affect creatures outside target marker) -Fixed Mass Death Ward, so it will not check spell resistance for the targets, nor would make them hostile for a few seconds anymore -Fixed Mass Lesser Vigor, so it would not make targets hostile for a few seconds. Also, it will have proper area with radius of 20ft, to match its targeting marker -Several fixes to Melf's Acid Arrow spell: *continuous damage will have correct duration (not 1 round less) *if it misses the target, it will not cancel Acid Arrow currently in the effect *if it hits the target, it will not prolong Acid Arrow currently in the effect to last as long as new effect (fixed to not stack) -Several fixes to Meteor Swarm spell: *spell resistance won't be checked twice when targeting ground or caster *when targeting ground, targets closer to center will always roll properly for higher damage and vice versa *when targeting creature, critical hits will double fire damage too, and not just blunt damage -Fixed Mind Fog, so it will not affect targets immune to mind affecting effects -Fixed Mirror Image, so it can be properly dispelled (no single image per dispel). Also, Maximize metamagic will now work as it should, and won't add just 4 images -Fixed Moon Bolt, so it can be properly Extended, Empowered or Maximized -Fixed Nature's Avatar, so it can't be used on polymorphed/wildshaped creatures -Fixed Phantasmal Killer, so it won't affect creatures immune to Fear (just like Weird spell) -Fixed Polar Ray and Vampiric Touch, so they properly double damage on critical hits (and not limit damage with dice cap) -Fixed Recitation, so it doesn't stack with itself (AC bonus only) -Fixed Scare, so that it can affect multiple targets correctly, and that fear on them can be properly dispelled (no leftover effects after area dispel) -Fixed multi-target version of Scorching Ray to properly calculate number of hostiles in area on Hardcore difficulty (wrong calculation led to less rays fired in some circumstances) -Fixed single target version of Scorching Ray, so it will show ray visuals for resisted targets -Fixed Shadow Conjuration version of Web spell, so that movement decrease gets properly removed after exiting Web area -Fixed Shadow Simulacrum, so that it can copy creatures up to twice the caster level, not half the caster level -Fixed Shocking Grasp, so that damage is properly increased on criticals when using Maximize metamagic (will obey dice caps) -Fixed Shout, Greater Shout and Mass Drown, so they won't ignore some creatures in the targeting area anymore -Several fixes to Shroud of Flame spell: *won't stack with itself anymore *damage won't depend from metamagics of other spells cast in following rounds -Fixed Silence spell, so it will only check for spell resistance when targeted directly on hostile creature. Also, targets immune to silence effects will get sonic immunity properly removed when exiting the zone -Fixed Spell Breach and Mordenkainen's Disjunction spells, so they will be able to remove Least Spell Mantle -Enhanced Greater Stoneskin and but not Stoneskin: no cap to prevent overpowered clerics from using it, which is meant for soft targets. -Fixed Storm Avatar (including Stormlord version), so it will work on weapons with electrical damage bonus -Fixed Storm of Vengeance, so that same damage doesn't get applied to all targets in the round (now damage is rolled for each target separately) -Fixed Sunbeam and Sunburst, so that single Reflex save protects against both damage and blindness (and Vampire death, in case of Sunburst), instead of rolling several separate saves -Fixed stacking issue with Swamp Lung spell, since casting on already affected target could remove old effects without applying new ones (on successful save) -Fixed Tasha's Hideous Laughter and Weird, so they will not affect targets protected by Protection from Good/Evil, if it should apply -Fixed Undeath to Death, so it has proper 30ft radius (won't affect undead outside target marker) -Fixed Vampiric Touch, so it gets properly Maximized (drains 6HP per die, instead of 8) -Fixed Camouflage version of Vine Mine spell, so it won't try to Entangle the target every round -Fixed Hamper Movement version of Vine Mine spell, so it won't stack movement decrease every round -Several fixes to Entangle version of Vine Mine spell: *it won't try to affect targets already entangled with it *it won't skip targets with Woodland Stride feat *it will be possible to affect targets on first round -Fixed Vitriolic Sphere, so damage won't depend from metamagics of other spells cast in following rounds. Also, it won't ignore some creatures in the targeting area anymore -Fixed an issue with Wail of the Banshee, when it would sometimes require from first target to make two saving throws vs death -Fixed Wall of Fire, so that damage dealt gets capped properly at 2d6+20 (and not at just 20) -Fixed Wall of Greater Dispel Magic, so it's properly capped at caster level 15, not 10
Invocation fixes:
-Fixed Brimstone Blast, so flame visual won't be dispelled anymore -Fixed Frightful Blast, so it can be properly dispelled (no leftover effects anymore) -Fixed an issue with using same Eldritch Blast essence on already affected target, when succeeding the save would remove first effect -Fixed Eldritch Blast touch attack, so creatures immune to critical hits won't get doubled damage on criticals -Fixed Eldritch Blast visuals, so that ray effect gets shown even for missed or resisted targets (like it's done with most other ray spells) -Several fixes to Eldritch Chain: *it will not arc to secondary targets when primary one was missed *when it arcs, it won't check first secondary target with ranged attack roll twice *secondary targets will get doubled damage on criticals -Fixed Eldritch Cone, so it would not sometimes injure the caster on Hardcore difficulty -Several fixes to Chilling Tentacles: *tweaked damage and paralytic effects of tentacles to happen sooner (otherwise it could happen to get affected by tentacles after already exiting the area) *implemented auto-hit on natural roll of 20 and auto-miss on natural roll of 1 -Fixed Curse of Despair, so that stat penalty mimics Bestow Curse spell (-3, not -2 to all attributes). Also, attack penalty on successful save will last properly for 10 rounds and won't be permanent -Fixed area dispel checks for Devour Magic and Voracious Dispelling (previously, area dispel almost never worked) -Fixed Otherworldly Whispers, so it would not behave like hostile invocation (rolling initiative, putting character into combat stance, etc...) -Several fixes to Tenacious Plague: *prevented stacking on already affected targets *fixed a bug, when swarm would sometimes ignore valid targets *dispelling won't remove just visuals, but continuous damage too *you won't get a miss, if to-hit roll is equal to enemy AC *implemented auto-hit on natural roll of 20 and auto-miss on natural roll of 1
Fixes to creature abilities:
-Fixed Abyssal Blast for Death Knights, so that if fire damage is evaded, divine damage could still be applied -Fixed Cones of Acid, Fire and Frost used by some creatures, so that saving successfully from their damage won't make other targets in area get even less damage. Nor would failing the save make targets get identical damage -Fixed Dragon Breath for Black, Blue, Bronze and Red Dragons, so that damage is rolled for each target, instead applying same value to all targets -Fixed Dragon Breath for Black Dragons, so it won't affect targets outside the "line of effect" (Black Dragon Breath is Line, not Cone) -Fixed Fear auras used by some creatures (dragons included), to prevent characters immune to fear or mind effects from getting penalties -Fixed Ghast and Hezrou stench auras to not affect creatures immune to poison -Fixed Reach to the Blaze ability of Fire Genasi, so that if multiple targets are affected, successive targets don't get less and less damage (due to previous damage result being used for next target). Also, removed exploit that made it possible to do ridisay what?us amount of damage with this ability, by circling around the targets (firing non-stop "on enter" damage)
Fixes to class abilities:
-Fixed Barbarian Rage, so resting during rage won't give fatigue penalties afterwards -Fixed songs and inspirations used by Bards, so that deafened creatures don't get affected by them. Also, deaf Bards won't be prohibited from using their own songs and inspirations -Fixed Song of Heroism for Bard, so that depleting temporary hit points won't remove other effects. Also, this song will not anymore interrupt Inspirations. -Fixed Warlock's Fiendish Resilience, so it will regenerate specified amount of health per round, instead per second -Fixed Enchant Arrow ability, to not wrongly add magical damage bonus to the arrows when using other Arcane Archer special abilities (should be physical). Also, in those cases, that bonus will properly be multiplied for criticals -Fixed an issue, when bonus from Greater and Epic Weapon Specialization wouldn't be added to Arcane Archer arrow damage, when using his special abilities. Also, Strength bonus won't be anymore added to such attacks, if having no bow with Mighty properties, and critical hits from such attacks won't do additional damage against creatures immune to critical hits -Added missing shooting animation for Arcane Archer's use of Death Arrow -Fixed Imbue Arrow ability, so shooting animation is shown when Arcane Archer misses the target -Fixed Inflict Serious and Inflict Critical Wounds abilities for Blackguard, so they add Blackguard level as bonus damage (to replace caster level they do not have) -Fixed Dragon Breath ability of Red Dragon Disciples, so that damage is rolled for each target, instead applying same value to all targets. Also removed spell resistance check, since Supernatural abilities should ignore SR (was already true, but only for non-AI cast breath)
Other fixes:
-Fixed Use Magic Device check for casting from scrolls on Hardcore difficulty, so it will only get triggered when scroll class restrictions were not met (prevents an issue when non-arcane casters with Rogue levels or UMD skill were forced to roll this check even for scrolls with spells from their own class) -Several fixes to Unity of Will spell-like ability of Silver Sword: *depleting temporary hit points won't end other buffs (Heroism-like effect) *included skill penalties to enemies, that were missing (Crushing Despair-like effect) *Crushing Despair-like penalties linked, so they could all be dispelled with single dispel *enemies immune to mind effects won't get penalties
Targeting and metamagic fixes: (spells.2da)
-Fixed Bless, Dismissal, Scare, Song of Discord and Undeath to Death spells, so that they can target ground, and not just creatures directly (since they have area effects) -Fixed Lesser Planar Binding and Planar Binding, so they can target hostile outsiders -Fixed Eldritch Doom, so targeting marker matches shape area (old marker was smaller then area affected) -Fixed Mass Aid and Mass Death Ward, so they can be Extended with metamagic -Fixed Infinite Resonance spell-like ability of Silver Sword, so it works in No PVP areas
VFX fixes:
-Fixed visuals for Blade Barrier, so that swords don't disappear right after spell is cast -Fixed visuals for Evard's Black Tentacles, so that tentacles stay for full spell duration
Details on spells.2da changes: (if you want to merge these fixes with some other spells.2da file)
-Line 6 (Bless), column TargetType: value changed from 0x2B to 0x2F -Line 40 (Dismissal), column TargetType: value changed from 0x2A to 0x2E -Line 96 (Lesser_Planar_Binding), column HostileSetting: value changed from 0 to 1 -Line 128 (Planar_Binding), column HostileSetting: value changed from 0 to 1 -Line 528 (Undeath_to_Death), column TargetType: value changed from 0x2A to 0x2E -Line 839 (Eldritch_Doom), column TargetingUI: value changed from 8 to 2 -Line 854 (Scare), column TargetType: value changed from 0x2A to 0x2E -Line 900 (Song_of_Discord), column TargetType: value changed from 0x03 to 0x07 -Line 1018 (Mass_Death_Ward), column MetaMagic: value changed from 0x3d to 0x3f -Line 1052 (Mass_Aid), column MetaMagic: value changed from 0x3D to 0x3F -Line 1148 (Ssword_Sonic_Attack), column HostileSetting: value changed from 1 to 0
|