Non-engine Fixes that are going in 4.0. Holy crap, I did a lot of work last summer.
1. Based on player input, some of the changes made to some of the various Dakkon's Blades' were reversed (other changes still apply). For example, the Kinstealer versions of the blade now have higher base damage than all of the other versions.
2. When Annah, Grace, Ignus and Nordom died while in your party, you took chaotic and evil alignment hits and your "murder" count went up. You could even potentially get mazed if Annah or Grace died enough times by your side. Fixed.
3. Per an old forum post by Chris Avellone, Nordom's alignment should be Lawful Neutral.
4. Many creatures that should logically have affected your alignment (usually negatively) when you killed them did not do so. Examples: everyone in the SW Hive, everyone in Clerk's Ward (except the bartenders, who did give hits, everyone in Foundry, etc.) Effort was taken to only fix the most uncontroversial and obvious omissions.
5. You will no longer suffer alignment hits and become a "murderer" when some Carceri citizens are murdered by other creatures.
6. If you tried to sell Annah to Vrischika, Vrischika and Standish would attack you due to a bug in the scripting. Fixed.
7. Seeing Blackrose in the Alley of Dangerous Angles will no longer create a bestiary entry for Curst Townie, Male.
8. Xanthia, Vrischika and various female Sensates that use the Female Aasimar sprite will no longer generate a bestiary entry for an Aasimar.
9. Killing Vorten will no longer add the quest to do so to your accepted quest list even if you've never been given the quest.
10. Vorten quest will now close after you report the plot.
11. The dagger Porphyras Blade was missing the "Enchantment +3" attribute cited in its description. Many creatures are immune to weapons below a certain enchantment level.
12. Berrog and Torvus in Carceri can no longer become bugged using fear spells.
13. Trias can no longer be pickpocketed for his sword.
14. Ingress's Teeth To Hit bonus wasn't working properly. Now it is.
15. Agril and Tek in Carceri had dialogue that couldn't be seen because they were both hostile. Now, when one dies, the other will go neutral and can be talked to, at least briefly.
16. Two voiced lines by Fhjull as you left his house were spoken in reverse order. They are fixed and make sense now.
17. Removed obnoxious casty sounds when Morte uses Litany of Curses, which made it very hard to actually hear the curses. Casty sounds are inappropriate anyway, as it is a non-magical ability.
18. One of the voiced lines when attempting to remove Annah's vest, silent due to a bug, has been restored.
19. FFG "Target immune to weapon" sound inappropriate ("There is nothing I can do."), a more appropriate sound is available ("I cannot wound it.")
20. One of Morte's taunts is inaudible, another isn't a taunt. Replacing them with more appropriate available taunts that were previously unavailable.
21. On map of Mortuary 2nd floor, "Embalming Room" is mislabelled "Northeast Preparation Room". Fixed.
22. FFG and Vhailor both had sounds they were supposed to sometimes play when they died, but they didn't work. Now they do.
23. The exit cutscene that was supposed to play after purchasing something from Vlask was always aborting. Fixed.
24. Githzerai Townsperson walking script in one of the Hive areas was bugged. Fixed.
25. A prostitute and a bar patron that weren't appearing in the Clerk's Ward due to a bug are restored. Also, two bar patrons south of Aelwyn were incorrectly duplicated.
26. A customer and bartender on the east side of the Clerk's Ward had floating text lines that weren't working, and were reversed. Fixed.
27. Several fixes to quest entries closing prematurely or inappropriately: when gaining evidence against Pikit, when looking for a handkerchief, and when looking for permission to grant someone access to a sensory stone.
28. Killing Trash Warrens thugs could incorrectly let
TNO claim he'd killed the thugs related to Porphyron's quest.
29. Ebb Creakknees will no longer keep respawning in the Carceri warehouse after he leaves.
30. Non-functional check in Splinter's dialogue for Death Advocate's status fixed.
31. Curst guards and other
NPC's will no longer aggro based on your defending Jasilya, which they definitely explicitly were not meant to.
32. A Collector in Ragpicker Square did not have his walking script attached correctly.
33. Talking animations synchronized with floating text for the two johns of a prostitute in NW section of the Hive. Also, they will now defend the harlot if she is attacked as was intended.
34. A walking creature in Curst North area is restored.
35. Being a Dustman reduces the number of shadows you encounter in the Fortress. But this also works if you're an anarchist who infiltrated them. Changing it to be based on the Dead Truce.
36. Killing Dhall and Baen the Sender decremented rather than incremented your MURDER count.
37. Corrected insanely low stats for several
NPC's and creatures. See documentation in QwinnFix.tph for specifics. Most notably, larval worms and trelons are no longer marked as level 1 and thus can no longer be insta-killed via the Cloudkill spell. Other improved CRE's include Mantuok, Qui-Sai, sohmiens, and warehouse anarchists.
38. Backing out of taking the Godsman oath, then talking to Keldor again, it was possible to become a Godsman without taking the oath or passing the appropriate checks against belonging to another faction.
39. Fixed dialogue error asking Nordom about Mechanus when Morte is not around.
40. Bug in Raimon's dialogue fixed.
41. Duplicated response in Vivian's dialogue if you were evil to her fixed.
42. If Dak'kon tells you he'll talk to you later about something after he translates for you in a conversation with Fell, you will now always have the option to ask him to do so.
43. The Puzzled Skeleton in the Dead Nations will no longer stop talking to you if you deal with Adozyel harshly during the Restored Pendant of Yemeth quest (bug due to a recycled variable).
44. Weapon workers in Foundry would think Bedai was arrested for murder which actually isn't possible.
45. Several deaths via dialogue (Jolmi, Yi'minn, Death's Advocate) weren't incrementing your total death count, which does have an impact on the endgame.
46. Removed several
XP exploits via restarting dialogue with Ravel prior to her attack.
47. A number of fixed to Barkis's dialogue, including a bug that could prevent gaining some insight into
TNO's resistance to poisons.
48. If you make Nordom or Ignus hostile via dialogue, they will now be removed from the party. Not removing them was causing several severe bugs.
49. A variable related to restarting dialogue with Fhjull wasn't being set. This effectively restores an unused sound file, too.
50. When Vlask sold you a second bead, you weren't actually getting it.
51. Bad state weight made it so you never got to see Drusilla's opening "obsessed" dialogue state.
52. Zombie 1201 in the Mortuary had a clearly inappropriate chaotic alignment hit. Removed.
53. If you have either Annah or FFG in your party when you sleep with a Hive harlot, they will react, but neither reacts if you have them both. Now Annah's reaction will override FFG's, just as happens in Ucho's dialogue in the Clerk's Ward.
54. If you killed Mar after getting his axe via dialogue, you'd get a second axe. Fixed.
55. Fixes to Kuu-Yin's dialogue, specifically moved a journal entry, and fixed bug where he'd say he was exiting the area but didn't.
56. Noroch wasn't giving the copper and bandage rewards indicated by the text if you took care of the pickpocket before being given the quest.
57. Morale hits for having Dak'kon kill Ana'zi painfully were inconsistent.
58. FFG's first line in her first banter with Morte was inappropriate and used a second time elsewhere, whereas a more appropriate line never used at all. Replaced. This restores an unused sound file.
59.Duplicate
XP reward in Soego's dialogue removed.
60. Intelligence check when claiming to be Adahn in Dustman dialogue fixed.
61. Female dustmen lacked the Adahn and chaotic alignment hits that are present in the otherwise identical male dustman dialogue.
62. Blackrose will now leave the area when he's supposed to.
63. The number of times you can resurrect in the Fortress was being added to, rather than subtracted from, whenever a companion died. This has been confirmed as a bug and is fixed.
64. Scofflaw Penn would kick you out, and you'd get a journal entry that the door was locked, but it would remain open until you entered again.
65. Missing line in Vhailor's altercation with Grace and Annah restored.
66. Removed infinite morale loop in Kesai's dialogue.
67. Fixed several journal entry issues in Aelwyn's dialogue.
68. Talking to weapons workers, you get a reply option about Kellera talking to Dak'kon after you already have, which comes across as extremely odd. Fixed.
69. One specific dialogue path among many identical ones in Sere's dialogue was failing to open up a dialogue option with Hamrys as was intended.
70. Talking to Jasilya could unnecessarily set a variable that would badly screw up Tainted Barse and Marquez's quest states.
71. Floating rhebuses over dabus's heads synchronized with dialogue cues as much as possible.
72. The Red Abishai wouldn't actually aggro if you attacked them via dialogue until you landed a hit. Fixed.
73. Female zombie 1148 now has her proper walking script attached.
74. If you make the Mortuary hostile, leaving and reentering is supposed to turn off the alarm and make all denizens non-hostile. Due to a script error, though, some select denizens on the first and third floor (including Xachariah) were staying hostile. Fixed.
75. If you make the Lim Lim run away via dialogue, you can now go back to the merchant and demand compensation. Everything was there except the variable set when the Lim Lim runs away.
76. The Rubikon Wizard's dialogue would reset to the beginning each time you reset the maze. This would reset variables that would allow you to get Nordom's bonus repeatedly. This is due to the same issue that made Curst Citizens forget that they'd met you before. You will now only get Rubikon's full dialogue the first time you meet him.
77. Loop in Soego's dialog that could yield infinite Adahn and Chaotic points removed.
78. Lore bonus for 15 INT/WIS fixed (was 5, should be 3)
79. Thieving penalties for low DEX would disappear if DEX was brought below 9. (Could happen via Chromatic Orb, Jester's Axe, Sarossa's curses.) Fixed.
80. The Party Separation fix (where party would reassemble automatically after forced separations) could allow you to reacquire Morte from Lothar prematurely. Fixed.
81. Exploit that allowed you to reacquire a slave sold to Vrischika fixed.
82. Exploit that allowed you to reacquire Morte from the Pillar painlessly fixed.
83. Damage bonus for 4 proficiencies in a weapon fixed. (was +5, should be +4)
84. Missing reference to Sigil in Dhall's dialogue added, to resolve your inexplicably being able to ask him about it.
85. Discrepancies between male and female Dustmen and Dustmen mourners resolved (the female dialogues clearly didn't get some late development fixes that the male versions did)
86. Rarely, defending yourself from 3 thugs in the Buried village would cause Bish and his thugs in the Trash Warrens to aggro. Fixed.
The faction stuff (meaning, several bugs and making it so anarchists can only infiltrate one at a time) is done too, sorta, but parts are commented out that I can't remember why, and I want to review it some more.
Anyways, that's the plan. If anyone spots anything I said would be fixed that's missing, or has an objection, now's the time to say something.
Qwinn
Edited by Qwinn, 10 January 2010 - 06:11 AM.