[*]IIRC opcode #120 has some flaws. Perhaps the Non-Silver and Non-Cold Iron immunities could be changed to Non-"Silver or Magical" and Non-"Cold Iron or Magical". There's also room for a playstyle and/or annoyance-reduction tweak for the lich-with-PfMW tactic: change "Non-Magical" to mean "not flagged Magical AND zero Enchantment level" so e.g. wizard-slayer themed might still work.
Yes, opcode 120 could do some improvement (
ie protect against magical weapons of +6 or lower but not non-magical weapons). I've been thinking the second parameter could be expanded into bits which act as an AND.
[*]Decoupling icons from some effects could be useful. Several can be duplicated with Portrait Icon effects anyway. IIRC Offensive Spin has its own icon but also adds a hard-coded Haste icon that comes with the various haste effects.
You'd then have to worry about removing icons if the effects are countered.
[*]Has anyone made an EXE tweak to handle effect timer quirks yet? Most notably, regeneration effects only stack if they use the same interval, but I think some others (Creeping Doom? Also opcode #272) have the same problem.
[*]IIRC old (current?) "maximum HP on level up" mods didn't work for Barbarians since the d12 HD was hard-coded. Could that be pushed out to 2DA or otherwise changed?
[*]I don't think Casting Level Modifier (#191) works. I played around with it once, but it had no discernible effect.
[*]Can't Use Itemtype (#181) is apparently broken. It could be a great way to restrict items for new kits, given the limited number of item usability bits.
[*]I'm pretty sure Silence disables Innate spells, which makes little sense for the likes of Enrage.
All of these have been addressed in some way or another AFAIK. Check the list of features and components.
[*]Perhaps the Simulacrum/Project Image exploit (wherein one summons the other) could be fixed?
This can be fixed in vanilla by editing PROJIMAG.spl or SIMULACR.spl.
[*]Perhaps Luck/Damage Modifier effects should affect all the character's damage rolls. I'm mostly thinking of weapons that deal e.g. fire damage, but spells could also benefit.
The chant opcode modifies damage rolls AFAIK; it was a long time since I tested it. Ascension has introduced percentage damage modifier stats if you ready the Expanded Stats thread.
[*]Opcode #193 could be made more powerful by making enemies visible (like Improved Invisibility after the first spell/attack) while in sight range. This could be used to, say, True Sight more powerful and more reliable (against e.g. thieves that drink another potion the moment they become visible).
There are numerous ways to remove invisibility. If you mean toggle the visibility of invisible characters on/off when selecting the character under 193, that's a different thing. I'm not sure this is worth it, though. There are other ways I think #193 needs a change, and that is allowing non-detection to block it if the stat is set to 2.
[*]IIRC #146 and #148 both use the default casting level (usually 1) when set to Cast Instantly.
This was already
discussed.
[*]Similarly, the Power Word effects could use some HP threshold parameters so e.g. Power Word: Sleep could be made useful at high levels.
I'd rather see an improvement for opcode 177 to allow for more conditions (like HPLT) than deal with power word effects individually.
-Galactygon