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Старый 31.10.2007, 16:42   #9
Oranj
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Регистрация: 02.02.2007
Сообщения: 548
Власть репутации: 658 Oranj У него еще все впереди!
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-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 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 Spell Breach and Mordenkainen's Disjunction spells, so they will be able to remove Least Spell Mantle
-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 ridiculous amount of damage with this ability, by circling around the targets (firing non-stop "on enter" damage)
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