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Старый 31.10.2007, 16:41   #8
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Spell fixes:

-Fixed Acid Fog, so targets already in the cloud would not get same, fixed damage (now, damage is rolled for each target). Fortitude save is also removed for those targets (since it didn't do anything)
-Fixed touch attacks for Acid Splash, Death Knell, Disintegrate, Enervation, Melf's Acid Arrow, Meteor Swarm, Polar Ray, Ray of Frost, Scorching Ray, Searing Light, Shocking Grasp and Vampiric Touch spells, so creatures immune to critical hits won't get doubled damage on criticals
-Fixed Aid to not stack with Mass Aid spell
-Aura of Glory spell will not anymore apply Charisma bonus to party members and won't add fear save bonus to caster (since Paladin is already immune to fear)
-Aura of Vitality won't stack with itself anymore, to prevent gaining extra HP with every successive casting of this spell
-Fixed Avasculate visuals, so that beam effect gets shown even for missed or resisted targets (like with most ray spells)
-Fixed Banishment to not affect caster (otherwise it would be death trap on Hardcore difficulty for some races)
-Fixed Battletide (including Warpriest version), so it gets properly dispelled (caster won't keep attack/damage bonus). Also, spell won't stack with itself anymore, by giving two area effects
-Fixed Bear's Endurance to not stack with Mass Bear's Endurance (this gave extra hit points)
-Several fixes to Bigby Hand line of spells:
*now they will take into account size increasing spell effects when calculating grapple or bull rush checks
*only Grasping and Crushing Hand will not stack with each other (since both would grapple the target)
*fixed a bug when Clenched Fist would end prematurely (usually after casting some other spell)
*damage won't depend from metamagics of other spells cast in following rounds
-Fixed Blade Barrier (Self), so it gets properly dispelled (no immobilized caster after dispelling blades)
-Fixed Bless and Banishment spells, so they affect targeted area properly, instead of similarly sized area centered on the caster
-Removed doubled saves from Bombardment spell (now, a single Reflex save protects from both damage and knockdown). Also, if damage is evaded, target won't get "0 damage applied" message
-Fixed Burning Harnds, Color Spray, Cone of Cold, Mestil's Acid Breath and Prismatic Spray, so they won't check caster for spell resistance in some situations
-Several fixes to Burst of Glacial Wrath:
*creatures encased in ice will get damage reduction of 10/- as intended
*creatures with cold weakness won't die from this spell
*creatures with cold resistance will be damaged properly (and frozen, if needed)
*an issue when cone could sometimes injure the caster on Hardcore difficulty won't happen anymore
*it won't happen for burst to ignore some creatures in the cone
-Fixed Cacophonic Burst, so that saving successfully from its damage won't make other targets in area get even less damage. Nor would failing the save make targets get identical damage. Also, it will be properly maximized if having caster level below 15 (will not do 90 points of damage then)
-Fixed Circle of Death, so it won't affect area lower then intended (15ft radius, instead of correct 30ft)
-Fixed Cloudkill to properly apply Constitution damage (previously, if multiple targets were affected, damage would be greatly reduced for some of them). Also, if there are any creatures immune to poison in area, it won't stop spell anymore from applying damage to other targets
-Fixed a bug, when Cloud of Bewilderment would always affect targets immune to poison, instead the opposite. Also, spell resistance won't be checked multiple times for targets already affected by this cloud
-Fixed Color Spray, so blindness version won't affect creatures immune to mind affecting effects anymore
-Fixed durations for Confusion and Song of Discord spells, so they are properly doubled when Extended
-Fixed Creeping Cold and Greater Creeping cold, so that damage won't depend from metamagics of other spells cast in following rounds
-Several fixes to Creeping Doom spell:
*fixed a bug, when swarm would sometimes ignore valid target
*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
-Several fixes to Crushing Despair spell:
*it won't sometimes affect the caster on Hardcore difficulty
*it will be dispelled properly (no leftover effects anymore)
*skill penalties included, that were missing
*will not affect targets immune to mind affecting effects
-Several fixes to Cure line of spells (includes potions too):
*no more maximum damage healed on difficulties higher then Normal
*on Normal or Easy difficulty, healing maximum damage (or double maximum if using Maximize) will now work on all party members (and not only on currently controlled character)
*Augmented Healing feat will not add bonus healing to potions, scrolls and other items used by character having this feat
-Fixed Curse of Impending Blades (including Mass version), so that they can't be dispelled and can only be removed by Remove Curse spell
-Fixed an issue with Darkness spell (including Darkness invocation and few other variations), when exiting overlapping section of two dark areas removes Darkness effects from the character, even when he could still be in the darkness
-Fixed Death Knell, so when Maximized it will maximize damage too, and not just temporary hit points
-Fixed Deep Slumber and Sleep spells, so all targets in 20ft radius area can be affected (if HD requirements are met)
-Fixed Disintegrate visuals, so it gets its beam effect shown, even for missed or resisted targets (like it's done with most other ray spells)
-Fixed Disintegrate, so successful save on critical hit will do doubled damage (10d6)
-Fixed Dismissal, so it will properly banish death-immune creatures
-Fixed Earthquake, to not apply knockdown and spell failure effects to the caster on Hardcore difficulty anymore
-Fixed Energy Drain, so it requires ranged touch attack to make target gain negative levels (critical hits implemented too)
-Several fixes to Enervation spell:
*it won't roll two touch attacks
*if Maximized, it won't "double maximize" lost levels, exempt on criticals
*added missing beam visual (similar to one used for Energy Drain)
-Fixed Entangle, so that it can affect more then a single target in first round. Also, when cast, neutral NPC in area won't become hostile for a few seconds anymore
-For Evard's Black Tentacles, implemented auto-hit on natural roll of 20 and auto-miss on natural roll of 1
-Fixed Feeblemind, so ability loss is properly Maximized (instead of multiplied by 4)
-Fixed Fire Storm and Flame Strike, so that if fire damage is evaded, divine damage could still be applied
-Fixed Flame Arrow, Isaac's Lesser/Greater Missile Storm, Magic Missile and Scorching Ray, so that they don't burn Spell Mantles with each missile, but only once per casting
-Several fixes to Ghoul Touch spell:
*fumes emitted by paralyzed target will reduce attack bonus properly (not just damage, saves and skills)
*fumes will not affect caster on Hardcore difficulty anymore (otherwise, this spell would always try to harm caster, due to being in range)
*fumes will not affect targets immune to poison
*fumes will now dissipate, if target is freed from paralysis
-Fixed Glass Doppelganger spell, so that damage reduction of the copy is 15/bludgeoning (should resist piercing and slashing)
-Fixed Glass Doppelganger and Shadow Simulacrum spells to not make copy of target's gold, otherwise killed copies would give gold loot
-Fixed Grease, so that movement reduction effect always gets applied (no save)
-Fixed Heal and Harm, so they require touch attack on hostile targets
-Fixed Heal Animal Companion spell, so it will not be able to heal creatures that are not animal companions (like other party members)
-Fixed a bug, when Ice Storm would not injure all creatures in the area of effect, in case some targets died from this spell
-Fixed Infestation of Maggots, so creatures immune to disease won't be affected. Also, if using Hardcore rules, it will only kill creatures that have their Constitution reduced to zero, not 3
-Fixed Inflict Wounds line of spells, so they don't roll "fake" touch attack roll when targeting friendly undead
-Fixed Invisibility Sphere, so that sphere ends if invisibility is canceled on caster
-Fixed a bug with both Isaac's Missile Storm spells, when if cast on area with both friends and enemies, some missiles would get lost
-Several fixes to Mass Aid spell:
*depleting temporary hit points won't remove other effects from Mass Aid anymore
*it will not stack with itself and with Aid spell
*it will not check for spell resistance of the target
-Fixed Mass Bear's Endurance, to not stack with itself or Bear's Endurance spell
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