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June 8, 2010: creatures and NPCs completed
All creatures and NPCs have finally been taken care of. There are a lot of NPCs in this game and nearly all of them have unique changes. This is mostly my own fault, though, since I want them to have individual sets of items and spells and be more interesting than, say, 5th level Conjurer #8. Anyway, the last major piece of work of this update, or what I expect to be that, are the areas. I know WeiDU will save me a lot of time on some of the updates at least, such as giving thieves xp for removing traps and opening locks.
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October 22, 2009: updates still ahead
We have once again reached the time of the year where I am going to post news on FotD. I would do so more often if there were anything worth posting. This is not the case as the WeiDU update I announced last year remains incomplete. Why? Because real life, the bane of all modding, has prevented me from working on it these past few months. But the outlook for this project is not entirely bleak. All items, spells, ids files and a great part of the creatures have been updated, which leaves the remaining creatures and the areas and the stores. The majority of the work has been completed and I should be able to work regularly on it from now on. I will try to post updates on the forum a little more often.
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October 22, 2008: updates ahead
News on this mod is long overdue but finally I have something to present. Since July I have been working on an update which will replace all the original files that have been copied to the override folder until now with full WeiDU patching. This is a significant amount of work as I am basically recreating this part of the mod, but I am making steady progress. This update will result in a higher level of compatibility with other mods, and will likely add FotD to the list of Tutu mods, which I have been told many times is also overdue. Visit the forums for further details on this next release, such as bug fixes and other updates.
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May 8, 2007: v1.07 bug fix released
If you are playing The Fields of the Dead v1.07, as you should be despite this bug, download the following fix and extract the contents to the Override folder of your mod installation. Doing so will prevent the north-east area of Baldur's Gate from crashing when entered.
Download
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April 5, 2007: v1.07 released
Fixes:
Therella has been restored
The duel with Ludrug has been fixed
Ramazith now has a pair of Bracers of Defence
Abela's hair can no longer be pickpocketed (not FotD bug)
Chanthalas Ulbright will now take the 500 gp (not FotD bug)
Petrine's quest can now be solved
The containers in Red Sheaf Inn have been fixed
A fatal bug during Sarevok's coronation has been fixed (again)
Greater Dopplegangers outside Durlag's Tower will not turn into Kiel
The Knights in the game of chess no longer randomwalk
Some doors and containers did not yield XP when lockpicked
Some containers could not be lockpicked
Skeletons in Durlag's Tower no longer experience morale failure
Gervisse will now turn hostile correctly
Marek's AI has been corrected
Various bug fixes
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January 5, 2007: v1.06 released
Fixes:
Two general stores in Baldur's Gate no longer identify items
Resar now uses spells
Priests in the Temple of Umberlee did not turn hostile when attacked
AR0717: incorrect CRE reference
Three Old Kegs' room availability has been corrected
Undead Knight has the correct XP value now
Helmet of Defence had a double saving throw bonus
Arbane's Sword typo fixed and it now protects against all hold effects
Miscast Magic works now
Slime Quest compatibility
Spiritual Hammer is now subject to magic resistance and MGoI
Jondalar does not randomwalk anymore
The encounter with Elminster in chapter 4 is truly restored
A few doors and chests did not yield XP when lockpicked
Arrow of Dispelling had an incorrect name
The description for Detect Evil (Wizard) claimed it was a 1st-level spell
Helm & Cloak had no rooms available
The AI for the wizards on the Trackless Sea Island has been improved
A pair of cursed gauntlets had no name
The AI for Gorpel Hind & The Merry Fools and The Maulers of Undermountain did not work correctly and now the Maulers cannot be spawned infinitely
Various bug fixes
Changes:
The new area is now visible on the worldmap
Tool-tip and 'Gather Your Party...' have been silenced
All crossbows gain +2 to THAC0 and heavy crossbows gain +1 to damage and only attack 1/2 rounds
Paladins have gained Immunity to Disease
Paladins may Cure Disease once per 5 levels (1 use at 1st level, 2 at 5th, 3 at 10th, etc)
Landrin gives 1 antidote per party member
Some stores now sell lesser mage robes
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