Beware. The time is now. Turn back to avoid the tidal pull.
i've checked Yxunomei's creature files, items, and AI scripts in the following versions:
- v1.00 from 2000-06-22 - source: my old CDs (i could only find CD1 for setup, the CD2 play disc has been lost...)
- v1.01Beta (aka "IWD Patch Beta v1.3.053018", or 1.03 from the Interplay website) from 2000-06-30 - source: dug up on the internet
- v1.05 from 2000-07-21 - source: internet
- v1.06 from 2000-07-28 - source: internet
- v1.061 from 2000-08-16 - source: my 3-in-1 Icewind Dale DVD boxset
- v1.42 from 2001-06-15 - source: GOG
i've skipped v1.40 (original HoW release) and v1.41 (its first patch); i have them lying around but they're not too interesting for this topic i would say
i've attached the files if anybody wants to take a look
the interesting bit is that Yxunomei has always had "IMMUNE2" equipped as a ring - granting protection from non-magical and +1 weapons:
- Protection: from Melee Weapons [120] Type 2 - Non-Magical weapons
- Protection: from Melee Weapons [120] Type 0 - Magical weapons ('Enchantment' and below), Enchantment 1
and this has not changed in any of the above updates
the other un-lootable ring equipped ("YXURESI") grants immunity to poison and cloudkill (and later, confusion), and 50% resistance to fire and cold (+magical fire and magical cold); what's funny is the creature definition grants 100% fire and lightning resistance and 70% magic resistance?
the "S2-16" sword (SKULL) deals 2D8 slashing damage
so, either those old claims of immunity to +2 weapons (requiring +3 to hit) are mistaken, or possibly some of the early versions of IWD had an off-by-one bug in the opcode 120 implementation? since my v1.00 play-disc is missing, i have no way of checking directly
the only Yxunomei-related changes i can detect in the patches are:
- v1.05: added immunity to opcode 128 (Confusion) to "YXURESI", AI updates (as per patch notes: Adjusted location of Yxunomei when leaving the level, resting, and coming back.)
- v1.42: added "POTN14" (Oil of Speed) to inventory, some AI updates (movement, door locking/unlocking?)
other stats since i'm already here:
CE tanari cleric 13 / mage 13
91 HP, AC -4
THACO 7, 5 attacks / round
STR 19 INT 17 WIS 17 DEX 14 CON 14 CHA 14
3 level 5 wizard spell slots
known spells: cloudkill, animate dead
never mind immunity to +2 weapons, what stands out is how Black Isle didn't bother to add other spells - considering level and attributes, there should be ~25 wizard and ~30 cleric spell slots to fill, both up to level 6 - now that would be a fun enemy
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