I don't want to put something out, w/o knowing for sure what it is They seem to be much the same, though without installing them, I don't know that I could see which version they are.
Both .zip files (dated 12/11 and 12/23) contain a patch.001 file .. the only visible difference seems to be the Wiz8 .exe date (12/11 versus 12/24) ... and the newer one has a list of bug fixes (but I don't see anywhere it calls itself 001a or 001b).
Wiz8Patch2001_12_23_release.zip
This patch includes all of the changes which appeared in the 12_12 patch.
-- Corrected duration and poison damage done by Toxic Cloud spells -- effects are no longer permanent!
-- Corrected bug which reported a bad monster ID assertion on line 203.
-- Drink type items now deplete upon use (fixes Ales, Brew)
-- Autosaving will not occur unless this option is ON.
Outstanding items:
TARGET_TYPE invalid assertions in Magic.cpp - While we know generally what causes this, without a reproducible
"recipe" we are unable to correct this. If you can determine how to reproduce it, we can fix it... just send
your info to bugs@sir-tech.com.
NEW Known bugs (we will fix these in subsequent patches)
-- Can't get mirror armor from Ferro if his inventory is full (workaround: buy some ammo, camp 4x (24 hours)
-- If you have an all female party, with a male RPC travelling with you, Al-Sedexus won't let you offer
up a female and the RPC can't be picked either. (Workaround -- dismiss the male RPC, then choose party member)
-- Shoplifting successfully with item in hand while inventory is full will crash
Wiz8Patch2001_12_12_release.zip
Just to make sure you've applied the patch correctly, you should have unzipped
Wiz8Patch2001_12_12_release.zip in your Wizardry 8 directory with subfolders intact.
Say Yes to whatever it wants to overwrite. After installing this patch,
you will have a Patch.001 file of approximately 500K in your Patches directory.
This patch includes all changes previously released in prior patches and it is not
necessary for you to have any previous patches installed -- this one does it all.
Heres a list of changes... we hope we remembered to list them all but make no representation that this list is entirely complete ;).
Updates:
Replaces various DLL/M3D/ASI files to incorporate an updated version of the Miles Sound System.
Includes a new 3DSetup.exe which eliminates problems experienced on some systems with autodetection.
Includes updated SafeDisc version which eliminates copy protection problems experienced by some players.
Increments game version to 1.2.2 and displays this on the Main Menu
Crashes/assertions:
Fixed various crashes and problems when recasting last spell or reusing the last item
Fixed assertions or crashes when recasting spells targeted at items
Fixed Hand HOLDS_NOTHING combat assertion, Combat Attack.cpp line 3152, caused by running out of throwing items with attacks remaining while close enough to attack same target unarmed.
Fixed assertion in Combat Party Movement.cpp, line 406, caused by canceling movement in continuous combat while defending/protecting.
Disabled replacing characters during combat, this caused assertions but wasn't supposed to be possible.
Fixed invalid monster group ID assertion, Monster.cpp line 7044
Fixed invalid monster ID assertion, OctPath.cpp line 9876 and 9748
Fixed invalid monster ID assertion, Magic Effects.cpp line 687
Misc. bugs:
Includes previous fix correcting bug which caused Mook Hologram and also FIXES SAVES that have been affected by this bug.
Fixes bug which caused Sgt. Rubble to lock you out of Covert Ops and also FIXES SAVES that have been affected by this bug.
Corrects problem where Vi gets placed in the Phoonzang statue and also FIXES SAVES that have been affected by this bug.
Fixed premature auto-saving following combats in Ironman mode which caused important items not to drop and monster death
Fixed bug where a dismissed RPC who was not seen by the player before changing levels would not correctly go back to his home location.
Fixed Sexus data that would cause her to vanish after leaving the party.
Fixed bug preventing summoning of elementals if you changed levels during combat with an active elemental around
Fixed resistance modifier rollover causing resistance penalties if total of modifiers from items exceeded 127 in a realm
Pickpocketing now only reports "nothing left" if there are truly no items or gold remaining to steal.
Selection of items being pickpocketted is now correctly randomized, previously some items became much more like to pick than others.
MUTE now also silences the Ka-ching when buying and selling items
Fixed bug where skill improvement messages would not be displayed, caused by certain interactions with chests (note that the skill increases were always properly recorded).
The "J" key can now be remapped.
Tweak:
Automap texture memory requirements were reduced to help improve performance on low end machines.
Gameplay Changes:
Toxic Cloud spell is now capable of causing Nausea, Poisoning, or Unconsciousness, as advertised in its description.
Pickpocketing will now produce the exact same results if you simply reload & try again
NPCs will now notice and act accordingly when their stuff keeps disappearing just after you've paid them a visit (successful pickpocketing is noticed - after the fact - and remembered).
Monks and monk-class monsters will no longer stumble around while blinded (due to limited blindness special ability)
Data Changes:
Corrected 5% Kill chance on the MK6 Omnigun model, it was meant to be 5% KO, not kill
Several important puzzle/quest items were marked as critical (can't be dropped/given away/sold)
Corrected Omnigun upgrade messages for MK7 and MK8 (arrow/quarrel attachments comes only with MK8)
Removed chance of Nausea on the Giant Frog Leg, as it is not a weapon and this was meaningless
The displayed stacking limits on several items that don't actually stack were removed (e.g. Ale)
Several spell descriptions were corrected, particularly those erroneously listing durations for spells that don't have one
Known Bugs (Unfixed):
Spells that kill directly (Instant Death, Asphyxiation, etc.) do not award kills to their casters. The kill will go to the last character to damage that target instead. If nobody ever damaged that character, no kill is awarded.
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