Put things that need testing in the original engine here.
test the
spells and note any problems
do stunning blow and quivering palm really work only on level 6 or less actors?
do certain cutscenes play out exactly like in the original? (sound ang gfx included)
which overlays are hidden for invisible enemies? Current lore says bg1-style hardcoded ones (globe of invulnerability, protection from missiles, sanctuary), while bg2 ones aren't (turning).
GemRB holds a list of all the hardcoded overlays in gemrb/override/*/overlay.2da and the last column tells the engine whether the overlay should be hidden (1) or not if the enemy is invisible. Most of the values default to 0, but
the correct values need to be found. A lot of their names give a good hint from which spell they come from, but if you have trouble, contact us.
which (ambient) sounds are used when opening or closing doors/chests/drawers/…? Check and fill the rest of containr.2da and/or defsound.2da. Probably all the resource names start with amb_d.
we play no sound feedback when disarming traps - find the correct sound resource to be played
check bg1 arow06 thac0 bonus in the original
check when exactly NPC whine is played when engaging in conversation (instantly when clicked or only when dialogue starts after protagonist walked close enough to them?- In bg1 instantly.)
check if Amulet of Missiles (AMUL01) should cast fireballs (6d6 damage). (bg1)