I looked but couldn't find any information whether this is included in UB.
My first question: Anomen's commenting on the Windspeer Hill fight after killing the knights almost every time is lost because Garren appears too quickly and starts speaking first, increasing the "DomainPaladinBattle" variable that would trigger Anomen's talk. As far as I could see that isn't changed in UB. Any intentions to include some kind of fix for this, too? It could be easily done by replacing the "Global("DomainPaladinBattle","GLOBAL",1)" with something like "GlobalGT("DomainPaladinBattle","GLOBAL",0) GlobalLT("DomainPaladinBattle","GLOBAL",3)", then Anomen at least would speak after Garren if Garren appears too quickly (which, for me, he always does).
Second question: Anomen is supposed to complain, if PC takes too long to save Garren's child, and I am almost certain I got this talk once in an unmodded game. But if I check the code, it's
"IF
InParty(Myself)
GlobalTimerExpired("ddKidnapTimer","GLOBAL")
Global("ddAnomenWhine","LOCALS",0)
!GlobalGT("Kidnap","GLOBAL",3)
THEN
RESPONSE #100
StartDialogueNoSet(Player1)
SetGlobal("ddAnomenWhine","LOCALS",1)
SetGlobalTimer("ddKidnapTimer","GLOBAL",THREE_DAYS)
END"
in Anomen's .bcs and
"IF WEIGHT #12 /* Triggers after states #: 28 32 89 101 110 150 205 207 282 even though they appear after this state */
~Global("ddAnomenWhine","LOCALS",1)~ THEN BEGIN 14 "
in his ANOMENJ.dlg, meaning the dialogue can't ever happen. Am I wrong here, and if I'm right, is this fixed by UB or is there any intention to include such a fix?