QUOTE(Sikret @ May 17 2007, 12:33 AM)
Ah, I see. So, the spell's duration doesn't matter all, eh?
Yeah, it would still be worthless if it lasted the entire game. I believe some clerics in the default game do cast Invisibility Purge instead of True Seeing, so it would have been useful there, but it's not something that happened often enough to ever make memorizing non-detection worthwhile.
QUOTE(Sikret @ May 17 2007, 12:33 AM)
I can fix this bug, but I'm not sure if it is worth the attempt. Perhaps, it's better to keep the spell as weak as possible (as it is now). It's a cheesy spell after all. What's your opinion?
It's really tricky. The non-detection effect itself is hardcoded, so there's not a whole lot you can do without some ugly hackery (we don't touch this at all in the fixpack). You could change the items to always cast the appropriate spell (instead of applying the effects directly); this would make non-detection from any source always suck (at least it'd be consistent :) ), with the exception of hide in shadows, but I don't think there's much point to it.
I might suggest changing the type of non-detection to non-combat (13) from illusionary protections (it doesn't really seem like an illusionary protection to me), but then you'd get behavior where invisibility and other illusions will be dispelled while the non-detection remains (which may make it seem even more broken to players).