Hi, I guess these will be my last Bug reports — at least, for the single games (MM6, MM7, MM8); MMMerge going to be my next, renewing adventure.

And thanks for taking care of the problems with those precious Patches.
So here are 2 bugs or strange behaviors of the MM7 game I've dicovered (in 2018 I guess) even though playing with some GrayFace's patch for the time.
The first one of them MAYBE has been fixed already in MM7 Patch 2.4.
1) So… Emerald Island +2 Luck permanent Stats Well, 8 charges/30days. Its RESET TIMER IS (or WAS*) BUGGED though!!!
Hah! That one was probably the MOST bizarre bug I've ever tried to figure out the logical behavior, ever, in playing the three games of the series (MM6, MM7, MM8); for what was actually going on, was really challenging to unconver from gameplay only.
So, first of all, this +2 Luck (permament) Stats Well was the ONLY +2 (permanent) Stats Well I think which suffered from this bug in MM7.
Normally, the time you drink from it the first time when it is ready/complete/"full" with 8 charges (that is, drinking the first charge: 1/8) is the event which should make Reset Timer stats to countdown. This was the logic for all the other MM7 wells of this kind.
However, this Luck Well was not working properly:
even the event of LOADING A GAME was forcing its Timer to reset!!!!!. And I had to discover this bug in the most dramatic way.

I used to spend at least 2 months in Emerald Island so that the Luck Well would reset eventually and give to all my 4 character party maximezed Luck base Stats (I don't remember if it was 16 or 17 in MM7, but this doesn't really matter) — yeah! I usually made them start Luck-hungry in the Party Creation process XD, and 16 charges (+32 Luck permanent for free) was usuallly more than enough for most parties I guess; so that in the beggining of February in Emerald Island you could "already leave Luck-satisfied", provided you have drunk from the Luck Well already in the 1st January to initialize the Timer Reset countdown (30 days). What wasn't my surprise, frustration (and eternal struggle!), to find out that, after 30 days, the reseted Luck Well wasn't readied, not even at the clock, only even… not 30 days, but 60 days later!! Or maybe 90 days later! XD I started even to accelerate the in-game Time by dying repetitively in the cold waters (+8 days for each death), entering/leaving dungeons, training (+8 days for each) in order to try to figure out what was going on. But no… it just, sometimes worked, sometimes didn't work. Until I've finally, by accident, discover that my SAVED GAMES (you'd expect 1 month in a region doing stuff may give you reasons to save your game, for example, killing the 17 rounds of Dragon Flies each day xD, nothing much to do in Emerald Island besides Training to maximum Levels there, killing the Dragon, in order to wait 30 days for a Stats Well Reset), or better, the single event of LOADING one of those games was the culprit for resetting the Timer and wasting my time (and my spirits)! So I kinda was too much depending on the God(dess) of Luck to be Lucky to leave Emerald Island as soon as I had that stupid and 'chaotic' reset done at once. Eventually, Luck shined! It was REALLY a devious bug that one. It took me incredible amount of time and frustration, to the point I've given up many times before discovering the "logic of the bug".

*maybe this fixed it?
GrayFace wrote:[-] Fixed problems with timers: timer countdown was reset if you visited the location before the timer period passes; in MM6, upon revisiting the map late into in the game, wells could be used a huge number of times; in MM8 timers not related to refill were working differently than in other games. Add "FixTimers=0" to INI to disable the fix.
2) I've noticed something quite rare. The Region Map Reset event (I think it behaves similarly with Dungeon Map Reset event. Actually, I've tested it in Emerald Island (I was trying to understand [and exploit xD] the resetting features of the Game of [randomized Stats] and of the island itself. Originally, it's 2 years for reset, by the event of first visiting the Region Map. HOWEVER, there is a strange behavior (bug?) which makes that, if you are IN the Map Region in the moment transition moment and so forth, NOTHING HAPPENS. You may even DIE and reappearing with your party in the same Region Map immediatly wasn't event sufficient to force the Map Region Reset! (in this case, Emerald Island made this possible; Harmondale should have provided the same opportunity to test the "DIE-feature"

). Actuall, LEAVING THE REGION MAP and returning (for instance, Entering in any of the 2 Dungeons in Emerald Island and Leaving them) was the necessary step to secure the proper Map Region Reset (obviously, if the Reset Timer counter has been completed already, in this case, 2 years).
Another tricky thingy is that, if you consider how operate some sub-events of Resetting in these games (for example, the INSTANTANEOUS respawn of the Dragon Fly swarms, around your party if you're around, in Emerald Island, in MM7; usually the respawn is at 02:00 if the previous pack was 'cleared out' totally; but sometimes, not so often and for some strange reason, it switches to another specific time, like 00:00; or another example, the INSTANTANEOUS respawn of low-tier Pirates in Daggerwound Island in MM8), you'd suspect that a whole Map Region Reset event might (or SHOULD?) operate in a similar way… That was not what I've observed; at least, not in Emerald Island in MM7. I suspect this feature is/was pervasive to all MM7 Region Maps (and Dungeon Maps, if these fit in the same behavior/bug of Reset; I think they do/did, as I might have tried them indeed along with the Emerald Island Map Region, and were frustrated, but intrigued as well, by that strange behavior).
There you go.
"Good Luck!"