Ok, well the distribution must have been through a BBS or something - but that's not really my question.
The save game system of SCI (and I presume AGI) involves saving the entire 64K heap to disk. That means if you modify scripts and such, any saved games will still load old versions of the script into memory when restoring the game. Any generally, chaos ensues. Some scripts never get unloaded during room changes, so you'll always be left with an old script for the remainder of the game. Fixes to logic in individual rooms wouldn't be a problem, unless you were in that room during a save (so maybe this isn't as big a problem as I think?)
I think this probably got a bit better when Sierra split script and heap resources... so code was no longer in the heap. But that could mean code pointers (which the heap part of the script would contain) move around, so maybe it actually got worse?
Given today's frequent-patch mentality (and plus to help with beta testing, etc..) I'm planning to work around this by also saving just the relevant global state to a file, and only supporting saving/reloading on room changes. But I'm wondering how Sierra managed not voiding people's save games with patches? Or did they just say "screw you"?