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#481 |
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,939
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
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#482 |
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Force for Goodness
Circle of Eight Supporter
Join Date: Dec 2003
Location: Orlando, FL. USA
Posts: 2,266
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Just thought I'd point out ...
Do you see anything out of place with this sentence on ModDB where it lists the fixes; Fixed wepaon property type proto errors with Silver Sword of Chaos and various other custom protos. Listed under general. Sorry, I just couldn't resist.
__________________
Help is good when asked for, better when needed. It's dangerous to go it alone, here ... take this. |
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#483 |
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Kobold
Join Date: Oct 2010
Posts: 235
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Is 7.3.0NC available?
I can only find 7.2.0NC on ModB sirchet and the spelling of weapon seems OK in the release notes for that??? |
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#484 |
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Kobold
Join Date: Feb 2006
Posts: 149
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
I only see 7.2.0 too.
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#485 |
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,939
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Sorry, ModDB did the customary wait-for-a-day-to-authorize-while-eating-chips-and-playing-Diablo 3 thing but now it's there.
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#486 |
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Skeleton
Join Date: Oct 2010
Posts: 50
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Sweet. Looking forward to giving 7.3 a run.
Possibly-out-of-date question: can you upgrade from a 7.x version to another 7.x version with your saves / party intact? I know that didn't used to be possible in earlier versions, but I thought I'd seen references to an in-place upgrade somewhere else on the forum (which, of course, I can't find now...) I'm currently fairly far along in a 7.1 game and it would be nice to be able to just keep going with my existing party rather than starting over with an all-new one in 7.3. |
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#487 |
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,939
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
No-can-do with save games. Sometimes you can with little patches (like the Nulb patch), but never from modpack version to modpack version.
Characters should probably be okay but we make no guarantees. |
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#488 |
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Skeleton
Join Date: May 2008
Posts: 3
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
I just started a new game with 7.3 and wanted to report the following:
1. The clothing 'gear' was missing from the shop map. No chests at all, and I didn't find the gear anywhere else. 2. I was unable to rest on that map as well. We'll see how things go from here. Keep up the good work! |
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#489 |
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Kobold
Join Date: Feb 2006
Posts: 149
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
I noticed the same 2 things but didn't want to complain.
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#490 |
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Gnoll
Join Date: Dec 2008
Posts: 916
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Yes, it sucks that spellcasters can't rest on the shop map. They leave naked while fighters get to use their swords and axes.
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#491 |
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Hobgoblin
Join Date: Jan 2012
Posts: 455
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Same issues here, but I don't usually start with spell casters anyway.
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#492 |
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,939
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Sorry everybody, here are the fixes in the form of real-for-sure addon module installation utilities:
*See banners at top of page for latest modpacks and patches* These work just like regular modpack installation utilities: just download them, double click on them, and follow directions. These fixes are pretty much mandatory. However, you can apply these addon modules and resume existing games with no fear. The one caveat is that if you want the Shopmap clothing chests to appear, you will have to start a new game. Don't skip adding these, because very nearly all resting as relates to Co8 custom content will be wrecked in your game without these fixes. This whole issue came about as a result of the reordering of nearly all Co8 custom maps in 7.3.0 for future game area streamlining. ~ Note: I am going to be out of town and not on the boards for a few days, so if the community elders and responsible citizens among you could shepherd all the lost souls who come here looking for help to these files - and even tell those who may be unaware that they need them, that would be great.
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#493 |
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Hobgoblin
Join Date: Jan 2012
Posts: 455
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
The installer finishes suspiciously quickly, and there's no "7.3.1" in TFE-X to activate. When I hit "play" and start a new game, the problems persist. I'm trying to activate a different module now to reactivate 7.3.0 later.
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#494 |
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,939
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
You have to follow the install an addon module instructions. With 7.3.0 acrtive, click addon modules and select 7.3.1.
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#495 |
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Skeleton
Join Date: May 2008
Posts: 3
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
So, restarted with 7.3.1 and have a new issue: the entrance to Welkwood Bog (when you speak to the Captain) is not there. After starting 3 new games, I'm relatively sure it isn't me! Just tossing this out to see if anyone else is having issues.
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#496 |
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Zombie
Join Date: Jan 2011
Posts: 73
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
keep walking (caught me for a second too).To all who did the art work map looks great.
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#497 |
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Skeleton
Join Date: May 2008
Posts: 3
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Aha! Thank you very much!
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#498 |
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Hobgoblin
Join Date: Jan 2012
Posts: 455
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Ah, thanks! I missed the key word "addon".
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#499 |
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Kobold
Join Date: Mar 2011
Location: Alcatraz
Posts: 226
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Gaear, with the reduced XP, is it still possible to get to lv 20 with an average party size? (5 people)
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#500 |
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Kobold
Join Date: Feb 2006
Posts: 149
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Is the title screen supposed to say version 7.3.1 after the add-on is successfully installed? The clothing chest and green rest tent are present in the starting store so I'm guessing no.
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#501 |
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Goblin
Join Date: Apr 2012
Posts: 254
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Same here. I still read 7.3.0 but everything seems to be fixed.
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#502 |
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Kobold
Join Date: Oct 2010
Posts: 235
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
I've noticed that NE Clerics of Obad-dai still turn rather than rebuke undead - I thought this was one of your 7.3.1 fixes Gaear? Thank you the rest is absolutely great - especially not getting "Kented" as soon as I reach Hommlet!
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#503 |
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Bugbear
Join Date: Oct 2008
Posts: 1,226
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Gaseous Form reduces subject movement speed to 10 feet. Is that intended?
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#504 |
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Goblin
Join Date: Apr 2012
Posts: 254
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Will gust of wind clear out cloud kill and stinking cloud?
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#505 |
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Merry Murder Maniac
Join Date: Feb 2008
Location: Middle Arrakis
Posts: 275
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Damn, I'm such a blazé adventurer... After I looted the gems from Zuggy and she threatened me with the "after 66 years I'll be hunting for you!" thingy, I thought to myself:
"Sure, go ahead... My human allies might be dead by then, but I'm an elf, and already have 10 levels in just a few months. After those 66 years I'll just need to look at you and you'll wither away like the sorry mould that you are..." ![]() Anyhow, that's not really what I wanted to say... I have 2 proposals for the next version - though I don't really think it'll be feasable. 1) Awaken: While not that many players will see the need for this 5th level Druid spell, I surely am one of them. I like to play around with the Animal Familiar NPC's, and some added intelligence would seem quite usefull. So.. is it possible to incorporate this spell? 2) More parties to fight: The most interesting fights to me are the ones against other parties. I thank you for the Verbobonc Drow fights, they are a blast. But is it possible to set up a script somewhere (Verbobonc Arena, a return to The Arena of Heroes,...) where one can fight other parties? Maybe even incorporate the ones from other players - by extracting them from save-games we send to Co8? These are just ideas, and I hold up very little hope of them being possible. But hey, if it does work out, partieeeeee!!!
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#506 | |||||||
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,939
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
That's not me.Quote:
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#507 | |
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Zombie
Circle of Eight Supporter
Join Date: Jan 2010
Location: Hamburg, Germany
Posts: 87
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Quote:
Maybe the idea of the Arena as a place where you could fight hard opponents with hardly any XP and no loot, so that don't interfere with the actual game, might be very attractive for a lot of players. A place where you could just go for a pure primitive fight when your wife and kids and the work next day doesn't leave you more time than just an hour to play. Well since I can't programm all that - just daydreaming. |
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#508 |
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Bugbear
Join Date: Oct 2008
Posts: 1,226
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
^ Don't forget the Nulb Ambush fight, the Slavers fight, and the Constable assassination fight, all of which fit the description as well. I also wish the adventure party RE could appear a bit earlier since they're way too easy for a lv10+ party.
Then there's the final fight from Desperate Housewives, too bad it will never be back
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#509 |
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Ettin
Join Date: Oct 2007
Location: Houston, Texas
Posts: 3,298
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
And, don't forget, the Wandering "Non-Hostile" Party.
__________________
Forgive your enemies. It REALLY pisses them off! |
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#510 |
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Force for Goodness
Circle of Eight Supporter
Join Date: Dec 2003
Location: Orlando, FL. USA
Posts: 2,266
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
They seemed pretty hostile to my evil band of adventurers.
I mean, sheesh ... all we did was ask them to give us they're equipment.
__________________
Help is good when asked for, better when needed. It's dangerous to go it alone, here ... take this. |
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