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Old June 25th, 2012   #481
Gaear
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread

Versions 7.3 and 7.3 NC are up on ModDB awaiting authorization. Keep your eyes out for the green-and-go.

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Old June 25th, 2012   #482
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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.
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Old June 25th, 2012   #483
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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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Old June 25th, 2012   #484
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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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Old June 25th, 2012   #485
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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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Old June 26th, 2012   #486
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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Possibly-out-of-date question: can you upgrade from a 7.x version to another 7.x version with your saves / party intact?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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Old June 26th, 2012   #487
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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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Old June 26th, 2012   #488
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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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Old June 26th, 2012   #489
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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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Old June 26th, 2012   #490
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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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Old June 26th, 2012   #491
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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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Old June 26th, 2012   #492
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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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Old June 27th, 2012   #493
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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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Old June 27th, 2012   #494
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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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Old June 27th, 2012   #495
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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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Old June 27th, 2012   #496
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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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Old June 27th, 2012   #497
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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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Old June 28th, 2012   #498
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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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Old June 29th, 2012   #499
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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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Old June 30th, 2012   #500
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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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Old June 30th, 2012   #501
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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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Old July 1st, 2012   #502
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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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Old July 2nd, 2012   #503
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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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Old July 2nd, 2012   #504
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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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Old July 2nd, 2012   #505
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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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Old July 3rd, 2012   #506
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread

Quote:
Originally Posted by Winston
Gaear, with the reduced XP, is it still possible to get to lv 20 with an average party size? (5 people)
I suspect so, Winston.

Quote:
Originally Posted by hellblazer
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.
Sorry, an updated version number was not included. If there is a 7.3.2, we'll update it then.

Quote:
Originally Posted by Pygmy
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!
I don't know that that's within our capabilities, Pygmy. ("Kented," lol )

Quote:
Originally Posted by Ausdoerrt
Gaseous Form reduces subject movement speed to 10 feet. Is that intended?
I don't know, but it certainly wasn't altered by Co8 anytime recently.

Quote:
Originally Posted by sonofliberty
Will gust of wind clear out cloud kill and stinking cloud?
If it didn't before, it won't now. We didn't change it.

Quote:
Originally Posted by ny
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?
The main ingredient needed would be someone capable of and inclined to create new spells. That's not me.

Quote:
Originally Posted by ny
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?
It's an interesting idea, but those other parties would need to be created first. Cross-save data would probably crash everybody's game half the time, so that part would be a no-go.
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Old July 4th, 2012   #507
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread

Quote:
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?
I absolutely agree.I love the Robin Loxley fight and I loved the fight from the Oger Cave entrance. Finally a group with a wizard who really used nasty spells like improved invisebility (I think it was). If you see any possibility to place that group somewhere else, if that wouldn't hurt your sense of "module purity" too much, it would be great.
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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Old July 4th, 2012   #508
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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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Old July 4th, 2012   #509
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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.
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Old July 4th, 2012   #510
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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.
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