Endarire's 5 9 5 List of Suggestions, Problems, and Questions

Discussion in 'General Modification' started by Endarire, May 10, 2005.

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  1. Endarire

    Endarire Ronald Rynnwrathi

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    Endarire's 5 10 5 List of Suggestions, Problems, and Questions

    Greetings! I have wanted to enjoy ToEE, but there are some minor things bothering me. I have split my concerns into three parts for easy access.

    Updates made on 5 26 5 are in sienna.

    SUGGESTIONS
    1. In point buy, change the chart to read "15 or 16" as 2 points and "17 or 18" as 3.
    2. Add a Wizard Hat of Intelligence that functions as a Headband of Intelligence of the same plus.
    3. In the load screen, allow doubleclicking a save to load that save. In the save screen, allow doubleclicking a save to save in that slot and prompt for overwriting as normal.
    4. Whenever there is a dialog box with a green button and red button, have ESC trigger the red button and enter trigger the green.
    5. While in Nulb or Hommlet and not in combat, increase character speed by 50'.
    6. Change the ingame menu text of "Quit Game" to "Return to Menu."
    7. If possible, add an EDIT button in the party assembly screen with the 5 slots that brings up the character on the Voice/Name tab with all other tabs already filled in.
    8. On the party assembly screen, allow VIEWing and RENAMEing characters placed in the party.
    9. Include more voice sets, including the NPC sets, and tell us how to implement custom ones.
    10. Add the options of partial base attack bonus and base saves stacking as well as max HP per hit die.
    11. Change "Spells Memorized" to "Spells Prepared."
    12. I urge you to change defensive casting so spells are only cast defensively when the caster is threatened.
    13. Since class requirements for primary casters of at least 11 in the spellcasting stat exist, prestige classes are theoretically possible. I would like to see the Eldritch Knight implemented using the Paladin class slot if necessary. Merely check for Martial Weapon Proficiency (All) as well as Wizard5 with at least 13 INT, Sorcerer6 with at least 13 CHA, Bard7 with at least 16 base + level CHA or Bard with at least 13 CHA.
    14. Make shift-right click sell an item.
    15. Include enemy casters in random battles, even if they are level 1 or 2. I want my counterspelling to be useful for more than 2 fights in the game.
    16. Move more Hommlet citizens outside during daylight hours. I wonder where everyone is.
    17. These feats seem feasible to include and also seem balanced to me. You can find more at the Crystal Keep.
      • Energy Admixture {METAMAGIC}: Any spell with the energy descriptor does normal damage plus the same amount of damage of any other element. A fiery acidball would do 10d6 fire and 10d6 acid at level level 13. This feat requires a slot 4 levels higher and requires energy substitution of the appropriate element.
      • Energy Substitution {METAMAGIC}: Any spell with an energy descriptor can be changed to a fire, cold, electric, or acidic version. Applying this feat does not change the spell level and it requires only one metamagic feat.
    PROBLEMS
    1. Selecting "Move" from the radial menu after taking a 5 foot step in a turn spans "Already Moved" above the unit's head until he finishes his next turn.
    2. Picking a weapon proficiency feat, exotic or not, at character creation does not give the character that weapon like it did in ToEE with Co8 2.0.
    3. Enlarge person does not grant reach.
    4. Using sleep on creatures with at least 5 HD does not work and displays no message.
    5. Casting sleep takes one standard action when it should take one full round. See here.
    6. Using a hotkey to order reloading does not work, even when selecting it from the radial menu does.
    7. Heavy crossbows should take a full round to reload, not a move action.
    8. Using the arrow keys on the save and load screens should not move the background map as well.
    9. When creating a Wizard, he starts with 2+INT bonus spells instead of 3+INT bonus.
    10. When a hostile creature and a party member are on the same initiative, every being after the first has no action because the game thought that being went already. This may apply as well to multiple party members or multiple hostile beings on the same initiative.
    11. Often, rightclicking a spell on a spell list does not move it into a free slot of that level. For example, if I am an 18 INT Wizard who goes from level 1 to 2, I gain a level 1 slot. When I rightclick to insert magic missile there, often the spell does not appear on the right, though moving it manually works.
    12. The Take All button will not work if a character's inventory is full but has ammunition or other stackable items that would normally stack; instead, nothing is transferred. Stackable items can still be transferred manually.
    13. When the Take All button is pushed on a character whose inventory is full and with coins as the only loot, the full inventory error message still shows; however, the coins are transferred.
      Having a character go from negative to positive HP because of rest displays Invalid Action upon rewakening. Going from negative to 0 results in two Invalid Action displays.
    14. Subdual damage only heals when resting instead of through time's elapsing.
    15. Resting for less than 8 hours at a time but with rest periods summing to at least 8 do not restore spells; for example, resting 5 hours then 5 hours restores no spells.
    16. Switching weapon tabs as the first action after one's turn prevents that character from casting spells of 1 standard action casting time; however, it does not prevent single attacking.
    17. Creatures can or will not use their 5' step.
    18. Using the number keys to select dialog options when the whole party is selected should not alter the character who talks to the NPC.
    19. Characters in the chaotic neutral starter dungeon can not rest to regain spells, only pass time.
    20. Spugnoir and probably other prepatory casters too comes into play with no spells prepared.
    21. In the Skill Focus list, I noticed Pick Pocket instead of Sleight of Hand.
    22. Mind fog should be enchantment(compulsion) and not abjuration, at least in its mouseover description.
    QUESTIONS
    1. Should a party that has been knocked out from nonlethal damage be treated as game over material?
    2. Should disabled creatures run? Currently, they continue their moving, mostly advancing, and attacking, despite having 0HP.
    3. Should giant crayfish attack random targets? I have noticed them change targets every round if a full attack action is impossible.
    4. Should scribing Wizard scrolls into a spellbook cost money? In the tabletop version, the price is 100G per spell level, and L0 spells also cost 100G.
    -EE
     
    Last edited: May 27, 2005
  2. Livonya

    Livonya Established Member

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    Almost everything in your list would require hardcode changes, and at this point that simply isn't possible. I would say of all the things that you suggested, only the following are actually possible:

    --Include enemy casters in random battles, even if they are level 1 or 2. I want my counterspelling to be useful for more than 2 fights in the game.

    --Move more Hommlet citizens outside during daylight hours. I wonder where everyone is.

    --Using sleep on creatures with at least 5 HD does not work and displays no message.


    The following are partially possible, and I have done what I could to make these things happen.

    --Creatures can or will not use their 5' step.

    --Should giant crayfish attack random targets? I have noticed them change targets every round if a full attack action is impossible.


    And lastly, I don't really see the point on this one:

    --Characters in the chaotic neutral starter dungeon can not rest to regain spells, only pass time.


    - Livonya
     
  3. Endarire

    Endarire Ronald Rynnwrathi

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    My all-Wizard party went with the CE vignette because it gave me experience before Hommlet and I was able to survive it. My 6 and 8 STR party could not damage the zombies in the second room because they lacked spells and could not regain them since they had used what they had on the small air elemental.

    -EE
     
  4. taltamir

    taltamir Established Member

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    that starter dungeon is also known as the toturial..
    and they CAN rest there, in specific locations.

    One of the things you learn in the toturial is that there are safe zones where you can rest, and unsafe zones where you can just pass time. Look around and you fill find those.
     
  5. Endarire

    Endarire Ronald Rynnwrathi

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    Bump.

    -EE
     
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