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Old November 8th, 2010   #721
okashii
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Two more things to rant about:

1.Why do I have to bother with the smith's chest after I've done the Orc quest? I'm playing solo and knock doesn't work, so how am I supposed to get the next mission from Brother Smyth? :/ I should be able to say "I don't care about your stupid chest, give me another task".

2. Why does in some cases dialog start when I'm invisible and enemies have no spells of detecting me? I should have the upper hand when I enter combat to surprise my enemies and instead I lose a spell and the speech triggers, after which it's not my turn -__-
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Old November 8th, 2010   #722
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

1. You are able to get more things from the blacksmith without opening the chest, you just need to get to the next story state. It is probably finding out about the temple factions. However, I do recommend opening the chest if you can, it gives you a fun adventure.

2. Not sure.
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Old November 8th, 2010   #723
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Quote:
What do you mean by 'change weapon type in long description?' It's already referred to as a greathammer.
Ignore that bit. My mistake.

Quote:
Hedrack has Hedrack's Shield +3 (which is a metal shield, by the way). It is impossible for him to wield his shield and Hedrack's Warhammer +2 (which is a 2-handed weapon for medium-sized characters) at the same time!

Are you saying he doesn't do that, or he shouldn't do that? He seems to use both as far as I can tell.
I was saying that because Hedrack's Warhammer +2 is a 2-handed weapon when my human fighter equips it, Hedrack wouldn't be able to wield both it and Hedrack's Shield +3 at the same time in PnP D&D 3.5. But I have no problems with Hedrack being able to "cheat" in this computer game because he needs all of the help that he can get!

Can you check the PnP module to see whether it states in there whether Hedrack's Warhammer +2 and Moradin's Soul Hammer +1 are 1-handed or 2-handed weapons?

Quote:
The module states that the windwalkers are benign, and rats in ToEE usually are too (think Moathouse, Temple).
Then what's the point of them being in the game other than being eye candy?

Quote:
The way that works is that any NPC who is scripted to have a generic greeting may comment on your latest reputation. So if you're in Nulb, and you just got the 'killed Mathel' rep, Nulb NPCs may indeed comment on it. Generally players would not do WB so late, I imagine, in which case it would not be an issue.
No, Otis said "You killed the lich!" when I initiated dialogue with him after I had just cleared out one of the Elemental Nodes (either Earth or Air) and teleported back to Nulb. I had killed Mathel right at the start of the game, which is why I was baffled why Otis said that to me!

Quote:
Or by putting all the NC at the end of the vanilla game, post-Zuggtmoy, which is the likely thing to happen in this regard if anything does.
I would have said that this would have been a good idea until I just got my arse handed to me on a platter by those 4 Ice Tyrants (Beholder-kin) in the Water Node! They do freaking 22d6 damage to my whole party at range! WTF? The Hezrou Guardian was a pushover compared to those 4 Ice Tyrants! The Earth Node and the Air Nodes were a pushover compared to the Water Node! Now I am dreading how difficult the Fire Node is going to be! This game is brutal the way that most combats are easy and then the game suddenly has an extremely difficult fight! The game balance is all over the place. You can't just clear out each map in sequence - you have to leave the tough fights for later on when your characters have gone up some more levels and acquired better equipment and spells. The trouble is that a new player doesn't know which fights are going to be tough and where to expect these tough fights nor what spells they should have memorized beforehand and have cast just before the fight started.

Quote:
I tested the Gnarley Forest Drow fighter and he acted in his first round.
Well, the Drow Fighter did nothing in the first round of combat when I fought him in 5.8.1 NC and 5.9.2 NC. I don't understand why he is catatonic in my game and yet functions normally in yours.

dolio, thanks for all of that fascinating information about the greathorn minotaur's greathammer. I did not know any of that information or that greathammers are in D&D 3.5.

Quote:
Anyhow, if Hedrack's weapon is a greathammer, he probably shouldn't be able to use it with a shield (other than a buckler), unless he has feats/size that allow him to do so. If he's using both, that probably means it's one handed, and should just be a d8, x3 warhammer.

I assume the problem is that the game doesn't really have separate greathammers? Just warhammers that do d12 instead of d8? Are the other greathammers you mentioned also 1-handed?
Okay, I just tested Hedrack's Warhammer +2 and Moradin's Soul Hammer +1 and they are both 2-handed weapons when my human fighter wields them, and they both do 1d12 damage (see screenshots below).

I thought it odd that Hedrack's Greater Temple Chest 1, 2, and 4 each have a magical item in them, but Chest 3 contains no magical item. Is this a bug or is it like this in the PnP module?

I had never noticed that a spell object appears in a character's inventory when the character is affected by certain effects like Hezrou Stench until kungfuramone mentioned it the other day (see screenshot below). I did not dare to click on the spell object.

When my fighter attacked an opponent that had the spell Mirror Image in effect on them, my fighter attempted a Mirror Image check (see screenshot below). Does anyone know what this check is for? I have absolutely no idea!

One thing that the Greater Temple of Elemental Evil needs is a new secret door to the surface. It is EXTREMELY tedious to have to move the party through all of the different maps to get back down to the Greater Temple of Elemental Evil each time!

My party no longer rests upstairs in the Welcome Wench Inn any more because most of the times that my party exits the inn after resting, all of my PCs are frozen in combat stances on the spots that they appeared on the Hommlet map. This is extremely annoying! This never used to happen to my party in 5.8.1 NC. Do players really want the Sign Posts in the game that much? I would MUCH rather not have jerkstop near the Welcome Wench Inn than to be able to use the Sign Post in Hommlet! Are you going to remove the Sign Post from Hommlet?
Attached Images
File Type: jpg Hedrack's Warhammer +2.JPG (10.7 KB, 145 views)
File Type: jpg Moradin's Soul Hammer +1.JPG (9.8 KB, 144 views)
File Type: jpg spell object.JPG (31.2 KB, 146 views)
File Type: jpg Hedrack's greathammer.JPG (2.5 KB, 145 views)
File Type: jpg Mirror Image check.JPG (9.3 KB, 144 views)

Last edited by gazra_1971; November 8th, 2010 at 10:32 AM.
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Old November 8th, 2010   #724
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Thanks for the tip Ranth, I managed to open the chest using Furnok + masterwok tools + gloves of dexterity +4. Try this in the arena:

After winning the first round, cast deep slumber on Arena Master, steal his cloak of resistance 21 and wand of charm monster. Wait a few days so he wakes up like nothing happened. [Tried to kill him with coup de grace but he is immortal]

What would you say to an idea that after winning the 3rd round of the Arena you get to choose your reward? [Like in Black Jay's ring quest] If you are a magic user the reward is not very usefull if I'm honest.

Last edited by okashii; November 8th, 2010 at 09:47 AM.
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Old November 8th, 2010   #725
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Quote:
Originally Posted by dolio
I assume the problem is that the game doesn't really have separate greathammers? Just warhammers that do d12 instead of d8? Are the other greathammers you mentioned also 1-handed?
I assume they are.

Quote:
Originally Posted by okashii
2. Why does in some cases dialog start when I'm invisible and enemies have no spells of detecting me? I should have the upper hand when I enter combat to surprise my enemies and instead I lose a spell and the speech triggers, after which it's not my turn -__-
Are you thinking of Hickory Branch in particular? Normally when NPCs are set to auto-detect, there is a script that checks to see if they can see who they're detecting. Unfortunately that also makes it so that they won't see PCs if they're not facing in their direction and that sort of thing, so oftentimes you can walk right by them. That's undesirable in HB, since what all those sergeants say to you is kind of important for you to know what's going on, so the HB NPCs don't have the 'can see' script. I've been thinking of changing it back, not sure atm.

Quote:
Originally Posted by Ranth
1. You are able to get more things from the blacksmith without opening the chest, you just need to get to the next story state. It is probably finding out about the temple factions.
That's not quite right. See for specifics: http://www.co8.org/forum/showthread.php?t=7743

Quote:
Originally Posted by gazra
I was saying that because Hedrack's Warhammer +2 is a 2-handed weapon when my human fighter equips it, Hedrack wouldn't be able to wield both it and Hedrack's Shield +3 at the same time in PnP D&D 3.5. But I have no problems with Hedrack being able to "cheat" in this computer game because he needs all of the help that he can get!
I agree ... if he's cheating, I think he's going to keep cheating.

Quote:
Originally Posted by gazra
Can you check the PnP module to see whether it states in there whether Hedrack's Warhammer +2 and Moradin's Soul Hammer +1 are 1-handed or 2-handed weapons?
I checked Hedrack before. It just says he has a 'hammer' +2.

Quote:
Originally Posted by gazra
Then what's the point of them being in the game other than being eye candy?
You'd have to ask Gary Gygax and/or Troika.

Quote:
Originally Posted by gazra
No, Otis said "You killed the lich!" when I initiated dialogue with him after I had just cleared out one of the Elemental Nodes (either Earth or Air) and teleported back to Nulb. I had killed Mathel right at the start of the game, which is why I was baffled why Otis said that to me!
had you gotten any other reputation since the Mathel one? At any rate, there is no way to stop people from other towns commenting on reps that have been gained elsewhere.

Quote:
Originally Posted by gazra
I thought it odd that Hedrack's Greater Temple Chest 1, 2, and 4 each have a magical item in them, but Chest 3 contains no magical item. Is this a bug or is it like this in the PnP module?
I'm going to assume that's the way it was intended.

Quote:
Originally Posted by gazra
When my fighter attacked an opponent that had the spell Mirror Image in effect on them, my fighter attempted a Mirror Image check (see screenshot below). Does anyone know what this check is for? I have absolutely no idea!
If you make that check, you can hit the target instead of one of his mirror images.

Quote:
Originally Posted by gazra
My party no longer rest upstairs in the Welcome Wench Inn any more because most of the times that my party exits the inn after resting, all of my PCs are frozen in combat stances on the spots that they appeared on the Hommlet map. This is extremely annoying! This never used to happen to my party in 5.8.1 NC. DO players really want the Sign Posts in the game that much? I would MUCH rather not have jerkstop near the Welcome Wench Inn than to be able to use the Sign Post in Hommlet! Are you going to remove the Sign Post from Hommlet?
Calm down ... the fact of the matter is that we get fewer reports of jerkstop now than we did in earlier releases, so despite the fact that you're getting it now, the situation is generally better than it was before. Also, the causes of it remain unclear. We have suspected the signposts, but it seems they are not entirely to blame, as modifications were made to them in the 5.9 release that should have alleviated the problem if they were (and they did help to some degree). Anyway, no, we're not removing the signposts.
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Old November 8th, 2010   #726
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Not sure if this has been mentioned but in the mouthouse respawn you can kill the witch alone without alerting the undead, if you are invisible and use acid arrow.

And if you want the ring from the other witch without paying the 20.000+ gold, just cast deep slumber on her and take it..and kill her for some nice exp :3
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Old November 8th, 2010   #727
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Quote:
Originally Posted by gazra_1971 View Post
Ignore that bit. My mistake.


1I was saying that because Hedrack's Warhammer +2 is a 2-handed weapon when my human fighter equips it, Hedrack wouldn't be able to wield both it and Hedrack's Shield +3 at the same time in PnP D&D 3.5. But I have no problems with Hedrack being able to "cheat" in this computer game because he needs all of the help that he can get!

2Can you check the PnP module to see whether it states in there whether Hedrack's Warhammer +2 and Moradin's Soul Hammer +1 are 1-handed or 2-handed weapons?


3Well, the Drow Fighter did nothing in the first round of combat when I fought him in 5.8.1 NC and 5.9.2 NC. I don't understand why he is catatonic in my game and yet functions normally in yours.



4One thing that the Greater Temple of Elemental Evil needs is a new secret door to the surface. It is EXTREMELY tedious to have to move the party through all of the different maps to get back down to the Greater Temple of Elemental Evil each time!

5My party no longer rests upstairs in the Welcome Wench Inn any more because most of the times that my party exits the inn after resting, all of my PCs are frozen in combat stances on the spots that they appeared on the Hommlet map. This is extremely annoying! This never used to happen to my party in 5.8.1 NC. Do players really want the Sign Posts in the game that much? I would MUCH rather not have jerkstop near the Welcome Wench Inn than to be able to use the Sign Post in Hommlet! Are you going to remove the Sign Post from Hommlet?
1.Doesn't Hedrack cast Divine Favor or something that makes him large size? Not sure, last 2 times through I hit him with a Laughing spell and dropped him before he could do anything. If he were large size, he could wield both, I like to enlarge my fighters wirh pole arms and then give them good shields.

2.Was Moridin's even in the module?

3. I regularly catch something (goblins, bugbears, oozes) camping on the random map and move to the top of the screen and fire at them with arrows. If you kill one the others still sit there, only the ones hit or targeted and missed become hostile and move toward you.

4. Teleport is your friend, or use the letter from the with in the MR or the Arena book and decline the fight.

5. I always rest the Welkwood now, even with the yellow tent, you never get attacked, and its a longer distance to everywhere else, so I get an extra random encounter sometimes.
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Old November 8th, 2010   #728
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Quote:
Originally Posted by gazra_1971 View Post
Okay, I just tested Hedrack's Warhammer +2 and Moradin's Soul Hammer +1 and they are both 2-handed weapons when my human fighter wields them, and they both do 1d12 damage (see screenshots below).
How did you test this, exactly? It's been a while since I played, and I see the screenshot. However, by 3.5 rules, you can weild a one-handed weapon of your size category two-handed for extra strength damage. This would apply to warhammers. So the important test is whether you were able to equip a normal shield while wielding that hammer. Unless that screenshot really indicates that it's a two-handed weapon; as I said, I haven't played in a while.


Quote:
Originally Posted by General Ghoul View Post
1.Doesn't Hedrack cast Divine Favor or something that makes him large size? Not sure, last 2 times through I hit him with a Laughing spell and dropped him before he could do anything. If he were large size, he could wield both, I like to enlarge my fighters wirh pole arms and then give them good shields.
Does that actually work? According to enlarge person, the weapon grows with them. So, a medium size polearm would turn into a large size polearm, and still require two hands for the character to weild. Righteous might (the cleric spell that makes you grow) has the same stipulations. Do you get improved damage for the larger polearm when you do this trick, or does TOEE leave it with the stats of a medium polearm?
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Old November 8th, 2010   #729
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Quote:
Originally Posted by Gaear View Post
I assume they are.


Are you thinking of Hickory Branch in particular? Normally when NPCs are set to auto-detect, there is a script that checks to see if they can see who they're detecting. Unfortunately that also makes it so that they won't see PCs if they're not facing in their direction and that sort of thing, so oftentimes you can walk right by them. That's undesirable in HB, since what all those sergeants say to you is kind of important for you to know what's going on, so the HB NPCs don't have the 'can see' script. I've been thinking of changing it back, not sure atm.

Hey, you can use this bit of code:

Code:
def can_see2(npc,pc):
    # Checks if there's an obstruction in the way (i.e. LOS regardless of facing)
    orot = npc.rotation ## Original rotation
    nx, ny = location_to_axis(npc.location)
    px, py = location_to_axis(pc.location)
    vx = px-nx
    vy = py-ny
    # (vx, vy) is a vector pointing from the PC to the NPC. 
    # Using its angle, we rotate the NPC and THEN check for sight.
    # After that, we return the NPC to its original facing.
    npc.rotation = 3.14159/2 - ( atan2(vy,vx) + 5*3.14159/4 )
    if npc.can_see(pc):
        npc.rotation = orot
        return 1
    npc.rotation = orot
    return 0
The script briefly rotates the NPC in the PC's direction, checks for visibility, then rotates the NPC back.
This way the NPC doesn't have to face the PC, while still taking into account the PC being invisible or in hiding etc.
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Old November 9th, 2010   #730
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

dolio, when my human fighter wielded Hedrack's Warhammer +2 and Moradin's Soul Hammer +1, he was not able to equip a shield as well. There is no greathammer in the D&D 3.5 SRD but this computer game has greathammers as a standard 2-handed weapon. Brother Smyth sells a Masterwork Greathammer (see screenshot below).

If you wield a 1-handed weapon 2-handed (that isn't a light weapon), then you have a damage bonus equal to 1.5x your Strength Bonus.

In this computer game, when you cast Enlarge Person on a medium-sized race (e.g. human, half-orc, etc.), then your enlarged character is able to wield a 2-handed weapon (e.g. greatsword, ranseur, etc.) in each hand. When the spell expires, the 2-handed weapon in the off-hand is automatically moved to the character's inventory.
Also, weapon damage is increased while under the effect of this spell. Ranseurs do 2d6 damage instead of the normal 2d4. Longbows do 2d6 damage instead of the normal 1d8.

In this computer game, the main differences betweewn the divine spell Righteous Might and the spell Enlarge Person are that Enlarge Person lasts much longer and Righteous Might gives DR (6/Holy).

I wasted the 4 Ice Tyrants without any of my PCs dying on my second attempt after I adapted my tactics for the situation. I now believe that single-class rogues are the most amazing and powerful characters in the game! My rogue laughed at the Ice Tyrants because he was immune to their cones of cold unless he rolled a 1 for his saving throws, and my rogue is able to move so far and attack in the same turn, and he does insane amounts of damage with his sneak attacks and he reduces opponent's Strength by 2 each time that he sneak attacks! Rogues are SO scary in this game!

The Hezrou Guardian and the Hezrou monsters use the same portrait. Could you be bothered changing the colour of the portrait for one of these monsters so that the 2 monsters would have different coloured portraits?
Attached Images
File Type: jpg greathammer.JPG (26.6 KB, 131 views)

Last edited by gazra_1971; November 15th, 2010 at 08:37 AM.
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Old November 9th, 2010   #731
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Quote:
Originally Posted by SA
Hey, you can use this bit of code:
Thanks. Unfortunately (and predictably for me ) I can't get it to work.

Quote:
Originally Posted by gazra
The Hezrou Guardian and the Hezrou monsters use the same portrait. Could you be bothered changing the colour of the portrait for one of these monsters so that the 2 monsters would have different coloured portraits?
I guess, but isn't that so for all four guardian types? And they never cause identity confusion by appearing in battles together, do they?
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Old November 9th, 2010   #732
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Quote:
Originally Posted by gazra_1971 View Post
dolio, when my human fighter wielded Hedrack's Warhammer +2 and Moradin's Soul Hammer +1, he was not able to equip a shield as well. There is no greathammer in D&D 3.5 SRD but this computer game has greathammers as a standard 2-handed weapon. Brother Smyth sells a Masterwork Greathammer (see screenshot below).
Okay. I guess Hedrack may just be cheating if he's wielding both the hammer and the shield prior to growing, then. Not that that's a big deal.

Quote:
Originally Posted by gazra_1971 View Post
In this computer game, when you cast Enlarge Person on a medium-sized race (e.g. human, half-orc, etc.), then your enlarged character is able to wield a 2-handed weapon (e.g. greatsword, ranseur, etc.) in each hand. When the spell expires, the 2-handed weapon in the off-hand is automatically moved to the character's inventory.
Also, weapon damage is increased while under the effect of this spell. Ranseurs do 2d6 damage instead of the normal 2d4. Longbows do 2d6 damage instead of the normal 1d8.
Well, this is wrong. I could see allowing two-handed weapons to be wielded one-handed, but then they shouldn't do additional damage from the size increase. Large weapons do do more damage than medium weapons, but large creatures are subject to the same restrictions in wielding them as medium creatures are with medium weapons.

I'm not holding my breath for this to be fixed, though. It'd probably involve a .exe or .dll hack.

Quote:
Originally Posted by gazra_1971 View Post
In this computer game, the divine spell Righteous Might is MUCH better than Enlarge Person because it gives the cleric a +8 Size Bonus to Strength (whereas Enlarge Person only gives a +1 Size Bonus to Strength).
Righteous might is always better than enlarge person. The former is a 5th level cleric spell, and the latter is a 1st level wizard spell. Your numbers aren't exactly correct, though, so if they're actually what happened in the game, it's a bug.

Enlarge person is supposed to result in +2 strength and -2 dexterity from the size change. Is that what you meant (+1 being the net change to the strength modifier)?

Righteous might says it gives a +4 bonus to strength and +2 to constitution. I've seen games where this stacks with the size change per enlarge person, giving a net +6 strength, -2 dexterity, +2 constitution, but the srd doesn't say anything about that, so maybe it shouldn't happen (I can't remember what happens in TOEE).

Maybe you were using divine power at the same time, though? That gives +6 strength.
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Old November 9th, 2010   #733
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Quote:
Originally Posted by Gaear View Post
Thanks. Unfortunately (and predictably for me ) I can't get it to work.
Oh yeah, I forgot to mention that you need to import the atan2 function from math.py:

Code:
from math import atan2
Hopefully it should work now.
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Old November 10th, 2010   #734
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Is it just me, or do you seem to get filth disease while resting in the Inn of the Welcome Wench even though it shows you make your saving throws? It says you have to fail two in a row. I seem to make my fort save and still get inflicted. What gives?

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Old November 10th, 2010   #735
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Question: should magic weapons and armor have their pluses listed in their names when they're unidentified? For example, Hedrack's shield is called 'Hedrack's Shield +3' from the get-go. You can't shift-click for a long description until you identify it, but its name still lists its plus value before you identify it. It seems a great many ToEE magic items are like this.
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Old November 10th, 2010   #736
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Quote:
Originally Posted by Gaear View Post
Question: should magic weapons and armor have their pluses listed in their names when they're unidentified? For example, Hedrack's shield is called 'Hedrack's Shield +3' from the get-go. You can't shift-click for a long description until you identify it, but its name still lists its plus value before you identify it. It seems a great many ToEE magic items are like this.
I am personally ok with how things are now, but I am sure there are others who would appreciate things being hidden.
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Old November 10th, 2010   #737
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Quote:
Originally Posted by Gaear View Post
Question: should magic weapons and armor have their pluses listed in their names when they're unidentified? For example, Hedrack's shield is called 'Hedrack's Shield +3' from the get-go. You can't shift-click for a long description until you identify it, but its name still lists its plus value before you identify it. It seems a great many ToEE magic items are like this.
Well its easy to tell on armor, since you can look at a regular version and compare what your AC is with the unidentified version is. Even easier with shields. Large shield gives +2 AC, Hedrack's gives +5, thus you know its a +3 shield. Now you may not know if it gives you any other effects.
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Old November 11th, 2010   #738
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

So, do you guys have an idea of when 6.9.3 will be done?
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Old November 12th, 2010   #739
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Quote:
Originally Posted by Gaear View Post
Question: should magic weapons and armor have their pluses listed in their names when they're unidentified? For example, Hedrack's shield is called 'Hedrack's Shield +3' from the get-go. You can't shift-click for a long description until you identify it, but its name still lists its plus value before you identify it. It seems a great many ToEE magic items are like this.
I think it shouldn't. Otherwise Identify is pretty much useless.

I would even love to see the game either refusing to let you use unidentified items or not let you use the bonuses that come with them, but that's probably harder to do.
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Old November 12th, 2010   #740
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

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Originally Posted by Ausdoerrt View Post
I think it shouldn't. Otherwise Identify is pretty much useless.

I would even love to see the game either refusing to let you use unidentified items or not let you use the bonuses that come with them, but that's probably harder to do.
Didn't Icewind Dale do that (no bonuses until identified)?
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Old November 12th, 2010   #741
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

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Originally Posted by wasbear
So, do you guys have an idea of when 6.9.3 will be done?
It's coming along, albeit slowly. I'm thinking of wrapping up what I'm currently working on (the new Wilfrick assassination!) and then putting out what we've got, but that would mean no Pelor stuff and a few other things. If we do that it could be just a matter of a couple days.
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Old November 12th, 2010   #742
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

I'm kind of looking forward to the Pelor Stuff. I'd be willing to wait another week or so for that.
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Old November 12th, 2010   #743
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

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Originally Posted by vectner View Post
I'm kind of looking forward to the Pelor Stuff. I'd be willing to wait another week or so for that.
For what it may matter, I also would be willing to wait till everything that can be added in 5.93 is. Thanks for keeping us informed Gaear.
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Old November 12th, 2010   #744
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

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Originally Posted by General Ghoul View Post
Didn't Icewind Dale do that (no bonuses until identified)?
I can't speak to this directly. But Icewind Dale 2 doesn't, and I'm pretty sure BG2 doesn't, either. You could equip unidentified items and their passive bonuses (and maluses), at least, would work. So it seems unlikely that IWD1 would work differently. Of course, those two are newer.

I'm comfortable with magic items working that way. I'd probably expect you to be unable to activate magic items (to cast spells, say) without identifying them, though. And that's the way ToEE works, no?

As for description text, I'd probably say that they shouldn't be called +N when unidentified. But given how easy it is to determine that via metagaming, I wouldn't suggest you bother changing things if you at all mind the work.
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Old November 13th, 2010   #745
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Quote:
The Hezrou Guardian and the Hezrou monsters use the same portrait. Could you be bothered changing the colour of the portrait for one of these monsters so that the 2 monsters would have different coloured portraits?

I guess, but isn't that so for all four guardian types? And they never cause identity confusion by appearing in battles together, do they?
When I fought the Hezrou Guardian, the Hezrou Guardian summoned a Hezrou. The first time that I fought the Balor Guardian, he summoned a Glabrezu in the first round of the combat. The second time that I fought the Balor Guardian, he summoned a Balor in the first round of the combat. The following quote is from the release notes:
Quote:
The Guardian Hezrou will now always choose to summon another Hezrou.
Quote:
Righteous might is always better than enlarge person. The former is a 5th level cleric spell, and the latter is a 1st level wizard spell. Your numbers aren't exactly correct, though, so if they're actually what happened in the game, it's a bug.

Enlarge person is supposed to result in +2 strength and -2 dexterity from the size change. Is that what you meant (+1 being the net change to the strength modifier)?

Righteous might says it gives a +4 bonus to strength and +2 to constitution. I've seen games where this stacks with the size change per enlarge person, giving a net +6 strength, -2 dexterity, +2 constitution, but the srd doesn't say anything about that, so maybe it shouldn't happen (I can't remember what happens in TOEE).

Maybe you were using divine power at the same time, though? That gives +6 strength.
I have tested both spells and they do the following in this computer game:

Enlarge Person
______________
Duration: 10 rounds per level
+2 Strength
-2 Dexterity
-1 Size Adjustment to Attack
-1 Size Adjustment to AC

Righteous Might
_______________
Duration: 1 round per level
+4 Strength
+2 Constitution
Primary +1
+1 (or +2?) AC
-1 Size Adjustment to Attack
DR (6/Holy) (my good cleric was level 12 when he cast Righteous Might)

Quote:
Question: should magic weapons and armor have their pluses listed in their names when they're unidentified? For example, Hedrack's shield is called 'Hedrack's Shield +3' from the get-go. You can't shift-click for a long description until you identify it, but its name still lists its plus value before you identify it. It seems a great many ToEE magic items are like this.
Originally posted by Ausdoerrt:
Quote:
I think it shouldn't. Otherwise Identify is pretty much useless.

I would even love to see the game either refusing to let you use unidentified items or not let you use the bonuses that come with them, but that's probably harder to do.
I agree completely with Ausdoerrt about this.

If the player's party leader (i.e. the PC in the left-most portrait slot) is invisible, then Kenan-Be'thuel does not initiate dialogue with the player's party. This allows the player to cheat by having the party leader invisible, then moving all of the player's characters to the most advantageous positions around the slavers, then casting spells at the player's leisure, and then finally making the party leader visible to initiate dialogue with the slavers.

There is an EXTREMELY annoying bug where if a character has Readied vs Approach, then sometimes that character can't attack after interrupting an enemy's action of approaching that character, thus rendering that character's action for that round a complete waste!

The D&D 3.5 SRD states:
Quote:
Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.
Light: A light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only.
An unarmed strike is always considered a light weapon.
One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or 1/2 his or her Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character’s Strength bonus to damage rolls.
Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.

Weapon Size: Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.
A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon a –4 nonproficiency penalty also applies.
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.
When the Heavy Mace is wielded without a shield or weapon in the off-hand, the Heavy Mace is doing 1x (Strength Bonus) damage. The Heavy Mace is supposed to do 1.5x (Strength Bonus) damage when "wielded 2-handed" because it isn't a light weapon and it is the same size category as a human (i.e. they are both medium-sized). I wonder whether the game is not doing 1.5x (Strength Bonus) damage for every other 1-handed (non-light) weapon that is wielded "2-handed".

There is a bug where if the player selects the Full Attack option for a character and then cancels that action by right-clicking, that character loses their action for that round other than being able to either take a 5-foot step or reselect the Full Attack option.

The first time that I killed the Balor Guardian, the game crashed to desktop the instant that I killed the Balor Guardian. The game was fine the second time that I killed the Balor Guardian.

My computer kept locking up in the Fire Node. The only way that I was able to clear out the Fire Node, Air Node and Water Node was to reduce all of the game's graphical settings to the minimum and setting the screen resolution to 800x600x16. On my computer, the game ran lightning fast in the Fire Node while I played the game with 800x600x16 resolution/colour bit depth!

I am EXTREMELY impressed with the Verbobonc 2.0 mod! The cutscene of the profiles of the slavers is awesome! The encounter with the slavers is epic! It is a challenging combat because of the time limit to kill Tarah-ka-Turah before she starts murdering the children.

When the player's characters attack an opponent under the effect of the Mirror Image spell, the attacker always makes a Mirror Image check. But even when they successfully make their Mirror Image check, they keep hitting a Mirror Image instead of the opponent.

In the Gnome Living Quarters, the Staff of Frost and the Staff of Fire are already identified when the player loots them from the Drow Wizards' corpses.

In the Gnome Living Quarters, the Drow Fighter and the Drow Cleric have the same portrait, and the Drow Rogue and the Drow Wizard have the same portrait. Will you please give these monsters different portraits?

In Verbobonc, Maurice (Banker) has a typo in one of his dialogue options (see screenshot below):
"Unfortunately the prior owners defaulted on their mortagage"

Wilfrick states the following in one of his dialogues (see screenshot below):
"It has been some time since any raids have been carried out in organized fashion, but some men, given the profitability of the venture, will risk most anything to supply these demands."
I think that it would be more grammatically correct if the word "almost" was used instead of "most" (or, alternatively, if "most things" was used instead of "most anything" (i.e. "will risk most things to supply these demands.").

Wilfrick has a grammatically incorrect dialogue (see screenshot below):
"The report from the Mol village elders indicated that the slavers had departed the village in an southeasterly direction".
It should be "in a southeasterly direction".

You have the Viscount's advisor named "Lerrick" when you actually see him and talk to him, but you've referred to him as "Lerrik" in quite a few dialogue options in the game. Which is the correct spelling of this character's name?

Wilfrick has a dialogue where he refers to his advisor as "Lerrik" (see screenshot below):
"So the gnomes were telling the truth after all, and it was Lerrik who lied to me."
Attached Images
File Type: jpg Maurice dialogue.JPG (19.6 KB, 47 views)
File Type: jpg Wilfrick dialogue (2).JPG (18.0 KB, 47 views)
File Type: jpg Wilfrick dialogue (4).JPG (17.2 KB, 46 views)
File Type: jpg Lerrick.JPG (10.2 KB, 45 views)
File Type: jpg Wilfrick dialogue.JPG (10.1 KB, 46 views)

Last edited by gazra_1971; November 23rd, 2010 at 07:51 AM.
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Old November 13th, 2010   #746
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Prince Zook IV (Gnome Prince) has a dialogue where he refers to the Viscount's advisor as "Lerrik" (see screenshot below):
"I blame that Lerrik. He's always poisoning the Viscount's mind against me. He says gnomes have "inventive imaginations." I can't stand it. Lerrik twists Wilfrick's mind to suit his own purposes, but Wilfrick doesn't believe me when I tell him what Lerrik is doing."

One of Kenan-Be'thuel's dialogues is grammatically incorrect (see screenshot below):
"[He falters as the woman stares at him in expressionless, authoritive silence.]"
It should be "authoritative".

Tarah-ka-Turah has 2 typoes in one of her dialogues (see screeenshot below):
"And Abaddon, weakling imbecile that you are, living the presposterous lie of delusuional righteousness amongst thugs and criminals."

Abaddon has a typo in one of his dialogues (see screeenshot below):
"I have scarificed much for my faith during our endeavors, Tarah, always to be bitterly disappointed."

One of Sharar-be-L'ial's dialogues is grammatically incorrect (see screenshot below):
"This area tends to be avoided by travelers."
It should be "travellers".
Attached Images
File Type: jpg Prince Zook dialogue.JPG (17.9 KB, 45 views)
File Type: jpg authoritive.JPG (15.6 KB, 47 views)
File Type: jpg presposterous & delusuional.JPG (12.0 KB, 45 views)
File Type: jpg scarificed.JPG (14.6 KB, 46 views)
File Type: jpg travelers.JPG (14.5 KB, 45 views)

Last edited by gazra_1971; November 14th, 2010 at 08:21 AM.
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Old November 13th, 2010   #747
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

There is a bug where the Headband of Intellect +6 reduces the wearer's Dexterity bonus to AC (see screenshot below).

It's possible to select "Light Pick" and "Hand Crossbow" when choosing Weapon Focus for a weapon (see screenshots below). These 2 weapons should be removed from the Weapon Focus list because it is not possible to use either of these 2 weapons in the game. Also, the Spiked Chain weapon is incorrectly called "Spike Chain" in the list of weapons when selecting Weapon Focus with a weapon. One of the weapons that you can select Weapon Focus for is "Punching Dagger" but there are no punching daggers in this computer game.

There appears to be a bug in the game where the player's characters make 2 checks or saving throws for some things (when those characters should only get one check or saving throw). (see next paragraph for an example).

When my wizard attempted a Concentration check in order to cast defensively while fighting the 6 Noble Salamanders guarding the chest in the Fire Node, my wizard had to make 2 Concentration checks, and the second Concentration check had a DC of 73! (see screenshot below). WTF?
Attached Images
File Type: jpg headband of intellect.JPG (10.5 KB, 44 views)
File Type: jpg light pick weapon focus.JPG (9.8 KB, 45 views)
File Type: jpg punching dagger weapon focus.JPG (11.2 KB, 44 views)
File Type: jpg spike chain weapon focus.JPG (8.5 KB, 45 views)
File Type: jpg DC 73.JPG (80.5 KB, 45 views)

Last edited by gazra_1971; November 15th, 2010 at 08:28 AM.
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Old November 13th, 2010   #748
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Necroticpus reported that there is a bug where a spellcaster who crafts a masterwork weapon into a +3 Holy Flaming Burst Icy Burst Shocking Burst weapon actually gains XP and money instead of losing them. See screenshots below for this bug in action.

In the Gnome Living Quarters, when I reduced a Drow Fighter to -7 HP, the Drow Fighter was disabled (see screenshot below).

During combat, when I access the radial menu for the currently active character, sometimes another character's radial menu is displayed instead of the currently active character's radial menu (see screenshot below).

When I play the game for a very long session, the game tends to become corrupted (i.e. 0s start appearing throughout the text in the Rolls History during combat (see screenshot below), and the game mechanics start breaking the rules. However, after rebooting my computer, all of the game corruption goes away (at least until I play the game for another very long session).
Attached Images
File Type: jpg enhancement bug.JPG (38.3 KB, 43 views)
File Type: jpg enhancement bug (2).JPG (38.5 KB, 45 views)
File Type: jpg disabled drow.JPG (6.2 KB, 44 views)
File Type: jpg wrong active character.JPG (50.5 KB, 45 views)
File Type: jpg 0s in rolls history.JPG (14.0 KB, 45 views)

Last edited by gazra_1971; November 15th, 2010 at 08:31 AM.
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Old November 13th, 2010   #749
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Hello Community!

Yesterday I've downloaded the 5.9.2 NC Beta Version and I tried it quickly.

In the explain thread I read, the Verbobonc 2.0 feature is in it, and I'm looking forward to test it.
I already rescued the girls from the first floor in the temple. But there was no dialog option to excort them to Verbobonc.
So I tried to talk to the merchants at the second floor, where the elven prisoners are, too. But didn't have any luck.
In the last version with the Verbobonc feature I could use these options. But it isn't in the latest version.
Can you tell me, how I get to Verbobonc?
Thank you!

And great work!


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Old November 13th, 2010   #750
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Re: Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Quote:
Originally Posted by Skillhunter View Post
Hello Community!

Yesterday I've downloaded the 5.9.2 NC Beta Version and I tried it quickly.

In the explain thread I read, the Verbobonc 2.0 feature is in it, and I'm looking forward to test it.
I already rescued the girls from the first floor in the temple. But there was no dialog option to excort them to Verbobonc.
So I tried to talk to the merchants at the second floor, where the elven prisoners are, too. But didn't have any luck.
In the last version with the Verbobonc feature I could use these options. But it isn't in the latest version.
Can you tell me, how I get to Verbobonc?
Thank you!

And great work!


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