Circle of Eight Modpack v6 / v6 NC General Commentary & Discussion Thread

Discussion in 'The Temple of Elemental Evil' started by Provodnik, Dec 30, 2010.

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  1. Sitra Achara

    Sitra Achara Senior Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    If it's just the staircase, perhaps you could teleport in there and see if you can find the 'secret' doors there - perhaps it would enable the others as well?

    try opening up the console (shfit_ ~) and type:

    Code:
    game.fade_and_teleport(0,0,0,5064,480,484)
    
     
  2. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    The Delayed Blast Fireball spell uses the graphics and audio of the Lightning Bolt spell.

    After I killed all of the Body Guards and the Jeweller in the Waterside Hostel, ALL of the Nulb Village Men/Women became KOS. Surely they wouldn't have a deathwish?

    In the 'Fear of Ghosts' quest, the Ghost #1 says the word porrage. Is it a slang spelling of the word "porridge" in order to convey a lower-class accent?

    There is a gap below the slave traders that allows the player to move his/her characters one at a time around behind the slave traders so that the player's party can attack the slave traders from behind. This makes the archer in the slave traders incredibly vulnerable. I recommend that the slave traders be repositioned a little to the southwest (or lower left) so that the player can no longer move his/her party behind the slave traders and attack them where they are most vulnerable. The awesome weapons that the slave traders now have make that combat brilliant! Even with all of my optimal pre-buff spells on all of my characters, the slave traders managed to reduce two of my characters to half HPs - that is very impressive! I fought them with a party of 7 level 14 characters and Zaxis who was only level 9. If only the slave traders were pre-buffed with the spells that I use for the really tough combats - then they would be a force to be reckoned with!

    In this computer game, the Righteous Might spell has the following effects:
    Invulnerable (6/Holy)
    Strength: +4
    Constitution: +2
    Primary: +1 (+2 to Attack due to +2 Strength Modifier; -1 Size Adjustment to Attack)
    AC: +1 (+2 to AC due to Righteous Might spell; -1 Size Adjustment to AC)
    All of these values are different to what the spell is supposed to do in the RAW.

    When I returned to the map where the slave traders were after I had just killed them, as my party was appearing on the map, I heard a sound effect that lasted for a second or two and that sounded like it was part of the audio sample that is played when the slave trader sorcerer dies (i.e. the sound of a thunder bolt).

    While trying to clear out the Earth node, I've been experiencing much worse lockups while playing 6.0.1 NC than I did in 5.9.2 NC. I reduced all of the graphical settings to the minimum and yet I was still getting seemingly permanent lockups. That has dampened my enthusiasm for trying to clear out the Earth, Air, and Fire nodes. I don't know what else I can try to get around the problem.

    Gunter Gladstone has the Improved Critical (Dagger) feat even though he wields a Shortsword +2 and a Shortsword +1.

    Is the player still able to do the 'Fear of Ghost' quest if the player plays the game with a Lawful Evil party alignment? That quest wouldn't make any sense in that situation.

    I don't know how to end Zaxis' bardic music. Is there a way to end bardic music? The only way that I can get a bard's music to end is to travel on the world map or rest. I would much prefer to end a bard's music after a combat so that I can save the game. I don't like having any temporary magical effects active on my characters when I save the game. I once had the game crash to desktop when the only temporary magical effect active on my characters was Zaxis' bardic music. Is it possible to add a new command to the game that allows a bard to end his/her bardic music at will? (like how a wizard can dispel his/her active spells using the radial menu command)
     
    Last edited: Mar 14, 2011
  3. stage

    stage Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Well it's been proven through out the ages, the best way to express your feeling to the music of a bard not to your liking, is to take his instrument and smash it on his head.
     
  4. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Yeah, I had already tried giving Zaxis' instrument to another character in my party, yet he continued playing his bardic music without an instrument.

    The 00330Assassin_leader.dlg file has a typo:
    The 00426captain_abiram.dlg file seems to be missing a word (the missing word is in green):
    Just after I had killed a Verbobonc Guard and planted the dagger on his corpse for the 'Framework of a Murder' quest, as my party ran along the street, all Verbobonc Men/Women and Verbobonc Guards became KOS. However, when I redid the murder, this time I had my party spokesperson use a Ring of Invisibility to become invisible and run back to Zeebel's Maroon Moon without being attacked by any NPCs in the streets. After I completed the 'Framework of a Murder' quest by talking to Darlia, this seemed to reset all Verbobonc NPCs agro towards my party back to neutral (i.e. Verbobonc Guards and Verbobonc Men/Women were no longer KOS).

    I failed the 'Removing Wilfrick' quest because Wilfrick escaped. I went back to Darlia and had a very interesting conversation where he revealed a lot about his character and motives. Then my party went outside and ran over to a Verbobonc Guard where my party was promptly arrested and put in jail. The attorney stated that I was found guilty (gotta love those trials where the defendant is forcibly absent from the trial and not allowed to choose their defence attorney! (Then again, I did murder a LOT of innocent, good people!) If that's Verbobonc justice, then I want no part in protecting Verbobonc!). Then my party was taken out into the Verbobonc square and promptly killed by Flamestrikes.

    The more that I do in Verbobonc, the more that I LOVE the Verbobonc mod! It's the best part of the game by far! I used to most like Hickory Branch, but Verbobonc is now my favourite content. Even though the map is HUGE and slow to load and a pain to navigate around in, the map is growing on me. The possibilities of the Verbobonc mod are almost endless because the map is so big.
     
    Last edited: Mar 14, 2011
  5. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    The player can't SHIFT-click the Red Forge Plate that is worn by one of the Overseers.

    The player can't SHIFT-click the 3 Axiomatic Warhammers +2 (that are wielded by the Guardian and the 2 Overseers respectively).

    The Frozen Longbow (that the archer slave trader wields) (which is a Longbow +2) incorrectly states in its long description that it has a +1 bonus to damage (see screenshots below). The damage bonus is actually +2.

    Characters are incorrectly getting a feat when they level-up to level 16. They are supposed to get a feat every third level.

    The earliest that a spellcaster can get the Forge Ring feat in this computer game is when they level-up to level 16. They are supposed to be able to get the Forge Ring feat when they level-up to level 12.

    Does anybody else think that the portrait of Darlia looks like Charlie Sheen? "Winning!"
     

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  6. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    The Robe of Eyes wondrous item reduces the wearer's Fortitude save modifier by 4 (see screenshot below), even though it shouldn't.

    After the player has talked to Lerrik, his name above him is incorrectly spelt Lerrick (see screenshot below). After the player has killed Lerrik, his name is also incorrectly spelt in the Creatures Killed list in the Ego section of the Logbook.

    Moradin's Soul Hammer +1 has a purple aura around it. It is a holy weapon so it should have a white aura around it.

    The player can't SHIFT-click the Wand of Cure Light Wounds and Wand of Hold Person that the Priest of Pelor has in the cellar of the Cathedral of Pelor ruins.

    After Wilfrick's death, when my party killed Lerrik up on the top floor of Zeebel's Maroon Moon, my party immediately got the extremely bad reputation Murderer of Lord Viscount Pro Tem Lerrik, even though my party had already killed everybody else in Zeebel's Maroon Moon, so there were no witnesses to see my party murder Lerrik, so nobody in Verbobonc could possibly have known that my party murdered Lerrik. That is unrealistic and unfair.

    The secret passage in the cellar of the Cathedral of Pelor ruins gets so narrow that a party of 8 characters trying to move along the tunnel always has 1 or more characters left behind every time that the player gives his/her party a party move command further along the tunnel. Is that secret area ever going to have anything of interest down there in future?
     

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    Last edited: Mar 18, 2011
  7. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    During the combat with the 3 Fire Toads in the Fire Node, all 3 Fire Toads just hopped forward adjacent to my characters. That's the only thing that they did before they died (whereas in 5.9.2 NC, the Fire Toads fought savagely and effectively).

    I found out that graphics settings have no effect on lockups in the Fire Node what-so-ever! I get fatal operating system-crashing lockups just as badly and as often while playing the game with the minimum graphics settings as I do playing the game at near maximum graphics settings. I also found out with 100% certainty that it IS the mobs that are causing the lockups (and not the maps). As soon as I killed the last mob in the Fire Node (in this particular case, it was the 2 Efreeti in the upper right area), I no longer had ANY problems with lockups or slow frame rates when scrolling around the map (this was while I was clearing out the Fire Node at near maximum graphics settings).

    This time, the game never crashed when I fought the Balor Guardian, but then I killed him a different way this time than in 5.9.2 NC. In 5.9.2 NC, he was the last opponent that I killed in the combat. In 6.0.1 NC, he was the first opponent that I killed in the combat, and boy, did he go down way too fast for my liking, the weakling! Next game, I'm going to have to create PCs using the point-buy (ability allocation) system, and I won't use any reach weapons except for spiked chains (because that would be cheating otherwise), and I'll have to kill Senshock on purpose so that I can't buy any of his AWESOME wondrous items, and I won't reload EVER during combats - I'll have to accept my losses and character deaths.

    The player can't SHIFT-click the Wand of Cure Moderate Wounds that is from the Chest in the Fire Node.

    When I first played this game, I had great difficulty with Bodaks instantly killing my characters. I used to fear them more than anything else in the game! But now they are easy to kill - so much so now that I've found the ultimate weapon to use against that mob of 5 or so Bodaks in the Fire Node (apart from Turn Undead) - Delayed Blast Fireball. The spell does DOUBLE damage in the Fire Node! (see screenshot below).

    Gaear, I'm sure that I share EVERY other player's sentiment when I say thanks for all of the quests that you have created for the Verbobonc mod.

    I especially loved the new 'Monster Mash' combat (although, I attempted it with characters that were too low level so I found it extremely difficult. My characters were level 12)!

    The 'Removing Wilfrick' combat is great but I found it WAY too easy! My characters were approximately level 15. My characters were just toying with the opposition, deliberately holding back and skipping their turns so that the reinforcements would arrive. You might want to make that combat more difficult by having more guards present initially and having more of the reinforcements arrive together and earlier in the combat.

    I found 'The Slave Traders' combat too difficult when I first tried it with level 12 or 13 characters (when I say difficult, I mean that I would have won the combat but one or more of my characters would have died during the combat (the same goes with the 'Monster Mash' combat), and I don't like continuing combats with dead characters. I had to wait until my spellcasters were high enough level to be able to cast Stoneskin and Death Ward on all of my characters before I could win the combat without any of my characters dying in the process.

    By the way, the Water Node and Fire Node are SO MUCH EASIER to clear out after the player has completed the 'Contract on Canon Thaddeus' and 'Removing Wilfrick' quests due to all of the Rings of Fire/Cold Resistance that the player loots from those 2 quests. In this particular case, crime does pay.

    The thing that I most like about The Forgotten Realms D&D campaign setting is that every organization in the world has its own unique name and symbol. The things that I like most about the World of Greyhawk D&D campiagn setting are the Circle of Eight wizards who created a lot of the classic spells, and that each region or empire or deity in the world has its own unique symbol or herald.
     

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  8. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    After I had completed all 3 'Wanted' quests for Captain Achan (where I killed all 3 fugitives in the places where the player finds them, except for Gunter Gladstone who I escorted to where Kendrew Commonworth was), I went on a killing spree around Verbobonc, which caused Verbobonc Guards to try to arrest me. When my party entered the Verbobonc corrections facility, Captain Achan initiated dialogue with my party where he said the following (see screenshot below). I haven't got the foggiest idea what Captain Achan is on about when he says that. Then when I exited the dialogue, Captain Achan initiated combat with me (it seemed to be a heartbeat action because there was a slight pause before combat started). There is a bug in Captain Achan's dialogue file.

    With the NPCs Meleny, Pishella, Serena, Riana, and Zaxis in my party, my party went around killing all of the good NPCs in the game, and none of those NPCs in my party ever voiced their disapproval of my actions or left my party in disgust or turned on me (which is unrealistic). Pishella said nothing when my party attacked and killed Burne.

    I finished the game before I had the random encounters with the envoys from Prince Thrommel and Countess Tillahi respectively, which makes rescuing them pointless.

    The second time that I fought Zuggtmoy, she had over 800 HP. That combat was a LONG, drawn out slog. When she was low on HPs, she parleyed with me. I chose a dialogue option which was so disheartening because of the effect that it had on the combat. Zuggtmoy is quite resilient considering that she is immune to sneak attacks and critical hits. The third time that I fought her, when she parleyed with me, I chose to accept her deal and then the game ended with a voice saying that Zuggtmoy eventually destroys Hommlet - funny.
     

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  9. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    The Rod of the Python that Jaroo Ashstaff has states that it is a quarterstaff in its long description but it is actually a 1-handed weapon in this computer game (see screenshots below). A quarterstaff is supposed to be a 2-handed weapon.

    Mother (Swamp Denizen) is affected by Sneak Attacks but Zuggtmoy isn't, yet they are both plant creatures.

    I experienced the exact same bug that The Royal Canadian experienced. In the screenshot below, you can see multiple entries for Caravan Bandit in the Creatures Killed list in the Ego section of the Logbook. There were in fact 104 separate entries for Caravan Bandit, and they all appear at the top of the list above the CR 20 monsters/NPCs that I killed. My party alignment was Lawful Good, hence these were the 3 Caravan Bandits in the Lawful Good opening vignette (just as The Royal Canadian had the opponents in the opening vignette of his party alignment). I only encountered this bug once. It happened when I checked the Creatures Killed list just after I talked to Mother (Swamp Denizen) and refused to sell her the Swamp Lotus which caused her to attack my party, whereupon I killed her.

    When I went on a killing spree around Verbobonc and I got all of the bad reputations, when I entered MY Castle of the Lords, MY OWN Private Guards ATTACKED ME! (and my Servants initiated combat with my party but the Servants did nothing each round of the combat) (which is unrealistic). What's the point of having my own security guards and servants if they are going to attack ME (or initiate combat with me)? Also, Verbobonc Men/Women kept initiating combat with my party but the Verbobonc Men/Women did nothing each round of the combat. Surely, they don't have a death wish?

    Is there an easy way for a player to remove the Hommlet Sign Post from their game? I never use the Hommlet Sign Post for fear of jerkstop, so I would like to play the game without the Hommlet Sign Post to test whether I ever experience jerkstop in Hommlet while the Hommlet Sign Post is absent.
     

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    Last edited: Mar 19, 2011
  10. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Update: haven't had much time to spend on the modpack lately, so I'll get to this stuff when I can. I'm thinking of just releasing 6.0.2 as the current state of fixes and leaving the new content til later. (Probably should have done that anyway, as the 6 series needs a final 'stable' release state anyway and the added content should be quasi-beta again [maybe 6.5] - it will need testing.)
     
  11. NWSalmonWatcher

    NWSalmonWatcher Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    I am having the same missing secret doors problem that Wolverinesix reported a week back. In my case though, it may have to do with the fact that I played one campaign in 6.0.0 NC through to completion then started a new party/new game right after.

    Was that a mistake? Are we supposed to purge and reinstall our modpacks before starting a new game?

    The first missing secret door was in the Moathouse (where the brigands hideout - top floor). But a more significant one was in the Falrinth's lair - couldn't find secret door to where his second chest was stashed. My recollection is that this missing secret door in the wizard's lair was significant because of a chest full of goodies he had!

    PS: I even tried the DETECT SECRET DOORS spell and that failed too. When I clicked my cursor past the wall, it created a blue circle that lasted a few seconds then faded away, so I know the secret room is still there!:roll:

    PS II: I had my old saved games (from prior campaign) so I revisited these areas with my original party and the secret doors are there.

    This raises a bigger question for me: If the lost secret doors are somehow tied to the original saved games, WHAT IS THE PROPER PROTOCOL FOR PURGING OLD GAMES BEFORE STARTING NEW ONES? Delete old saves? Delete old characters? Deactivate/reactivate? Complete reinstall from square one??? Please advise. THANKS!
     
    Last edited: Mar 20, 2011
  12. Rocktoy

    Rocktoy Established Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Uhm. It says in the "The Circle of Eight Modpack Explained" thread in the section of known issues: MISSING SECRET DOORS AND STAIRS: you cannot detect secret doors and stairs.

    Where does it happen? Anywhere, but moreso in the Moathouse than anywhere else.

    What should I do? You can try re-visiting the area over and over to see if the doors/stairs will appear, but most likely they won't. Sadly, you will then have to delete all of your saved games and start a new game."

    When it happend to me, I just deleted all my saves and started a new game. Worked fine.
     
  13. NWSalmonWatcher

    NWSalmonWatcher Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Thanks, Rocktoy.

    I read that blurb before posting (I probably should mentioned that in my post) but I guess my two real questions are:

    1.) Is it a problem to start a new before old saved games are deleted?

    2.) Is there anything else to be done besides deleting saved games?

    I just don't want to start another game and find halfway thru the same problem has occured. I saw your note about deleting saves - is there anything else to be done?

    Thanks twice!
     
  14. General Ghoul

    General Ghoul Established Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    I've seen it twice through about 16 starts, after removing old saves, it didn't happen on the next few playthroughs.
     
  15. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    It may or may not be. If it is, you'll have to delete them and start over again. If it's not, then you don't have to do anything.

     
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