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. The Royal Canadian

    The Royal Canadian Established Member

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

    Hi Gaear
    May I suggest a way to make the "Monster Mash" quest more challenging ? If possible, why don't you have some "guards" near the door who will run and alert the priests when the party comes through the door ( like Lareth's guards in the moathouse ). I personally didn't have to much difficulty with Monster Mash (of course the fact that my party was 12 - 13th Level might have had something to do with that ).
    The Royal Canadian
     
  2. cezmail

    cezmail Gorboth's Rider

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

    Hi Gazra

    Not sure if this is the case, but those values may include stat bonuses and other additions due to symmetry with other skills to increase the numbers.
     
  3. 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

    They're supposed to switch to rush tactics after eight of the regular guards go down. Did they not do this?
     
  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

    When I did the 'Removing Wilfrick' combat, Samson, Goliath and Bathsheba did not get to make any attacks at all against my characters. They just moved adjacent to my characters, then my characters killed them in 1 round of melee attacks against them. I recommend that that combat be tweaked to prevent that from happening.

    Nope, not one enemy advanced at my characters (but then they were all under the effect of both a Cloudkill spell and a Stinking Cloud spell, so maybe the spells were preventing them from acting).

    And here's a picture...
     

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  5. sirchet

    sirchet Force for Goodness Moderator Supporter

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

    Is it just me, or are the Temple Nodes BRUTAL now?

    I'm not complaining, it's refreshing to have to really think about each action even if your party of three is level 14.

    Great Job!

    Oh, btw ... the helmet and boots I took off of Hedrack's corpse do not seem to grant the saving throw bonuses stated in their shift/click descriptions.
     
    Last edited: Mar 27, 2011
  6. 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

    Fixed.

    How would that make it more difficult?

    Your group must have been pretty badass if you could kill them all in one round. Do you mean that they're 'wasting' a turn by having to move toward you? That's just how it goes; they come in through the door.

    They were not changed. Good example here of the varying difficulty level though, and something other players should keep in mind. You having an 'easy' time of combat x doesn't mean that it's so for everybody.
     
  7. sirchet

    sirchet Force for Goodness Moderator Supporter

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

    What about Hedrack's gear?

    The helm says "+5 Resistance Bonus to Will Saves".
    The boots says "+5 Resistance Bonus to Reflex Saves".

    Shouldn't these bonus be reflected in the character's saving throws on the character sheet, or am I misunderstanding the bonuses?

    I see the Strength bonus for the gloves.

    Oh, and I think I just had my most satisfying end game cinematic yet. It's the first time I've actually killed all the high priests, saved Thrommel and all the girls, including pieda and even the elven duchess, (or whomever she was with her entourage and all).

    Man! This game just keeps getting better!

    THANKS Co8!!
     
    Last edited: Mar 27, 2011
  8. The Royal Canadian

    The Royal Canadian Established Member

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

    Hi Gaear
    The reason I suggest having guards at the door is because when I did the "Monster Mash" quest I was able to enter the temple, cast several buffs and advance to within charging/ spellcasting distance before the priests even started to do anything. One "Stinking Cloud" and it was pretty much all over before it began. The priests never cast a single spell, and my archers mowed them down before the spell ended.
    If there were guards at the door that the party had too overcome, that would give the Priests at least one round to cast buffs or summons to prepare for the PCs. I think it would be more "realistic" to assume that the Hextorites would have guards at the door to make sure that their "ceremony" wasn't interrupted. After all there was that guard outside the temple tower.
    Come to think of it, Stinking Cloud is another spell that I think could use a revision, at least how monsters react to it. I don't think I have seen any monsters actually move out of a Stinking Cloud, and this includes the Slavers and Senshock who should know the "remedy" for Stinking Cloud.
    The Royal Canadian
     
  9. karlgoran

    karlgoran Member

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    Re: Temple of Elemental Evil Bug Report Thread

    the game crashed to desktop when i clicked on a chest close to the nursery in some priests treehouse.
     
  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

    I think some of it's dependant upon alignment. Can't remember hearing any other recent bug reports about it.

    I'll consider it. It's a long way from the door to the Hextorites ... not sure NPCs will run alert points that far. I think the priests already cast some pre-buffs, don't they?
     
  11. The Royal Canadian

    The Royal Canadian Established Member

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

    Hi Gaear
    Last night I did the "Thief!" quest in Nulb (in other words Dala was spotted trying to pick the pockets of my thief). As usual, when Rentsh decided to make an issue of it, I opted for combat (he is evil after all), and got the initiative. My Fighter, Cleric, and Elmo cut Dala down before she could make her escape, and then my Thief / Wizard cast a "Web" to fix the enemy in place (spears are nice, but arrows reach further :poke:). For the rest of the fight there were floating lines saying "Saving throw failed" and "Saving throw successful" near the fireplace. The floatlines continued until I left the hostel and returned. Personally I think that if Dala and Pearl get to teleport away whenever they botch a pickpocket attempt, my thief should be allowed to do it too:poke: . You read any fantasy books that have thieves, the one theme that seems to repeat is "picking the wrong pocket can be deadly to your health". I personally think that you should reset it to the vanilla version, where if Dala is caught she has to fight it out. Pearl on the other hand, I would let take the "wait and see" approach (like the woman fighter who sometimes joins the fight but usually doesn't). After all SHE didn't even approach the party, so a good aligned party would have no reason to suspect that she was a thief.
    The Royal Canadian
     

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  12. 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

    Do you mean now that fire damage is doubled in the Fire Node, and cold damage is doubled in the Water Node? Those Noble Salamanders and Ice Tyrants can be a real handful if you don't prepare for them.

    sirchet, was your character who was wearing Hedrack's Helmet and Hedrack's Boots also wearing a Cloak of Resistance +5? The resistance bonuses from those items don't stack. In my last playthrough of the game, I checked Hedrack's Helmet and Hedrack's Boots, and they were providing the correct +5 resistance bonuses to the characters who were wearing them respectively.

    Yeah, I mean that the only action that all of the reinforcements ever got to make was to advance to within melee range of my characters, whereupon they were slaughtered by melee attacks before they could act next round. My main character was a single-class, dual-wielding rogue. I developed the NPCs Serena and Riana into single-class, dual-wielding rogues. So I had 3 high level, single-class, dual-wielding rogues. Any enemy foolish enough to come within 10 feet of them would meet a swift death from flanking rogues sneak attacking them. If you made Samson, Goliath and Bathsheba barbarians (instead of fighters), then my rogues wouldn't be able to sneak attack them, and they would then maybe be able to survive long enough to attack my characters (also, barbarians get +10 feet movement, so they would be able to charge attack my characters in the first round).

    Now, why didn't I think of that? Instead, I did that combat the hard way (i.e. rushing into melee with the enemy), which makes that combat challenging when doing it that way.

    That would be the druid Jaroo Ashstaff. For me, while in Jaroo's treehouse, the game has crashed to desktop about twice (one time was just after I picked Jaroo's Chest and looted it, which caused Jaroo to enter combat with my party and he summoned 2 bears, then the game crashed to desktop; the other time was when I initiated combat with Jaroo, killed him before he summoned his bears, then his bears appeared and the game instantly crashed to destop).

    The Royal Canadian, that is one freaky screenshot! I also don't like the new way that Dala can escape with all of the items that she has successfully stolen from the player's characters (before she gets caught redhanded stealing) during the combat.
     
    Last edited: Mar 29, 2011
  13. 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

    Hm, it looks like Dala and/or Pearl was still there, like Noblig's ghost used to be at Hickory Branch after he ran off.

    Incidentally, they are not teleporting away; they're running away. We've been trying to make ToEE a bit 'smarter' in recent times by doing away with these certain death scenarios for some NPCs (like generic citizens not attacking in the face of certain death). Dala and Pearl are regular people, not soldiers or thugs, so the idea that they would fight it out with you is really far-fetched. It may seem unfair to you, but frankly, that's too bad. Unfairness is an authentic part of a reality-gaming simulation. Personally I'd take that any day over ToEE's frequently ridiculous deathwish-style turns of events.

    As for the player being allowed the same, you are: you're free to flee combat any time you like.

    Lastly, Dala and Pearl getting away is not automatic. If you get initiative (very likely), you can take them out before their turn. Like you did in your screenshot.

    Sorry, gazra's right - that was changed. Kudos to Sitra Achara for that.

    That's not a bad idea, since they're supposed to basically be unique giant specimens recruited from rural locales as opposed to professional soldiers.

    Not before, after. And only maybe.

    p.s. - I'm happy to see that the generic Nulbians apparently didn't get involved in TRC's fight.
     
  14. florian1

    florian1 Established Member

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

    I usually experience that Dala disappears even if killed, but once a day has passed, her possessions are lying on the floor to be scooped up, as if her corpse decomposed. I always assumed Dala and/or Pearl became invisible, and get caught in a fireball or other AOE spell.

    Also, is Barbarian armor supposed to be enchantable? It is, but seems it shouldn't be.

    Clairvoyance seems to be a big time exploit when outdoors, as you can pummel potential opponents from a distance without any reaction. It can be exploited in large indoor areas as well, but less so. Is it possible to give all PCs and NPCs much further range of vision outdoors in the daytime? It would be more realistic, but I understand it could be unchangeable.
     
  15. sirchet

    sirchet Force for Goodness Moderator Supporter

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

    AHA!

    So, that's why the Royal Can ... I mean salamanders heh heh were so tough. Thanks for the info.

    And yes, we all had cloaks of resistance on.

    btw, I do like the nodes being tougher and I think a pocket plane of the hells should not be a cake walk for mortals, eh?

    Now, to attempt this with a party of Bards. :twitch:
     
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