I would guess that adding the UI for the already coded sub races would be a relatively easy fix with Temple+, but Sitra Achara would have to confirm that himself.
It's definitely possible. Both items are on the agenda as well, though I'm placing a higher priority on new classes. I'll also maintain compatibility with Co8, at least 8.1.0 + Rudy's. As for Bazar of the Bizarre, apparently there's an item on that map with a non-existant proto (9200) which causes the crash. Looks like it was deleted from protos.tab by Co8? Weird. Anyway I'm issuing a fix for it right now. Note that the build will have a WIP Quivering Palm attack, which right now just does a normal attack until I hook up the death effect.
9200 is a Scroll of Grease, there is a second version at 9236 or something... Odd that it would be "removed by Co8", especially since my Temple+ install was simply added to a copy of my ToEE 8.1.0 NC installation folder with Rudy's mod added to it, and the non-temple+ version works just fine.
Setup: vanilla co8 v8.1.0 NC (activated), templeplus v1.0, win 7 32bit, UAC enabled, run as admin tplus gave me some dumps and log earlier, permissions related maybe, it all happened when I close [x] the game via title bar (window mode) while in tutorial map level 1.
Weird, I'm not seeing 9200 in either rudy's or co8's protos.tab. Vanilla ToEE might be more forgiving of missing protos, but that might also lead to save corruptions so better to have it crash and let us know something's wrong and fix it in time.
There's a known crash when you close the window while in Combat. The log file actually shows the game successfully shutting down so I assume it's from when you closed it outside combat. A bit annoying but nothing critical. Also, added Quivering Palm now.
Getting a strange bug, in combat i am only able to move, can't attack with neither melee och ranged weapons, the monsters are able to attack me. It happened in welkwood bog and now on temple level 1 the ogre chiefs room Works ok in other places This happens when running temple+ i might add, not normal co8
How would Monks rank to Fighters/Rogues/Barbs as melee fighters now that their chains are gone and they have their abilities?
TBH, I think monks are still shit ^^ but I never really liked them. Build 1.0.10 out this Friday will add the following craf MA&A enchantments: For weapons: Merciful, Seeking, Speed, Thundering, Wounding, For Armors/Shields: Spell Resistance 15/17/19 upgrades, and +4/+5 enchantment bonuses for both. Also some UI improvements for the crafting interfaces: Wider space for the Item Creation UI: Craft MA&A UI: Added tooltips for requirements, adjustment buttons for the enhancement effects, and the UI will now also display effects that the current character cannot apply (e.g. if your Cleric crafts it with Holy and hands it over to your Wizard, Holy will be visible too). Also, the cap of total effective bonus 10 is now properly enforced. The requirements for Craft MA&A are now defined in craft_maa_specs.tab instead of rules\item_creation.mes. And yes, Thundering will play a sound on a critical hit I'll be moving on to creating new Classes now, which might take a while depending on how much modification the UI requires under the hood. Any preferences?
personally I'd prefer subraces before new classes... Just thought I'd get in quick before hoards of folks scream PRESTIGE CLASSES!!!!
Who am I to disappoint one of the original mods? PRESTIGE CLASSES!!!! Starting with the Arcane Archer...
I've thought about it a bit and decided to expose creation of modifiers to the Python layer. This way you'll be able to do something like .condition_add('deep gnome') and define what benefits the "Deep Gnome" condition grants via Python. There are going to be a lot of such modifiers so it's best not to have to recompile every time, and this way it'll also be moddable. Classes are much the same for that matter.