Volunteers needed - beta testing next Temple+ release

Discussion in 'General Modification' started by Sitra Achara, Oct 1, 2020.

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  1. Sitra Achara

    Sitra Achara Senior Member

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    Adding something like that properly is way more trouble than it's worth, sorry to say.
     
  2. hammyh

    hammyh Established Member

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    FIXED
    FyI: The way I tested it was to gather all my Stormlords together and cast a double electrical vortex. These 3 are lvl4 stormlords in this picture--and they should se DR 10. At lvl 10, vortex damage is 2d8+20 to others and d8+10 to caster. The damage details show no electrical reduction.
    upload_2021-9-26_8-31-4.png
     
    Last edited: Oct 9, 2021
  3. anatoliy

    anatoliy Established Member

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    It seems my PC cannot target unconcious foes. It happens after Color Spray performed and foe has fallen unconcious.

    unc_no_targeting.jpg
     
  4. Sitra Achara

    Sitra Achara Senior Member

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    It's on purpose to prevent you from misclicking. You can explicitly select to attack from radial menu.
     
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  5. Sagenlicht

    Sagenlicht Established Member

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    You have to click on the damage to see the reduction, but its there. Here are two Screenshots demonstrating this:
    Stormlord Elec Resistance 1.jpg
    And when you click on the no damage (or in your case the 11 damage) you get the details window for the damage calculation:
    Stormlord Elec Resistance 2.jpg
    This works for Immunity as well as resistance

    EDIT: Apparently it doesn't and you where right. It did work though, as I can remember testing this 100%. Will fix it, sorry.
     
    Last edited: Sep 27, 2021
  6. Pygmy

    Pygmy Established Member Supporter

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    Can you please tell me where the bugbear PCs hit points from his/her 3D8 racial hit dice are determined please? I am certain that it is not in race008_bugbear.py, as setting racial hit dice to 0d8 therein does not affect the hit points of a pre-generated individual.

    The 3D8 racial hit dice appear to yield 2Hps plus 3 x CON bonus?

    Incidentally, I would warn people using the monster attribute bonuses in TempleplusConfig to remove them before examining pre-generated characters as otherwise they will find all their abilities are GREEN until they join the party.
     
  7. Sitra Achara

    Sitra Achara Senior Member

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    1.Pregenetated chars might have that baked in, not sure.

    2. Should be normal hps, what makes you say that?

    3. Green?
     
  8. Sagenlicht

    Sagenlicht Established Member

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    @hammyh
    I found and fixed the error. It initially was working correctly (as I remembered it!) but when I did add the crackling aura I did that one also map to the same feat and this stopped the resistance to work. Duh!
    Stormlord Elec Resistance 4.jpg
    On the plus side I found that Energy Vortex (Electricity) crashes the game if it has no targets as I reused the chain lightning pfx. I also fixed this by using a new particle effect. As soon as both fixes get merged and the .dat file gets regenerated you can test the fixes.
    Thank you for finding them!
     
  9. Pygmy

    Pygmy Established Member Supporter

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    2. To go with the +2 monster ability adjustment I have PCs set to max hp/level. I have a Bugbear 1st level Barbarian with 20 Con who started with 34hps [12 + 5 + (3 x 5) =32hps] leaving 2hps from 3d8. Does this mean bugbear gets no CON bonuses on monster HD?


    3. With monster stat adjustment set to +2, all the stats of every pre-generated character are increased by 2 when viewed in the Preview screen. The enhancement bonuses turn every ability score green.
     
    Last edited: Sep 28, 2021
  10. Pygmy

    Pygmy Established Member Supporter

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  11. hammyh

    hammyh Established Member

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    This remined me to ask: that option is purely cosmetics? (the aura selection in the radial menu)
     
    Last edited: Sep 28, 2021
  12. Sitra Achara

    Sitra Achara Senior Member

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    Yeah, that's just for flavor :)
     
  13. hammyh

    hammyh Established Member

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    Tested and works at both SL lvl1 (5) and Lvl4 (10). The new particle effect is nice and seems better for me - I always felt that the chain L effect was a bit laggy, but maybe it is my machine.
     
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  14. hammyh

    hammyh Established Member

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    A bugs with the Fire Node Balor Fight:
    • Kobort eventually had a zero turn time. I don't think this was due to any spell condition, but I suppose it is possible as it was consistent until the end.
    • the Balor was doing non-lethal damage to Kobort. He had fire resistance, so maybe it was related? No idea.
    • More interestingly, after killing the original Balor + Balor fireball explosion, no character can now interact with objects: exit door, pick up items (although can drop items, but not pick up again).
    • Prior to fight items could be interacted with.
    • I waited a while to see if some active spell end might influence this. No change.
    • Resting in the Fire Node (interrupted with an encounter) solves this issue.
    • I'm pretty sure that I had this interaction bug earlier in this current game and it resolved itself fairly quickly. I can't remember what I did, but I think it might have been resting.
    Save game after Balor fight attached.

    Edit: the non-lethal damage is because of the Periapt of Wound Closure (Season of the Witch), smh
     

    Attached Files:

    Last edited: Oct 2, 2021
  15. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Just answering blind, that sounds like the 'still in combat' problem: happens when you take damage at the end of combat or just after but not from actual combat (happens sometimes in KotB for reasons). The damage puts you back in combat mode from the engine's perspective. Just press C to end combat.
     
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