Volunteers needed - beta testing next Temple+ release

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

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  1. _doug_

    _doug_ Established Member

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    I was able to check that DMM empower worked correctly with burning hands on a fire domain cleric. Can you give me any more details about your build?
     
  2. hammyh

    hammyh Established Member

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    FIXED

    DMM does not account for Rebuke undead.

    Rebuke Undead should still qualify. But only Turn Undead is checked in feats. (Confirmed with Meleny - she can go either positive or negative as cleric)
     
    Last edited: Oct 12, 2021
  3. Pygmy

    Pygmy Established Member Supporter

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    Yours is Okay @hammyh as the DMM feat will be greyed-out unless you have a metamagic feat to associate it with.

    My problem however, is driving me round the bend. I have two first level neutral clerics of Obad-hai each with 17 wis, 18 cha and 4 dump stats (produced after 'several re-rolls'), each has chosen the fire and water domains. The only difference is that Heribert has empower spell plus DMM whilst Heribert2 has maximise spell plus DMM. Each attacks the RHS treasure chest with burning hands using his DMM feat. Empower spell generally works (in contrast to observed above) whilst Maximise Spell never works and the burning hand spell ALWAYS does 1hp before damage reduction. The fact that the spell is maximised is not displayed above the damage breakdown. DMing in an Extra-Turning feat does mot make Maximise Spell work.
     
  4. hammyh

    hammyh Established Member

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    No, as long as you have the Turn Undead feat, only the second box will be have greyed options.
    I think you are on to something here and DMM maximize is bugged:

    I did a quick test with Meleny and gave her some cleric levels (after finishing game I have a bunch of extra xp horded for extra testing).

    1. New spell Frost Breath
    • normal- 4 damage with save
    • DMM maximize - 4 damage with save (should be 20/10 with save)
    2. magic stone
    • normal - 6 damage
    • DMM maximize - 5 damage (should be 7)
     
    Last edited: Oct 11, 2021
  5. _doug_

    _doug_ Established Member

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    Good find on the maximize and turn rebuke undead issues. I thought I had tested maximize but I guess I missed it...

    Fix should be coming tonight.
     
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  6. Pygmy

    Pygmy Established Member Supporter

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    Thank you for the above. I can confirm that DMM Maximise works, LN Clerics of Wee Jas can take DMM and that DMM Heighten works providing you don't ignore the writing on the slider bar! (sorry)
     
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  7. Pygmy

    Pygmy Established Member Supporter

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    Love the turn undead charges count. Is the any reason why the maximum charges (rebukes) for an LN 1st level Aasimar Cleric of Wee Jas with 20 CHA should be shown as 7/8 even after resting, please?


    Oops, I DMed in an Extra Turning Feat and got 7/12. Rested and still had 7/12.

    I then initiated combat and cast a DMM Quickened Conviction spell and still had 7/12.

    Everything worked with Heribert2 (see above) even with Extra Turning, until I DMed his Charisma up to 20 - have you got a hard limit of +4 Charisma Bonus somewhere in your count software?
     
    Last edited: Oct 13, 2021
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  8. Sitra Achara

    Sitra Achara Senior Member

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    I don't think it's related to the missed Javelin, that part looks like it works fine.
    It fails to switch the action sequence for some reason, and then it looks like the TB combat gets stuck because it thinks you're still acting but isn't actually able to progress anything. Needs more debugging...
     
  9. August

    August Established Member

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    I just wrote a rather sappy post praising Temple Plus on RPGCodex, but yeah, downloaded the beta and rolling a party.

    With the reach changes, I think I'd like to beg for the Short Haft feat from Players Handbook 2, but I suppose I could just use a spiked chain like a civilized person.
     
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  10. August

    August Established Member

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    So I'm noticing an issue with Cleave and the polearm fixes. When cleaving, the Cleave attack doesn't respect the inability to attack creatures within five feet. I tested this in Welkwood Bog; I rolled a bugbear fighter and gave them a glaive, then sent them against the kobolds. The bugbear would have a swarm of kobolds in 5 feet he can't attack, but whenever he kills one in 10 feet he cleaves an adjacent foe. The Welkwood fights have lots of small creatures so I was able to check this out and make sure the targets getting cleaved probably shouldn't have - this is extremely easy to replicate.
     
    Last edited: Oct 16, 2021
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  11. hammyh

    hammyh Established Member

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    I forgot about this and glad you mentioned it.
     
    Last edited: Oct 16, 2021
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  12. August

    August Established Member

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    I'm also experiencing the occasional weird bug with my otherwise mundane gray elf swashbuckler where he can't have a turn and the floating red "Already Moved" text pops over him twenty+ times. I'm not sure what that's about and I can't isolate what's causing it yet.

    Also, the polearm changes are kind of a nerf to Mathel. Not that he was particularly hard (rolled in with a Sun cleric)
     
  13. August

    August Established Member

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    Caught another one!

    I've been building a party based around the new PrCs and options to try to test them through a full fair-and-square start to finish playthrough. Beguilers don't qualify for abjurant champion, but they absolutely should - they are an arcane caster with access to the Undetectable Alignment spell (which doesn't exist in ToEE and is probably why that doesn't work). My build is swashbuckler 3/fighter 1/beguiler 2, and that should work, but it doesn't. Bard will work instead if I take Remove Fear as a spell (and that's fine, that's how that should work, and I guess I can still get mirror image out of that, but mage armor is the point of taking abjurant champ).

    Please give it a little patch, and I can also test Shielded Caster with them - since they explicitly don't have access to the shield spell, giving them an elf shield + mage armor still sounds absolutely hilarious and never proving when popping mirror image or blur is ideal for this build. If I make it past abjurant I'm gonna toss in three levels of rogue and Daring Outlaw, that's better than duelist. God, toss in the Arcane Strike feat and I could one man with this. No, must not start teaching myself feat modding until I'm done with the playthrough.

    Levelling up to 3rd level casting as a beguiler (level 6) and getting into the class once they knows Dispel Magic works just fine, but it doesn't seem to apply effects properly to Mage Armor.
     
    Last edited: Oct 17, 2021
  14. hammyh

    hammyh Established Member

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    You might be confusing mage armor with shield. Mage armor is conjuration, and as such gets no bonus from AbC. But shield is an abjuration spell and indeed becomes almost silly AC with AbC (+9 with full AbC).
     
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  15. August

    August Established Member

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    Ooh, that's right.
     
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