Circle of Eight Modpack 5.8.x/5.8.xNC General Commentary & Discussion Thread

Discussion in 'The Temple of Elemental Evil' started by UncleBuck, Apr 25, 2010.

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  1. Necroticpus

    Necroticpus Cthulhu Ftaghn!

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    I got a new one I never saw before but I don't believe it's just for 5.8.1. I think it's a general but could easily be wrong.

    In the water node, when you fight the 4 water beholders, about the 3rd or 4th round in, they start doing strength drains. What happens is that after the freaking strength drain wears off, you are still over encumbered.

    What happened to me was my fighter got smacked with ability drain 3 times and the 4th one paralyzed him because his strength score was -4! He couldn't move or do anything. I finished the node and teleported back to Hommlet to rest. After I rested and got rid of the ability drain, I still had the red, over-encumbered icon on the fighter. I don't recall how I got rid of it but there it is.
     
  2. wizgeorge

    wizgeorge Prophet of Wizardy

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    Move some stuff off your person to inventory and then back. That usually clears it.
     
  3. Gaear

    Gaear Bastard Maestro Administrator

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    Regarding the faction problem thing, they'll go after each other with prioroty over you. So the ettin will go clear across the map to get the hogoblins, not just if they're in his way while he's trying to get to you.

    That takes some of the appeal out of the appearance of this random disgareement, imo. If they hated each other that much, why didn't they settle it before you got there?

    I don't really care either way though.
     
  4. sirchet

    sirchet Force for Goodness Moderator Supporter

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    How about the troll in the large main room of the temple, right by where you enter? You know, the one that sometimes is trapped in the wall.

    The rest of the priest's troops seem to target him instead of my party.
     
  5. Gaear

    Gaear Bastard Maestro Administrator

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    Which troll? Need more info ...
     
  6. Hugh Manetee

    Hugh Manetee Established Member

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    There is an invisible troll just before the room with all the fungi and the treasure chests.
    If you enter from the Zuggety side Hedracks minions attack him.



    There is a jackel with the were jackels and gargoyles just off the room with the will o the wisps which doesn't attack you but if you wound him is set upon by the others.
     
  7. Necroticpus

    Necroticpus Cthulhu Ftaghn!

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    That troll has always been there. If you pass by him and start fighting the fungi and whatnot, he'll come out at the back of the party and attack whoever's in back, usually the wizard. I think that was intended. I think it should be a 20th level temple assassin though, to pretty much guarantee a quick easy wizard kill with sneak attacks.
     
  8. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Uhmm .... yeah that troll.

    Re-read my post and boy was I vague. :)
     
  9. Gaear

    Gaear Bastard Maestro Administrator

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    Okay, I found him. He's a wacky troll for sure, and according to the module there are no trolls in that area anyway, so I think we'll just remove him. He was probably put there by mistake, being inside the wall and on top of the candalabra and whatnot.

    [edit]

    Also fixed the wacky jackal.
     
    Last edited: Aug 10, 2010
  10. GuardianAngel82

    GuardianAngel82 Senior Member

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    I've always named my jackals 'Fluffy', as in 'Fluffy the Jackal', but 'Wacky Jackal' DOES sound good. Hmmm...
     
  11. General Ghoul

    General Ghoul Established Member

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    I always name them Jack (X), as in Jack I, Jack II, Jack XIII, etc. I once made it to Jack XV, until I switch over to bears, named Fozzie I.
     
  12. searchfunctionuser

    searchfunctionuser Member

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    "The Circle of Eight Mod Pack: A Step-by-Step Download Guide" has not had a valid link to the actual modpack since June 17, in case anybody still cares about that.
     
  13. Gaear

    Gaear Bastard Maestro Administrator

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    Huh? I just tried it and it took me straight to ModDB, where most all our modpacks reside.

    I periodically check our links just to make sure they're up, and they almost always are. (Once in a while ModDB goes down for 'maintenance' or something like that.) That's basically our reason for existence here, so yes, we care obviously. That's why the 'Co8 modpack explained' and 'installation instructions' and 'release notes' threads are always current and the news threads are regularly updated. Not insignificant effort, just for you.
     
  14. Gaear

    Gaear Bastard Maestro Administrator

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    Moved the Fluffy-related posts and images to Cam-Hos, where they can live on with great distinction instead of dying out in this thread when 5.9 comes out.
     
  15. Necroticpus

    Necroticpus Cthulhu Ftaghn!

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    I have 3 things today. Now, these happened while playing 5.5 but I'd bet a year of Ted's salary that they are universal throughout all the modpacks.

    1. The extraplanar chest. Again. I accidentally found an exploit with it. If you use it and keep it in the blacksmith's area and then sell it without taking it back into your inventory, it will stay there and always be there for you, no matter what. I pretty much used it to store stuff for a seriously long time until the end of the game because I didn't have a rogue to open the smith's normal chest with the horn.

    2. Senshock. If he tries to make an escape and you kill him with an AoO on his turn right before he gets to escape, the end cutscenes will say that he escaped to Verbobonc and plans revenge. One really peculiar thing about this is that when it happens, about half of his inventory disappears! His robes and scrolls and whatever else just disappear!

    3. Prince Thrommel. If you rescue him and then teleport back to the inn, you get the goodbye dialog with him but he doesn't leave, he just stands there. You can still interact with him at this point even though he's not in your party. At the endgame cutscenes, it will say that he turned into a vampire and Fragarach was lost to the mists of time. I've also had this happen when I teleport him to Terjon's temple and Burne's tower.

    As a side note, the Smith & Westrealm .50 kicks much ass on the failor and Zuggtmoy. It all depends on your level. The higher you are, the better the chance of overcoming their spell resistance. My mage was firing away and had greater spell penetration. At 16 th level, he hit the failor 6 times out of 10 in 2 rounds. He shot Zuggtmoy 9 times out of 10 in 2 rounds at 20th level. It does anywhere between 30 - 45 damage per hit, more if critical. Killed the fiendish minotaur in the first shot! :pelvicthr
     
    Last edited: Aug 18, 2010
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