Great! You're increasing my expectations for 5.8.0 more and more with every post. It'd better NOT backfire, haha.
You guys may want to do a search for 'Extraplanar Chest' and find out what the original rationale of its creators was before overhauling it. I actually try to leave most modded content alone unless there are obvious problems or weaknesses with it. I assume CtB did not just randomly say "we'll put it in the Moathouse, just for the hell of it" and "we'll make two scrolls available, just for no good reason other than I feel like it." The guy was actually hyper-vigilant when it came to that sort of thing, so my assumption is that he had good reason for doing it the way he did.
I know for a fact that as of 5.7, the extraplanar chest's money exploit was not fixed. I still sold the chests for upwards of 23,000 gold with a decent appraise skill. I haven't played 5.8 yet.
I am sure there was a rationale behind it... I am looking for it right now (Although I found 54 results searching for extraplaner chest) what about my ideas of calling it "magic <something>" when unidentified? what about the idea of altering the shift+click info of the identified item to specifically say that it is activated via radial menu? Those are not related to the location or the existence of the scrolls.
Do it Shift-clicks are easy to edit, iirc fiddling with lond_description.mes is all it takes. I doubt the necessity of adding that though - I mean, other items like Lamia Statuette don't have it, etc. IMO, that'd be something to put into a FAQ, not in-game description. Renaming the item is tricker though, I have no idea how to do it. Maybe Ted or Gaeat know.
This thread seems to detail the (painful) Extraplanar Chest saga most thoroughly (page 3 and onward): http://www.co8.org/forum/showthread.php?t=3228&highlight=extraplanar+chest. Please don't start debating it there again though.
So, why did this change then? Blue's last post seems to imply that he's only allowing one chest into the game. As is is though, we get a free miniature, AND two scrolls.
He does mention the scrolls in that thread, and I suspect that there were other threads that discussed the matter further as well.
I have encountered some interesting bugs, but also interesting explanation to them while adding detailed costs and requirements for "craft arms and armor" to the chart the royal canadian made: http://www.co8.org/forum/showthread.php?t=7870 My findings in regards to burst weapons were: going from a total enchantment of 10 to 11 goes into an "empty" spot... since the costs are calculated on a per increment basis via a simple equasion I managed to get the exact same equasion on my own in excel. Basically what happens is that you have a chart of costs. there is 1 empty line after total enchantment value 10, followed by the enchantment value for armor (I believe). The result is that going from 10 to 11 you get GP cost of 'empty line'-'weapon line 10' aka 0-100,000 = -100,000. (And then calculate XP cost from that... as GP cost / 12.5) When going from 10 to 12 you get get cost from 10 to 11 + cost from 11 to 12. Cost from 10 to 11 is the same as before, cost from 11 to 12 is now GP cost of +1 armor/shield enchantment - blank line = 500 - 0. Result? 10 to 11 -100000gp, -8000xp 10 to 12 -99500gp, -7960xp I also observed that the game limits you to a total of 9 total enchantments on a weapon. This means that if burst weapons are fixed as I have suggested (require basic elemental enchantment, cost only +1, not provide a +1d6 on a non crit) then the max total enhancement bonus of a single weapon would be 11. Which is ONLY doable if you have a LG cleric with Law and Good domains, CG cleric with Chaos and Good domains, LE cleric with Law and Evil domains, and CE cleric with Chaos and Evil domains... If they enchant a weapon with 2 "alignment" type enhancements, then add 7 other enhancement to it, you end up with a total enhancement of +11. Any other combination will result in a total of 10 (one alignment enchantment) or 9 (no alignment enchantments) before you reach the cap. Thus making that bug extremely rare to encounter. Alternatively, "minor <alignment>" enhancements can be introduced to split each alignment enhancement into two +1 enhancements. Each gives +1d6 vs the alignment of choice instead of 2d6, and the "greater" enhancement should require the lesser version. Thus you cannot possibly go over 10... this will have the unfortunate side effect of having a max enhancement value of 9 on a single weapon rather then 10 as it is currently; but will eliminate the bug that occurs when going over 10. Furthermore, since NOTHING in the module has damage reduction vs holy/unholy/etc... the 4 alignment enhancement should be doing the same damage type is disintegrate (Force) rather then physical damage matching their weapon type... resulting in the 2d6 damage from the <Alignment> enhancement always ignoring DR (as it should) on an appropriate enemy (of opposite alignment; this currently works correctly). EDIT: wait a minute, I am reading the SRD now and it doesn't say it deals "holy damage"... only that it deals "extra damage"... i think this makes it untyped though; rather then the same type as the base weapon... or does it?
I have been looking all over the place and I can't seem to find where the actual rules for item creation are listed or what enhancements to the items actually do anyone here knows? I guess I will start searching co8 forums rather then searching the files in the game. I might find my answer quicker that way.
I used the developer's console to test Flaming vs. Flame Bursting vs. Flaming & Flame Bursting. I found that both Flaming and Flame Bursting preformed exactly as they are described; Flaming added 1d6 fire, and Flame Bursting added 1d6 fire + xd10 fire on a critical hit. When used together the effects of Flaming and Flame Bursting stacked for 2d6 fire plus xd10 fire on a critical hit. Although I didn't test them, I assume this also holds true for the stacking of Shock and Shock Burst, and Frost and Frost Burst with each other.