Co8 8.1.0 bugs

Discussion in 'The Temple of Elemental Evil' started by sirchet, Aug 15, 2014.

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  1. florian1

    florian1 Established Member

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    It seems that Druids are able to wield the Long Spear, whereas Long Spear is not included in the Druid weapon proficiencies.
     
  2. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Confirmed. Another left-over from the 3.0 rules. The 3.0 SRD says:
    Where's my half-spear when I need it???
     
  3. messedup

    messedup Crazy Warrior Supporter

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    I was running through Co8 and I added xps to get to level 17 since for some reason I haven't gotten there and I wanted to see what was in level 9 wizard spells. I then found out that there were two dominate person spells. The only difference between the two was the description of the spells. Is this supposed to happen? I am using Co8 8.1.0 with Rudy's mods.
     
  4. Pygmy

    Pygmy Established Member Supporter

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    I assume you mean two dominate monster scrolls? Were you able to buy a dominate monster scroll in Verbobonc? I thought this scroll had been removed by 8.1.0. While this scroll was present you could have 2 dominate monster spells on your list. I have checked my Temple of Elemental Evil\data\rules\spells\466 Suggestion.txt file which is the offending spell behind the dominate monster scroll and it is no longer assigned as a wizard spell. Have you ever played a bard in pure Atari ToEE? No on kicked sand in the face of a 4th level bard in unmodded ToEE.
     
  5. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Ummm?

    One is the actual Dominate Person spell (141) the other is a re-tagged Suggestion spell (466). We were never too sure what to do with Suggestion since it is very much an RP thing (a lot like Charm Person which is outrageously OP in ToEE compared to what it should be) and in the end it was decidedjust to make it a Dominate-style spell. No real reason to have both. Plus there was the time a Dominate spell was added for testing purposes - it's a sordid past we have here.
     
  6. messedup

    messedup Crazy Warrior Supporter

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    Pygmy, I do get the scroll in Verbobonc and scribe it. I just finally forced my way to level 17 for some reasons and noticed that if you level up, you get 2 dominate monster spells. The only thing I noticed was the descriptions of the spells and that didn't make sense.

    Shiningted, thanks for the explanation. The question I would have now would be would having two spells like that cause the game to crash?

    It just looked weird when I saw it and had to mention it.
     
  7. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    RE: Charm Person, would it be possible to make a new faction for 'Charmed', and make successful Charm Person spells end any combat with the target and assign the 'Charmed' faction to the target, and add a +100 variable to the 'Charmed' faction for the duration of the spell?

    I mean it seems possible to me, it's closer to how Charm Person is supposed to work, and doesn't compel targets to fight for you.
     
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Possibly in Temple+, I doubt you could do that in ToEE normal. Reading factions in Python was never it's thing.

    Btw, to 'fix' the two Dominate spells problem, the spelll.mes file just needs to be changed from Domanite Person to Suggestion to match it's .py file etc.
     
  9. Sitra Achara

    Sitra Achara Senior Member

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    You could do that in Temple+, but then you could also do it at the engine level without that sort of hack... the AI code is nearly fully replicated and available to edit (although it's certainly a bloody mess, heh).
    Outside of Temple+ you cannot alter factions.

    It's something I've long considered, but only as an optional toggle since folks are probably accustomed to how it is right now.
     
  10. messedup

    messedup Crazy Warrior Supporter

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    Just one more thing I found. I am now using a bard. The bard (Level 7 at this time) has bracers +3, ring of protection +1, gloves of dexterity +6 (under Rudy's mods they are also gloves of master thievery +6), dexterity of 18, and then the problem begins. In the AC box that is usually shown when you look at what the bard has, it says AC 22. When you click on the AC it says 21. If you look at everything, the 21 is correct. I have removed everything and with initial value (10) and the normal dexterity (4) after removing all the magic items, I see 15 in the AC box but it should be 14 which is what the pop-up gives when you click on the box. All my other people track the pop-up and box. The bard is in the first spot. I am using Co8 8.1.0 new edition with Rudy's mod...The funny thing is that it seemed to track until a certain point but I wasn't watching that close.
     
  11. Pygmy

    Pygmy Established Member Supporter

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    The bard has the dodge feat
     
  12. messedup

    messedup Crazy Warrior Supporter

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    I am doing the "What lies beneath" quest and have notice somethings. I get Panathaes and take him to the city hall. I finish the quest and then he attacks. Is this supposed to happen. I am not doing Temple+, I am doing Co8 8.1.0 but you could have the same problem in Temple +. I also find a ring of fire resistance, minor in the sewers that seems no one else knows about.
     
  13. adrian5000

    adrian5000 Member

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    theres 68 pages, sorry if this has been mentioned

    theres a bug when enemies ready action against if you cast a spell. sometimes everything works normally but sometimes it doesnt.
    when it doesnt the enemy will make their attack where they miss the mage (not interrupting spell) or hit and mage makes a concentration check (once again not interrupting spell) but instead of the spell going off the game kinda resets the mages turn.
    the spell doesnt get cast, the mage still has a full movement/action bar but the spell is removed from casting list as if it was cast.

    in the ego section diplomacy and bluff are around the wrong way
    my paladin is the talker and mostly uses diplomacy, ive used my rogue to bluff exactly one time (the worker for the byrne quest) yet in the ego section it says my paladin has bluffed the most with 13 times and my rogue has used diplomacy the most with 1 time.
    intimidate and gather info is correct

    bugbears wielding 2handed swords have reach, they shouldnt (medium creature)
     
  14. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    The Bluff / Diplomacy thing is to be fixed in the next patch - see here vis-a-vis the reference to Herk's fix. (Not an official patch. Should be out before Christmas).
     
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  15. adrian5000

    adrian5000 Member

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    not sure whether this is a bug or a special attack etc of the balor
    this is just Co8 edition, no temple+

    had this bug where my mage could not be effected by any third level or lower spell. as if she was permanently under the lesser globe of invulnerability.
    only found out in the water node when was protecting up to fight the eyes of the deep (or whatever they are in this game)
    checking back through my saves she had this on all saves after the fire temple and not on any save before. she also had a pulsating green light permanently under her model, although i believe this is not part of the effect as as i was spelling up my other characters they had the same effect from one of the spells (i dont remember which dammit) except theirs disappeared when spells ran out, hers was permanent.
    no spell i tried (greater dispels, break enchantment, remove curse etc and even tried neutralize poison, disease etc) removed this effect including going through all of terjon, calmert and jaroos spells and nothing removed it. using the jaroo option of "something weird happened" fixed it but this kills your character and resurrects them, thus gaining a "died x times" stat which i didnt want so i reloaded an old save.
    interestingly even though it was days after (with traveling, sleeping to regain spells while in water node, sleeping to memorize to try all the spells i could think of etc) ,including all the sleeping, since id cast any protection spells on her as soon as i used the jaroo kill/resurrect option up pops mirror image, protection from energy:cold and a bunch of other pro spells i had cast on her before the eyes of the deep fight literally days ago

    the old save i loaded was after earth node, so did air node then into fire node watching carefully. originally thought it was something to do with lesser globe of invulnerability spell being that the effect she was under was exactly that. used that on her against the noble salamanders but when it ran out after no everything was still fine. used it again against the small group of noble salamanders just before the balor and once again when ran out everything was fine
    fought the balor and bam after that fight she was once again permanently immune to third or lower level spells, this time instead of the pulsing green light under her model she had a darker green energy sorta snaking around her model, once again this was a spell effect id seen before from one of my protection spells. i saw nothing in the rolls tab to indicate anything happened.
    i had used lesser globe in that fight so i reloaded (right before balor) and fought again intending not to use lesser globe but forgot and did so anyway but after defeating him this time she was not permanently immune and everything was fine.

    does the balor have some sort of special attack that can do this?
    or is this a bug? although it only happened twice out of a small sample of three both times it happened to my mage only no othere party member and while she had lesser globe up, and never happened to her using lesser globe anywhere except against the balor, i think this bug (if it is a bug) is caused by something the balor does and being under a lesser globe of invulnerability.
     
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