New Temple+ Available

Discussion in 'General Modification' started by _doug_, May 6, 2020.

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  1. _doug_

    _doug_ Established Member

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    Temple+ 1.0.76 is now available. Here are some of the changes:

    * Added Fochlucan Lyrist class (doug1234)
    * Added Swashbuckler class (doug1234)
    * Added feat Battle Caster (by doug1234)
    * Added feat Oversized two-weapon fighting (doug1234)
    * Added spell Mind Blank (doug1234)
    * Added spell Moment of Prescience (doug1234)
    * Added spell Foresight (doug1234)
    * Removed check that was preventing manyshot from triggering. Also fixed the manyshot penalty. Will add support for more arrows at high BAB later. (doug1234)
    * PC/NPC party composition options added to configurator; restored default to vanilla
    * Added Poison Specs moddability (by anatoliy)
    * Implemented Monstrous Centipede poison
    * Added "Rest Party" to console cheats menu
    * Fixed Duergar Paralysis immunity
    * Added Duergar Phantasm immunity
    * Fixed human and half-elf favorite class when using new classes (edoipi)
    * Fixed beguiler spell list
    * Fixed Advanced Learning granted by prestige class spell extenders like Mystic Theurge
    * Fixed Telling Blow selectable multiple times
    * Fixed Dungeon Master Fudge Roll affecting PC creation stats while it is unavailable
    * Fixed CE vignette peasants breaking combat (Co8 related issue)
    * Fixed Weapon Finesse when STR modifier is negative (anatoliy)
    * Fixed various poison related bugs (anatoliy):
    a) In Initial Damage and Delayed Damage order is now corrected - first saving throw check, then damage if failed
    b) Paralysis duration corrected to be in minutes, not rounds
    c) Implemented Unconsciousness, which was not present before
    * Fix Rare crash in ProcessBackingOff (anatoliy)
    * Fix Major crash in UiDialogBegin (reopen dialog tab after map change) (anatoliy)
    * Fix Crash in PyObjHandle_CanFindPathToObj (anatoliy)
    * Fixed GetModFromStatLevel for odd values below 10 (thanks anatoliy!)
    * Fixed Temp Ability Loss draining stats below 0 (by anatoliy)
    * Fixed bug in handling 4th natural attack protos.tab specification (anatoliy)
    * Fixed missing Wall of Fire defs in KotB
    * Fixed incorrect ranger reflex save
    * Fixed Favored Soul spell selection when levelling to 20 (doug1234)
    * Fixed wrong bardic music sounds (doug1234)
    * Fixed crashes on world map
    * Fixed Fear of Ghosts conversation

    Enjoy!
     
    Kosiciel, anatoliy, florian1 and 2 others like this.
  2. Endarire

    Endarire Ronald Rynnwrathi

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    I'm glad this was finally released after about a year! What prevented its release?
     
  3. _doug_

    _doug_ Established Member

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    My taking over the release process probably slowed it down a bit. I plan for more frequent releases in the future, but we'll see...
     
  4. Sitra Achara

    Sitra Achara Senior Member

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    I handed the reigns over to doug just recently so don't blame him :)
    Unfortunately RL comes at you fast and I don't have nearly the free time I used to. IMG-20200506-WA0013.jpg
     
    Pygmy likes this.
  5. Endarire

    Endarire Ronald Rynnwrathi

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    Does this mean Doug is now walking that dog? Huh?
     
  6. WinstonShnozwick

    WinstonShnozwick Established Member

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    Cool news.

    I was investigating damage reduction and overcoming it back in February, and maybe I simply didn't use monsters that actually had damage reductions properly given to them, but when I did test (e.g. trying to find a monster with DR Good and giving that attack type to an attack against the monster), I was not seeing anything in debug indicating that my attack type was having an effect on ignoring DR that it should bypass per SRD. Can anyone else confirm this behavior?
    As an aside, from skimming through the proto files, I did not see a lot of monsters with DR for things like alignment to begin with, so I don't know if it is something that was meant to be supported by vanilla based on the module.
     
  7. _doug_

    _doug_ Established Member

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    I haven't haven't heard of that issue before. If you can find a creature that isn't working as expected I can try it out also.
     
  8. Pygmy

    Pygmy Established Member Supporter

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    Thanks Doug for implementing the Fochlucan Lyrist so well! And the Swashbuckler was a tremendous surprise - I am sure I am not the only person who has been at the protos adding something akin to a souped-up Daring Outlaw effect (imagine variant Fighter from p58 of Unearthed Arcana)

    Winston DR Good doesn't work period - see experiment below:

    1. Hack protos.tab
    2. Edit item 6317 (Dwarven Armor) from Monster DR All 3 to Monster DR Good 3
    3. Start fresh Neutral game
    4. Add pre-generated Cleric to party
    5. Give 6317 via console
    6 Add armor to torso
    7. Begin adventuring
    8. Make way to inn
    9. Pass time to evening
    10. Enter pub
    11. Join drinking contest
    12. Sustain 3 points subdual damage [with DR All would sustain 0 points]
    13. Abandon contest and halt experiment
     
  9. Sitra Achara

    Sitra Achara Senior Member

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    I think DS found that the enums for DR were offset.
     
  10. WinstonShnozwick

    WinstonShnozwick Established Member

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    @_doug_ I want to say that it was a demon I was testing against, IIRC bearded devil based on d20srd.org saying they have DR/Good

    @Pygmy - Thanks, that's a nice sanity check that I'm not the only one seeing something wrong here.

    What I was seeing was that the monster was resisting damage regardless of my attack type. I was |= a D20DAP type onto the damage packet.attack power which seems to match with the D20AttackPower in d20_defs.h, however I see another enum in the C++ project called AttackPowerType in temple_enums which is not used.

    @Sitra Achara I'll have to test again, not sure at this point if it is the attack type enum that is wrong or some calculation in the innards that causes DR to work.
     
    Last edited: May 8, 2020
  11. _doug_

    _doug_ Established Member

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    I’ve run into one problem in the new temple+ version so far. There is an issue with some of the new races when importing save games from temple+ v1.0.75 into v1. 0.76. Unfortunately, the problem was really in v1. 0.75 which had the wrong prototypes for some of the races. In order to fix a save in v1.76, the console can be used (the model of the characters won't be updated until a save game is reloaded):

    To open the console use: (left)shift+~

    The command needed is the following:
    game.party[X].stat_base_set(stat_name, value)

    X = 0 is the first party member, 1 the second, ...
    stat_name = stat_gender or stat_race
    value = the new value of the stat

    gender values:
    0 = female
    1 = male

    race value:
    102 = strongheart halfling
    134 = ghostwise halfling
    161 = gold dwarf
    162 = wood elf
    38 = tallfellow halfling

    To change the gender of character 0 to male (0=female, 1=male):
    game.party[0].stat_base_set(stat_gender,1)

    To change the race of character 1 to strongheart halfling:
    game.party[1].stat_base_set(stat_race,102)
     
  12. Sitra Achara

    Sitra Achara Senior Member

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    Is there a reason to change races? I wouldn't want to confuse the users...
     
  13. _doug_

    _doug_ Established Member

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    I think someone reported a strongheart halfling loading as a gold dwarf.
     
  14. WinstonShnozwick

    WinstonShnozwick Established Member

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    This is just a bug with save compatibility between versions, not something that will be a problem for new saves in either version, correct?
     
  15. _doug_

    _doug_ Established Member

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    Right. The new version should be correct. The problem save compatibility.
     
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