Paladin's Cove beta release, and feedback

Discussion in 'General Modification' started by marc1967, Jul 6, 2024.

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  1. marc1967

    marc1967 Established Member

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    Spell persistence after encounter with Enchanter under the Crypt.

    Now fixed.

    I was able to fully recreate this bug. And yes, the source of the problem is as you guessed. It's the Lesser Globe of Invulnerability on the Enchanter. I'll remove that spell for now, and give him another pre-buff instead. Thanks!
     
  2. Legion

    Legion Member

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    Hey, thanks a lot for all of this!

    Yeah, I think the White Rod should be light, it even says it's a light and (IIRC) Weapon Finesse-able weapon if you SHIFT+right-click it.

    Suggestions on how to fix my perma-Enlarged party members in the meantime? Or do I have to redo the fight and just avoid the guy in melee combat? Maybe there's a command to shrink them by one size category?

    EDIT: ...orrrrrrrr assuming the bug is only visual and there isn't a command, what are the chances I can do the same thing but in reverse with Reduce Person? :p Or would that just cause more problems?
     
    Last edited: Dec 7, 2024
  3. Legion

    Legion Member

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    Oh! Speaking of Enlarge Person, I just remembered this one...

    Bug: the Enlarge Person particle effect will occasionally also be enlarged. This happens infrequently enough that I have not been able to test it thoroughly; it's unclear what causes it or makes it go away, but in combat, it appears to go away once it's the enlarged creature's turn.
     
    Last edited: Dec 7, 2024
  4. Legion

    Legion Member

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    Tangentially related question: if I wanted to also play regular ToEE (with mods) on the side, can I just reactivate Co8 New Content and launch through Temple+ without messing up my Paladin's Cove saves, then flip back and forth by reactivating the module in the front-end as needed? @Sitra Achara your thoughts?
     
  5. Legion

    Legion Member

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    Update: I sucked it up and just redid the fight while handling the Enchanter from a distance, no more spell permanency for me! Thank God that fight is easy lol.

    But meanwhile...

    Bug?: I believe one of the "presets" for enemy Concubines always has a key in her inventory, even if she shouldn't necessarily. Only one specific Concubine should have a key.
     
  6. FDR4PREZ

    FDR4PREZ Established Member

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    I recall getting multiple keys, too, but in regards to keys in general, they are for show only as when they are picked up they disappear into your inventory and you never really know when you use one or not.

    I just took it as since there are multiple concubines, there is a possibility of multiple keys, so multiple ladies have their own access to whatever the key locks/unlocks.

    So i never bothered to mention this.
     
  7. marc1967

    marc1967 Established Member

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    Yep, that was the quickest way to handle the problem.
    But easy fight you say?! Hmm... I'll have to take care of that immediately!

    As @FDR4PREZ noted, multiple keys won't upset things, they just get permanently sucked into your inventory, and an extra one will just be ignored. Although it WAS probably an accident on my part. I think I may have added a second concubine to the encounter, and left both inventories the same. No harm. It's kind of like two people who live in a house having a copy of the same key.
     
  8. marc1967

    marc1967 Established Member

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    I am unable to answer that question, due to my lack of knowledge about Temple+, but I'll say this.

    I keep three different installations of ToEE on my computer. They take up very little space, given today's disc storage capacity.

    1. A version with the last Co8 release, 8.1, and Temple Front End. I can swap around ToEE, KOTB, and Paladin's Cove. And be sure that if there's any bug, it's not Temple+ related.

    2. Same as above with Temple+.

    3. A Vanilla ToEE for reference. (no Co8, , no Front End, no Temple+). You probably don't need or want this, but I like to have it available.
     
  9. FDR4PREZ

    FDR4PREZ Established Member

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    That's the way I thought it was going on
     
  10. Legion

    Legion Member

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    Alrighty, something's not right with the character movement speed haha. Now, at speedup(1), it's like two of my characters are running in slow motion, while everyone else is sort of trotting. The difference becomes more egregious as I increase the speed. Also, speedup(3) is waaaaaaaay slower now for some reason Is there some way to reset the speed?

    Does the Temple affect this in some way at all?
     
  11. Sitra Achara

    Sitra Achara Senior Member

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    I also do this. But switching via front end should be fine (in principle ;))
     
  12. FDR4PREZ

    FDR4PREZ Established Member

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    You old enough to have watched The Six Million Dollar Man and the Bionic Woman shows?

    When they ran really fast, wasn't it displayed on the show as them running really slowly?

    You just need some bionic sound effects

    [​IMG]
     
  13. Legion

    Legion Member

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    Alright, the unlimited AoO's bug is starting to make things somewhat unplayable at certain points. The worst part is that I have no idea what triggers it (besides casting a spell in a threat area), so my Cleric has to be out of every threat area to not sign her own death warrant. But at least the movement speed issues have been fixed! I think I just needed to restart the game client.

    Bug:
    Wererat Lords are able to make an Attack of Opportunity immediately after attacking on their own turn, effectively giving them an extra (sneak) attack each turn.

    Bug?:
    Several monstrous creatures (Dragons, Nightwalkers, etc.) are able to execute several spells at the same time and on the same turn, notably at the beginning of an encounter. If this is correct, please ignore.

    Design Question/Critique:
    Looking at the AC of Beholders when attacking them, I see they have both Mage Armor and Shield active, giving them an effective +8 to their AC. My question is why? It feels like a way to artificially boost the difficulty of the encounter without actually making it interesting. Same with every Wererat Lord being Invisible all the time (with Invisibility that seems perpetually un-Dispellable), or the immediate high level Dispel Magic bomb by various creatures when an encounter starts. It feels cheap and unfun to deal with, and honestly, it's not like the encounters would be that much easier if all of the above didn't happen in the first place.

    I apologize if I sound heated, I wasn't expecting to be trapped in the Temple in this mod, it's really stretching my abilities in this game and I really miss Paladin's Cove ;-; lol. Don't mistake my criticism for dislike, I still love this mod.
     
    Last edited: Dec 12, 2024
  14. Legion

    Legion Member

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    I guess this is worth reporting, even though I think this is an Atari bug.

    Bug: Paladin's Aura of Courage does not work.
     
  15. Legion

    Legion Member

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    ...so I will refrain from sharing my undoubtedly strong opinions about this portion of the mod, and instead ask two questions:

    Is there any way to leave the Temple without failing "The Temple Calls"?

    And

    Can the difficulty of every encounter in the Temple be reviewed? To put it as lightly as possible, this has officially crossed the line from "fun and challenging" to "frustrating and tedious" for me. In fact, it's been like that pretty much since I've stepped foot in the Temple proper. I am not going to elaborate further unless you want me to, since I'm... a little upset at the moment. Instead, I am going to take a break unless there is some way I can leave the Temple and come back without repercussions. I miss Paladin's Cove, man.

    Thanks.
     
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