Re: Co8 5.0.0 beta 1 thread @allyx: Bump her up real good and make her chew nails and spit bullets!.. *grin*
Re: Co8 5.0.0 beta 1 thread Heh, yeah, if one of those spell writer types could script in a "Darkness" spell (hint, hint - Darmagon.) and someone could figure out how I can make the drow weapons coated in sleep inducing poison, I could make those drow something to be really fearful of. Alas, I'm not holding my breath for those additions, (but they would be nice - very nice actually) but in case that doesn't work, I guess I could ballance the Matriarch cleric's spells a bit better, I did after all do that for the wizards (same AI anyway). We'll see what testing (and my sick imagination) has to offer.
Re: Co8 5.0.0 beta 1 thread The Cumulative Fixes have been updated with: -Allyx's Verbobonc Fix part 8. -My own Hedrack/Iuz/Cuthbert encounter fix, which should also fix it so Hedrack will recognize the correct High Priest who took you to meet him. -Factions for random encounter enemies have been reset back to their original values (except for the brown bear). Hopefully this will correct the goblins attacking everything they spawn with. -Hopefully combat will no longer start immediately upon entering Senshock's chamber unless the temple is on alert. Please re-download and re-install.
Re: Co8 5.0.0 beta 1 thread Allyx The Verbo-mod is excellent! Couple of things though. With all updates installed, I can not rest at the inn. The innkeeper will take my money, but I don't get the green rest icon (either downstairs or upstairs). Is this WAD (i.e. all the others upstairs make too much noise) or is it another instance of screwiness on my machine? Is it possible to create mappoint for Verbobonc? I don't know if Shiningted's work on the KOTB map indicates it's doable, but it's a royal pain to have to travel continually to the Temple to go to Verbobonc. Plus it suspends disbelief, "what, you're still here, you should leave while the getting's good, my dear merchant." Perhaps the travel agent could give or sell you a map that uses the teleport script to go to Verbobonc if the map icon is undoable. Again, this may not be doable with current state of knowledge, but it would be cool to have custom random encounters in the gnome / Drow areas. Since I can't rest at the inn, I've been resting there a lot. Kinda odd to run into 2 pirates halfway through the Drow areas. Lots of spiders, maybe a Drow patrol, a small white {SPOILER} who escaped from its clutchmates, etc ... would be more appropriate.
Re: Co8 5.0.0 beta 1 thread Adamantium Plate While using the armour the game crashes... don'y ask me why... but as soon as i remove it from my inventary everything is working...
Re: Co8 5.0.0 beta 1 thread @ Libri, did you add he latest cumulative fixes to your install, because I did fix that issue.
Re: Co8 5.0.0 beta 1 thread Which issue? He mentioned 4 or so Libri: adding another map-point is not doable - we were hoping for a .dll hack from Brad to do that. KotB only renamed (and repic-ed, and re-situated) the existing ones. That being said, a map is very doable and sounds like a fine idea. Maybe it should only be available once you have made your way home the hard way... Allyx's call of course. Can't wait to get there myself now
Re: Co8 5.0.0 beta 1 thread WARNING: Spoilers out the wazoo, but if you didn't want spoilers, you shouldn't be reading Beta threads. Allyx The inn thing seems to have gone away. Of course it decided to work AFTER I killed the matriarch, but such is TOEE on my machine. Once it worked the first time, it has been working like a champ ever since. Figured as much regarding map point. Oh well, someday someone's gonna figure the .dll out and life will be good. Ted, Not sure what you mean by going home the hard way. The travel agent will send you where you want easy as pie. (By the way, that's a nice piece of scripting). It's getting BACK to Verbobonc that is the problem. Problem with the white dragon's AI. First time I fought it, it destroyed an 7-8th level party, albeit a chewed up one. I also had stupidly gone out the door without looting bodies in last Drow fight. Pretty awesome fight. Second run through, with different party, mostly 5-6th, it spent all it's breath attacks on my Bard/Thief, who by happenstance was off by his lonesome. Evasion and very good saves, meant no damage to party and a dragon whittled down by the conveniently placed Fireball staff. Most other party attacks were failures, so perhaps restricting the number of charges on that staff would up the challenge a bit. Is there something I'm missing with the whole Scarlet Brotherhood, evil advisor plot, or is this like the trader scenario where the player just eventually decides they've seen enuff to take justice into hand without much in-game conversation? I dunno, guess I watched too much Perry Mason as a kid; I keep expecting the baddies to jump up and confess.
Re: Co8 5.0.0 beta 1 thread Old bug, but one I guess no one got around to fixing: the Thorned Chains of Love+1 show up as a normal spiked chain before you identify them instead of a magic spiked chain. Finally made it to Verbebonc. Very cool. My party is 9th level (and just hit 10th) so I'm sure I'm having an easier time than I should be (I entered the Temple through the broken tower and cleared out the third level first before entering the "right" way.) Fighting lots of spiders I don't get any XP for, which is kind of annoying, but nothing you can do about that since it's aimed at people being lower level when they get there. I will say, drow SR is a PITA. I'm assuming there's a point to the church of Hextor besides what happened with my party. Problem with having a paladin, I suppose. A couple comments: 1) The Travel Agent should have a "Nevermind" option on her intial dialogue screen. I talked to her without seeing who she was first and panicked when she asked me where I wanted to go. Thankfully I chose Homlett and there was a back out option on the Homlett menu. 2) Prince Zook gives me the option of telling him I'm still working on his drow problem before he even tells me about the drow problem.
Re: Co8 5.0.0 beta 1 thread Thanks again for the feedback guy's, I'll look at the dragon's AI, (and mix up the breath attack targets) when I take a look at those higher level spells for the matriarch. I'll give those dialogues another edit aswell. I suppose I could add a "map", but as I intended Verbobonc to be a very small part of the game for groups of between 5th and 7th levels, the limited number of available "visits" to Verbobonc are strangely appealing to me, besides I don't think anyone has found Ariel's boss yet, and exhausting all of your limited number of visit's to Verbobonc (as most people are likely to do on thier first run through) before you find out who it is, will insure replayablility (but trust me, it is worth it). @Cerulean the Blue; randon encounters.py makes me feel queesy, could you consider making more Verbobonc specific random encounters for me? (Hmm, I guess I'll have to add invensource entries for my Drow, <sigh> still serves me right for taking shortcut's ) Also, can you put the generic spawner into maps you can walk into without having been told about them? (EG moathouse secret entrance, broken tower, burned farmhouse and the secret entrance to level 3 of the temple) and flag those game.area's as known? The game.area numbers are documented in this post. It won't have a huge impact on the game, but it will give the travel agent the oppertunity to send you to every area you have been to. [EDIT] Attached Verbobonc's Cumulative fixes. [EDIT by Cerulean the Blue] The Cumulative Fixes have been updated to include Verbobonc's Cumulative Fixes, and a missing line in Raise Dead and Reincarnation. (5/22/06 at 6:00 pm GMT)
Re: Co8 5.0.0 beta 1 thread Adamantium crash confermed... i tried re enstalling everyting 2 times... it still crash... Cleared the motthause without broblems... no special encounters... why? another thing... is there an error in bard castable spells... my bard has cha 16 and, at third level just has 2 1st lev spels... and do not have the "inspire competence song" even if it has Perform 6 ... it sais he should have... Any help?
Re: Co8 5.0.0 beta 1 thread ps .. i much liked the "Legal Mambo Jamboo" in co8 4.0.0 then te "Legal notes" of 5.0.0 ....
Re: Co8 5.0.0 beta 1 thread What do mean by castable? If you mean how many the bard can cast per day, then 2 is correct. At 3rd level a Bard can cast 1 1st level spell. A Charisma of 16 would grant him 1 bonus 1st level spell for total of 2. If you're talking about spells known, then you're right, he should have 3. I have no idea why he doesn't have access to Inspire Competence. Might be an artifact of the switch from 3.0 to 3.5 rules. I can't recall what level bards got the ability in 3.0. I know my own Bard had it by 4th or 5th level when I needed to open Brother Smyth's chest.
Re: Co8 5.0.0 beta 1 thread Some more bugs: Dialogue Typos -------------- 1. Hartsch says to "just stay out of my way while your still here". It should say "You're". 2. Talking to Kent, you say "What which is that?" It should be "What witch is that?". 3. Kelno says, "Go and kill either one at your leasure and then return to me". The text says "return here to me". Maybe the text should be changed? 4. To the imprisoned merchant, you say "Well then, I might as well end your misery with my this!". It should say "this" instead of "my this". 5. Romag says "come back for you initiation into the greater temple". It should say "your initiation". 6. Hartsch tells you "stay out of may way while your still here". It should say "my way". 7. Romag says "Ah, so the wondering daughter has returned". His speech says "wandering" though. 8. Talking to Wonnilon, you say "I hope you will be able to adjust some time". Should be "sometime". Other Typos ----------- 9. Acrobatics feat is described as improving your "Slight of Hand" (should be Sleight of Hand) 10. In the logbook description for the Masterwork Items quest it says that the blacksmith doesn't want to sell you "master work" items 11. Talking to the Fire High Priest, you say "I'll got talk to the ogres as soon as I can". It should be "I'll go". 12. Necklace of Adaptation description says "provides the wearer with immunity all poision gases". It should say "to all". 13. Mass Bulls Strength and similar mass animal spells need apostrophes in their names (e.g. Bull's). 14. The staves of elemental control need to be capitalized; they look out of place in the Craft Staff menu 15. Greater Weapon Focus says something about stacking with "other bonuses/non attack rolls". I thing its means that it stacks with "other bonuses on attack rolls"; the "/n" is an erroneous newline code (from C++ language); it should be "\n". The feat description is several lines long already so fixing this might cause other problems. Other ----- 16. Probably I have things installed wrong, but with the "May 19, 2:42 am GMT" Cumulative Fixes and Verbobonc mod part 7, the bug with gladiator armor and +2 armor check penalty seems to have come back. I'm assuming some stuff just needs to be merged by hand. 17. Several spells need descriptions: Greater Dispelling, Disintegrate, Tenser's Transformation, Inlict Light Wounds Mass, Harm, and Heal. 18. Once when I used Suggestion on the Giant at Emridy Meadows, and then killed him, he had 2 giants heads. 19. I found Green Elven Chain in Emridy Meadows. It allowed me to identify it, even though it wasn't magical. Most items that aren't magical say "Already Identified". 20. Wielding +1 Quarrel of Bolts gives you +1 Enhancement bonus to damage when you are using a melee weapon. 21. There are a few problems with the Masterwork Great Cleaver I found. It's really a +1 weapon (you can even craft it to +2 immediately), though Detect Magic shows nothing, it claims it is Already Identified, and the weapon's name is wrong (it should be Great Cleaver +1). Also it has a +1 masterwork bonus which shouldn't be there since there is already a +1 enhancement bonus. Furthermore its only worth a few gp! Even if its only masterwork, it should be worth far more than this. Crafting -------- All of these issues are based on comparison with the Dungeon Master's 3.5 guide. Maybe some deviations are warranted because items aren't fully implemented in TOEE? 22. Wands have only 20 charges, so they should be valued at 20/50 of the normal price according to the rules (where wands have 50 charges). Therefore a Wand of Identify should have a market value of 2300 gp and should cost 2150 gp and 12 xp to craft. 23. Rod of Thunder and Lightning has a market value of 20000 gp. It should be 33000 gp. 24. Rod of the Viper should require CL 10 to craft, and should have market value of 19000 gp 25. These items aren't in the DM's guide, but they are really imbalanced. The Rod of Smiting is a +3 weapon with only a 2000 gp value? A plain old light mace +3 is worth 18305 gp! The Staff of Striking has the same problem - it is also worth 2000 gp. If it is actually a +3/+3 quaterstaff (both ends) it should be worth well over 36600 gp, otherwise it's at least 18300 gp. Impossible to fix? ------------------ 26. Burne once introduced himself oddly, saying "Hey Mister can you spare me a drink?". 27. The Orcs on temple level 1 show me Wonnilon's hideout when rescued, not stairs as promised. 28. All of my quests and reputations say Accepted / Completed on Month 0 Day 0, but have a valid Time. 29. One time my wizard lost the ability to do almost anything (fight, cast spells, etc.). Even standing up after another PC tripped him. He wasn't cursed and knocking him out and Remove Curse, Freedom of Movement, etc, didn't help. In battle there was no way to end his turn, requiring Ctrl-alt-Delete. 30. When I cast Good Hope, I didn't known about the "target only these" button. So I just clicked on one PC repeatedly to finish casting. The recipient had glowing yellow sparkles around his head that never went away when the spell expired. Even killing and resurrecting him didn't help. I had to recreate the character. 31. Sometimes my Creatures killed list under Logbook / Ego screws up and shows Murderous Thief dozens of times. You have to load a different save game to fix it. 32. One time I let my familiar out, but it didn't actually appear. Then I tried again and he appeared, but was also still in my inventory. Then, later, I tried to get it to climb back in my pack. It wouldn't disappear. I ended up having to kill it. After this, I could bring out my familiar again normally. I now have weasel familiar in my creatures killed list. Lol.