Circle of Eight Modpack 5.5.0 General Commentary and Discussion Thread

Discussion in 'The Temple of Elemental Evil' started by GuardianAngel82, Nov 28, 2008.

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  1. GuardianAngel82

    GuardianAngel82 Senior Member

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    Re: Circle of Eight Modpack 5.5.x + CMF Bug Reports and Discussion Thread

    The shop map ctd's seem to be associated with stackable items. Don't put two sets of arrows, bolts, etc together on one character.

    Meleny mentioning the Decklo Grove always seemed like an invitation to me. ;)

    Now if we just make her a Priestess of Lolth, or a mad Druidess...
     
  2. Emirkol the Chaotic

    Emirkol the Chaotic Proud Polytheist

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    It's funny, when I played the old 5.0.0 mod, the scroll issue never came up.
    When I played the 5.0.6 mod, it happened and never resolved itself, even after uncovering and meeting with the Master of the Bazaar.

    Now I haven't loaded up the new FE or v5.5 yet, so if it's still occurring with all the new updates and such, it may have something to do with the dialogue, flags, or whatever not firing correctly when you meet the apprentice shop girl.
     
  3. Gaear

    Gaear Bastard Maestro Administrator

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    The Verbobonc scrolls bug is known, and it goes back to pre 5.0.6 I believe. Nothing was modded in that area for 5.5.

    Also, it has NOTHING to do with TFE-X. TFE-X is a front end utility; it does not affect gameplay or mod issues.
     
  4. The Royal Canadian

    The Royal Canadian Established Member

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    Re: Circle of Eight Modpack 5.5.x + CMF Bug Reports and Discussion Thread

    Hi
    My "new" bug is I can't find the Merchants in Verbobonc. I rescued both of them (one at a time) and escorted them to Verbobonc, asked them what sort of business they did, and they left. I looked all over town for them and couldn't find them. Interestingly enough I didn't have the dialogue problems with the Assassin Leader or the Hextor Priest that others reported. I had my fighter (Intimidate level 12) talk to the AL, and had no problems. My priestess of Heironeous talked to the Priest of Hextor (you can imagine the result of that "friendly" dialogue). For what it's worth I'm running TOEE Atari Mods 1 + 2, with CO8 5.5 and ToEEFE-X barebones on a XP (SP1) laptop with NAV 97.

    I have a few other notes and observations:
    1.) For some reason it seems that any "hostile" with a crossbow wants to, if not charge at my party, at least move in real close.
    2.) The new Hickory Branch is very nice. May I suggest setting it up so that the party goes to Hickory Branch before doing the Moathouse revisit ?? Here is the "itinerary" I used so far:
    Fedex in Hommlet, Clear the Moathouse, Clear Emridy Meadow, Clear the Orc Cave, Do the Nulb Quests, Cleared the Tower outside the Temple. At this point my party (including Elmo and Melony) was 6th Level and I sent them to reclear the moathouse, which was fairly difficult. When my party visited Hickory Branch everyone was 7th Level, and HB wasn't much of a challange. I didn't even have use the "Field Artillery Wizard" tactic (have your wizard create a wand of Fireball, or write several fireball scrolls in Hommlet, Cast Clairaudience/Clairvoyance on himself when you reach HB and then start dropping Fireballs on every large group of enemies within range). I would suggest having the Moathouse revisit happen through dialogue, rather than having the party randomly traveling all over the place in search of a few experience points.
    3.) Just for fun I have started recruiting people I rescue in the Temple, just to see how far I can high a level I can get them. I recruited Morgan the Sailor on the 1st Level of the temple. He's nothing special (S: 12, D: 14, Con: 11, I: 11, W: 9, Ch: 11, 1st Level Fighter) so I gave him a crossbow and a Glaive (to keep him out of harms way). When I turned him loose after clearing the 1st level of the Temple, he was a 5th Level Fighter. I am currently working on clearing the 2nd Level with the help of Wicked. His stats are as follows (S: 12, D: 14, Con: 16, I: 13, W: 12, Ch: 10 ). So far I have cleared out the Bugbears in the Northeast corner of the level, bumping wicked up to 3rd level. I didn't kill to many monsters ( the Minotaur, the Trolls, and some Bugbears ) getting to the prison area ), so I figure I should be able to get Wicked up to at least 4th level, if not 5th, before I turn him loose.
    TRC
     
  5. Scryler

    Scryler Night's Wordsmith

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    Re: Circle of Eight Modpack 5.5.x + CMF Bug Reports and Discussion Thread

    I tried talking to the Assassin Leader with my fighter, and I got a conversation thread, but if I pursued it...didn't say goodbye or the equivalent, I still eventually wound up with a 1. no response and still had to control-alt-delete out of the game.

    I never did have any problems with the Hextor Priest, but I did with the acolyte on the entry floor. He wouldn't talk to me, IIRC. No dialogue.
     
  6. GuardianAngel82

    GuardianAngel82 Senior Member

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    Re: Circle of Eight Modpack 5.5.x + CMF Bug Reports and Discussion Thread

    Talk to Jaroo. I don't remember the dialog, but basically he kills you and resurrects you, I haven't tried it in 5.5.0, though.
     
    Last edited by a moderator: Jan 1, 2009
  7. Enilno

    Enilno Quicksword

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    Re: Circle of Eight Modpack 5.5.x + CMF Bug Reports and Discussion Thread

    As before, I'm playing 5.5.0 on Vista (installed as instructed).

    I had the moathouse re-spawn the 'final' area (with the witch/bodak) prior to clearing the gnolls and bugbears. Is this as intended?
     
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Re: Circle of Eight Modpack 5.5.x + CMF Bug Reports and Discussion Thread

    Well, depends what spawned. The respawner should check if those guys are there: if they are, then they shouldn't respawn what is in there. So if the bugbears are there, no Groaning Spirit (or whatever it was) - likewise if the Gnolls are there, then obviously there shouldn't be any skeletal gnolls (nor should there be if the gnolls were bought off).

    The basic premise is that the witch has shown up, animated what is there (skeletons and zombies outside where the brigands were, skeletal gnolls where the gnolls corpses should be etc) and raised up some other uglies: plus a few, like the basilisk and large animals outside, just wandered in naturally. If she found some of the original monsters still in place (silly but entirely possible) she would leave them there: ditto the crayfish and ghouls. Depending on what route you go, it is easy to skip several monsters in getting to Lareth: as long as nothing spawns where it shouldn't (like the zombies out the front among the brigands, if you went through the back door) then I am not bothered.
     
  9. Enilno

    Enilno Quicksword

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    Re: Circle of Eight Modpack 5.5.x + CMF Bug Reports and Discussion Thread

    ST -- OK, that works for me. I didn't notice any re-spawn in the uncleared areas. I would also note (and apologies if it has already been noted by others) that the witch's portrait doesn't really look like a witch (more like some nasty old dude with sparse hair), but maybe that's just the way I see it. :)
     
  10. The Royal Canadian

    The Royal Canadian Established Member

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    Re: Circle of Eight Modpack 5.5.x + CMF Bug Reports and Discussion Thread

    Hi GA
    I tried every dialogue option I could click on with Jaroo, and even donated 100GP to the grove, and got no solution. Maybe the "Jaroo Solution" only applies to PCs:shrug:
    TRC
     
  11. GuardianAngel82

    GuardianAngel82 Senior Member

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    Re: Circle of Eight Modpack 5.5.x + CMF Bug Reports and Discussion Thread

    Just a thought, but resurrection costs only 225gp...;)
     
  12. Emirkol the Chaotic

    Emirkol the Chaotic Proud Polytheist

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    Re: Circle of Eight Modpack 5.5.x + CMF Bug Reports and Discussion Thread

    Nah, you're OK. Identify now costs 100gp ever time you cast it. It's based on the 3.5(??) PnP rules, where the material component for Identify is a 100gp pearl. As there are no spell compnents in ToEE, the game deducts the 100gp from your stash.

    BTW, welcome to the site. You'll find LOTS of info and LOTS of helpful people here.
     
  13. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Re: Circle of Eight Modpack 5.5.x + CMF Bug Reports and Discussion Thread

    Thanks for the feedback guys, there are definitely some bugs there but also a few things I might be able to set your minds at rest about:
    The save is corrupt (obviously) - did you save in combat by any chance? That will almost always screw up.
    That may or may not be as per the PnP game, but its how it has always been in ToEE - and yes, it can suck.
    Usually its 'touch' if in combat - outside combat the game doesn't seem to worry about it (since there is no need) as long as the character can actually get there: if the healer is blocked due to being packed into a small room or something, they may balk at the healing, but as long as there is the potential for a touch action, the game just goes ahead and assumes it. Or so it seems to me.
     
  14. tejón

    tejón Member

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    Re: Circle of Eight Modpack 5.5.x + CMF Bug Reports and Discussion Thread

    This was explained to me as the dreaded Stacked Items Bug. I don't really know the details, but the precautions I've been taking are (1) if you're going to put ammunition or similar onto a character, plan it out and do it all at once rather than repeatedly splitting stacks between characters and/or shops; and (2) save whenever you successfully load out of an area after looking at ANY shop or loot screen.

    Also, I've noticed that sometimes a shop will have some items in the normally-blank spaces near the bottom of their inventory list, which are actually items in your inventory. One time, for instance, I saw a rapier and a stack of 20 arrows. I put another 20 arrows on my bard... and the stack in the shop increased to 40! When this happens, I'm 99% certain it's a guaranteed crash... reduce your headache by reloading immediately. (Don't know if this can happen with chests, corpses, etc.)

    Standing from prone does provoke attacks in D&D 3.5e, ToEE is rules-correct in this regard. The difference from the paper game is that you can't choose to remain prone. :(
     
  15. tejón

    tejón Member

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    Re: Circle of Eight Modpack 5.5.x + CMF Bug Reports and Discussion Thread

    CL 7th, alter self. That spell isn't implemented, which is probably why there's no prereq on the necklace... gust of wind seems like a good alternative, both thematically and for class/level match.
     
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