5.0.x Cumulative Mods & Fixes (CMF) Bug Reports and Discussion Thread

Discussion in 'General Modification' started by HobbesMG, Jul 16, 2006.

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  1. void

    void Member

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    Hello

    The in-game help about spells has only a part of the high level spell description. Is it possible to add there the rest?
     
  2. void

    void Member

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    2nd level spell: Resist Energy lasts definitely to short, not (10minute x level), as it should.
     
  3. Zalmoxes

    Zalmoxes Forest Guardian

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    Re: 5.0.1 mods and fixes bug reports

    The same identical problem. Latest CMF, cleant cache, deleted pyc.... Also, everytime I`m trying to open the minotaur`s chest in Hickory Mode the game CTD!? Any suggestion appreciated. I know they not really essential to complete the game but I like to "clean up" all the foes ;-) Huuuahhaahahahahahah
     
  4. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Hmmm... that chest has been reported as bugged before, if I am not mistaken...
     
  5. Zalmoxes

    Zalmoxes Forest Guardian

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    I do apologise, my previous post wasn`t complete. Whwn I said having the same problem, I refered to the post #66, the one with the Groaning Spirit with LOTS of temp HP
     
  6. void

    void Member

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    My Cleric doesn't have any domain level 7 spells for domains Sun and Strength.
     
  7. wizgeorge

    wizgeorge Prophet of Wizardy

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    A number of the higher level spells just aren't in the game. Most of the ones that are available and work were done by the modders. Maybe, someday more will be added, if ever.
     
  8. erkper

    erkper Bugbear Monk Supporter

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    You can always put a lower level domain spell in a higher slot. You'd be amazed at how many Holy Smite spells my cleric carries that way...

    Not as good as having a true 7th level domain spell, maybe - but at least the slot isn't going to waste that way.
     
  9. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    If people want to get into modding, this is a great place to start. Sunbeam would be reasonably straightforward to add, as far as these things go.
     
  10. Half Knight

    Half Knight Gibbering Mouther

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    not exactly bugs, but a few picky things...

    - Consecrate doesn't counter Desecrate, and it should (and viceversa).
    I've tested that with the skeleton priest. Unless he is using another thing, the spell that goes first is the wining one; so if you cast Consecrate on the are affected by Desecrate, the last one wins.

    - The healing spells don't work right; i've casted cure light wounds with a 4ยบ lvl cleric and it only cured 2 hp! The light cure use 1d8 + lvl (max +5), so it should have healed a minimum of 3 hp...casted again and healed 18 hp!! the maximum should have been 12...at low leves it's a small difference, but it's a crap when you cast cure critical (4d8 + 5) and just heal 2 or 3 points...
    Same happens with potions: a cure light healed 15 hp, when light potions only heal 1d8 +1

    I'm just guessing, but could it be that for the spell, the system look for the spell lvl (light wounds lvl 1 so cures +1 bonus instead of lvl) and for the potions looks for the character level (instead of the basic +1)?? It seems that they are changed places...
     
  11. Ogiwan

    Ogiwan Member

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    Re: 5.0.x Cumulative Mods and Fixes (CMF) Submissions Thread

    Right. I would like to say that I've recently re-installed ToEE, and due to the work you fine folks have done, it's......well, it's the best 3.x D&D game I've played. Take a victory lap.

    Now, my question is, is there an easy way to work these fixes in? I have the 5.0 mod pack installed; i wouldn't mind starting over (again), but are all of the small fixes in this thread incorporated into the big 4 fixes at the start? Are they all compatible with Co8 5.0? Are they already in it? Is 6.0 being worked on? I'm just confused.

    Again, though, thank you guys so much for your hard work.
     
  12. Dabwen

    Dabwen Member

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    ok my first post here...I installed the 1st and 2nd ATARI patches, then the front end and am now to the part where it said to install the fixes(CMF 5.0.4) and am not sure where to unzip them to. Can someone point me in the right direction? hehe there are about a thousand files in this thing lol.
     
  13. wizgeorge

    wizgeorge Prophet of Wizardy

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    Download the install instructions from the downloads section and print a copy. Follow it and things work out fine. Every fix ever done is in the 5 series mods, and then some. Have fun.
     
  14. The Big Bruiser

    The Big Bruiser Member

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    Sorry if this is a repeat, I searched and couldn't find anything.

    I think there is an error with the Righteous Might Spell.
    Text says Str +8 , therefore a +4 bonus, but in game its Str +4, and +2 bonus.
    Text says Con +4, therefore a +2 bonus, but in game its Con +2, and +1 bonus.
    Text says Damage reduction 5/(un)holy, but in game its 3/(un)holy

    The spell is only half as powerful as it should be. Just wondering if this was known or if it was done intentionally as part of the game rebalancing.

    Thanks
     
  15. The Big Bruiser

    The Big Bruiser Member

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    Once again, sorry if I'm just repeating old news.

    And I know everyone is pumped (me included) for KotB, so this may not even matter.

    But I noticed that my guys who used two-handed weapons, got the 1 and 1/2 strength bonus to damage, but only till I went to Nulb and from then on I only got my strength bonus. I think it centers around going to Nulb, because it worked fine at moathouse, Hommlet, EM, Spider Place, etc.

    I have all the latest fixes installed (I think), so if somebody could let me know whats up I'd appreciate it.

    Thanks
     
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