When I finally got Temple+ installed a few months ago, I tried to play with my old party which was in the nodes. The party had some commanded undead bugbears, a charmed bugbear, and a charmed ogre. I assume someone figured out how to make charmed critters behave more like RAW. I'm curious about what circumstances trigger them to fight. Part of the reason I ask is that I want to create the Wiz 2 spell Command Undead, which should follow compulsion mechanics I suppose. What is the current status of Suggestion? https://www.d20srd.org/srd/spells/commandUndead.htm
I imagine fixing duration is an easy fix that even I could manage. I have @anatoliy's module SGoS installed, and I am wondering about variations in spell effects: I put suggestion on the spell list for my Favored Soul, and it appeared on the character as Dominate Monster, which I remember was a very old Co8 fix. On the first encounter, the party charmed (person) a hobgoblin who then hacked and slashed his former allies. I thought, based on what I think I read about T+ and based on my aforementioned experience of my party in the Nodes, that the spell basically makes them neutral and stay out of combat. So, I am guessing that this module is not accessing the revised spell files. Would putting spells into overrides fix this problem? Is there a larger problem happening with how modules work?
I finally got to use Calm Animals for the first time (1st level spell). The effect was stunning them. I'm not sure if I could coup de grace, but I know that even with stunning, they are not helpless. Here is the relevant srd text: The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures. So my question is how to fix it. Again, if I remember correctly, Charm was modified in Temple+, but I'm still not sure. My party in the nodes have Charmed ogres with them who will not attack. However, my party in SGoS has had hobgoblins killing their allies as per the norm pre-Temple+ Edit: How would Calm Animals (functioning correctly) differ from Animal Trance (fascinated condition, Druid 2nd level)?
Calm Animals is presumably supposed to be similar to Calm Emotions. It doesn't stun. It just prevents them from being hostile. In a combat scenario, that's probably similar to stun, where you just forfeit your actions. But you're fully aware of your surroundings, and can do stuff as long as it isn't attacking something, or similar. Animals don't have a lot to do besides attacking, though, so the game probably just removed all their actions as a shortcut. Animal Trance is supposed to make the targets less aware of their surroundings. So other people could sneak past without them noticing. Realistically, neither one is much of a combat spell, because taking hostile action against the targets breaks the spell. The first one should probably allow you to escape combat against animals (if you get them all), because they become disinterested in fighting. I don't know how well escaping from combat actually works in ToEE, though. And you can't fix them without patching the conditions, or using different conditions in the spell script.
The problem with the stun effect on Calm Animals is that the effect does not end when the animals are attacked. So is the fix as simple as copying the relevant parts from Calm Emotions? Ah, but not! The latter requires concentration to maintain whereas the former does not. Speaking of Calm Emotions, I tried to use the console to add it but the console doesn't like spells with numbers less than 100. So I tried to add it directly to the Beguilers .py - no joy! Adding worked for other spells. Perhaps after levelling up.