Circle of Eight Modpack 5.9.x/5.9.xNC General Commentary & Discussion Thread

Discussion in 'The Temple of Elemental Evil' started by Necroticpus, Aug 27, 2010.

Remove all ads!
Thread Status:
Not open for further replies.
  1. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,038
    Likes Received:
    42
    @zebrainz - thanks for playing. All input is welcome.

    The only requirement for Wilfrick to offer the 'Slave Traders' quest is that you have already completed the 'Frozen Assets' quest (the one where you kill the white dragon at the end of the gnome cellars). It's not limited by alignment. It may be somewhat unclear due to his day/night cycle at his home and at City Hall.

    That should definitely be the 'Constable Killer' rep, although it may extend beyond Verbo. I'll check into it, thanks.

    I suppose we could try that in the future, but it would require a lot more writing/scripting. It could be that they're just not joiners, period.

    That's a bug.

    Food for thought, but ditto the writing/scripting thing. It's hard to anticipate every possible thing that players will try.

    Thanks. Your next try will definitely be even tougher. :evil:

    lol, I get the feeling no one's gotten Holly yet. It's midly complicated I guess, but it makes sense, I think, all things considered.

    SPOILER BELOW

    You have to have accepted the 'Under Attack From Underground' quest from Prince Zook IV, and you have to have encountered at least one drow, but not killed them all yet.

    This all plays to the notion of Wilfrick's disbelief that there are drow down there, as well as Lerrick's smear campaign against Prince Zook, and the strange state of affairs where Verbo has not conscripted any officers to investigate the potentially dangerous claims (as Captain Absalom explains if you ask him about it, per Zook's suggestion). Therefore, if you can substantiate the claim by actually encountering a drow (you also have to pass a skill check, no "it's teh dro, believe me bro!"), the Verbo Watch will change their stance to some degree and send an officer with you to investigate. Lastly though, there is no need for them to do anything if the quest is complete and the drow are all dead.

    Being as Holly is a member of the Watch, her joining capacity is strictly limited to Verbobonc law and order matters - she's not just waiting around to join for the lulz. But she has nothing against the ladies though either, lol.

    The archers sound like a good idea. But as you say, this is likely to be reworked in some rather significant way (either delivered at a lower level or overhauled to be something other than the evil-ish conclusion to the Verbo chapter). Part of the problem is that all the players are set character builds and can't really be arbitrarily toughened up without causing perplexing questions (e.g. why aren't these badass versions of the Verbo Watch handling all the other problems in the region, single-handedly destroying the Temple, etc.).

    Yeah, there was really nothing written yet for Verbo post-Wilfrick-dead. It kind of ends there atm.

    It never really amounts to an encounter, more of just a 'happening,' but yeah, it's been a bit simplified. There was one aspect of it that just wouldn't work reliably, unfortunately.

    He is gone ... pretty sure he was never meant to be there. He wasn't in the PnP module.

    Not at all - thanks for your due diligence and detailed reports. They are very helpful. :thumbsup:
     
  2. mschnepp

    mschnepp Member

    Joined:
    Jul 11, 2010
    Messages:
    2
    Likes Received:
    0
    Like I said, I've searched EVERY MAP twice and no slavers. Maybe someone could PM me their location so I can figure out what went wrong?
     
  3. cezmail

    cezmail Gorboth's Rider

    Joined:
    Dec 28, 2007
    Messages:
    1,029
    Likes Received:
    0
    Sent you a private message where to find the slavers. Have fun with that battle.
     
  4. gazra_1971

    gazra_1971 Knights of Legend

    Joined:
    Aug 3, 2010
    Messages:
    818
    Likes Received:
    2
    mmonagle, I agree with everything that you have written in the above quote. The way that situation currently plays out (where Alira just stands there after your party has slaughtered everybody else in the Waterside Hostel) is surreal and seems unrealistic. The only reason that I can think of why you wouldn't want Alira to join in the bar-room brawl is that she is an NPC that the player can talk to. If she joined the bar-room brawl, then the player would never get to talk to her (unless she was moved to another location in Nulb). She has her own scripted text dialogue. I haven't been able to get her to say anything else other than to tell my party to get lost. Does Alira have any more dialogue options than that? If not, then I also request that Alira has her faction changed to that of Wat, Rentsch, and Dala.

    I have some observations while playing 5.9.1 NC:

    The detailed description for the Spyglass (that Rannos Davl and Gremag sell) has a typo: "A spyglass allowa..."

    The Fine Chest in the Moathouse where the Giant Lizard is has a DC of 19. I think that the ideal DC for the lock on that chest would be 29.

    The character inventory window displays all of the character's skills on-screen except for the Perform skill which you need to scroll down in order to see. Is it possible to include the Perform skill with all of the other skills on-screen at the same time, thus elimimating the need for the scroll bar to the right of the list of skills?
     
    Last edited: Sep 19, 2010
  5. Ranth

    Ranth Established Member

    Joined:
    Jan 26, 2008
    Messages:
    829
    Likes Received:
    1
    I got the troll to tell me the epiphany word in 5.9.0.
     
  6. chano

    chano Established Member

    Joined:
    Dec 20, 2006
    Messages:
    408
    Likes Received:
    0

    Hi, could you please send a PM to me aswell, i have tried everywhere i believe
     
  7. cezmail

    cezmail Gorboth's Rider

    Joined:
    Dec 28, 2007
    Messages:
    1,029
    Likes Received:
    0
    Done Chano.
     
  8. The Royal Canadian

    The Royal Canadian Established Member

    Joined:
    Oct 29, 2005
    Messages:
    741
    Likes Received:
    4
    Hi
    I have played the "Thief" quest in Nulb in Vanilla and every version of Co8 up to and including 5.9.1 NC, and can say that Alira does join the fight sometimes. I just did the "hostel takeover", and she joined in ( and got quickly killed for her troubles ). If I had to guess, I would say she jumps into the fight about 20 - 30% of the time. I actuually don't think Alira's actions ( or lack thereof ) are "unrealistic" at all. Remember she is evil, which means that if she is going to jump into the fight it's because of two reasons.
    A.) She feels that she can somehow profit from getting involved
    B.) She feels that her "friends" have a good chance of winning
    What I find somewhat "unrealistic" are the way the "Village People" jump into the fight without any provocation. Think about it, a group of people, some of whom are wearing decent armor and carrying good quality weapons walk into the bar where you ( a zero level NPC armed with a rusty dagger ) are having a beer with friends. One of the travelers catches Dalia trying to pick his pocket. Are you going to jump right up and attack an experienced, swordswinging fighter clad in chainmail with a rusty dagger, or would you sit back and say, "no skin off my nose", and watch the show ?? I know for a fact that if the fighter and his friends didn't swing at me, I would stay way out of their way.
    One minor thing that I noticed. I went to Emridy Meadow and cleared out everything except the Giant and the Skeleton Priest and his three guards. When I went back the next day, I found a pair of "Amulets of Resist Turning" lying on the ground near the Rainbow Rock.
    The Royal Canadian
     
  9. mmonagle

    mmonagle Established Member

    Joined:
    Nov 15, 2006
    Messages:
    183
    Likes Received:
    0
    I have gotten further along with my 5.9.1 run and have some new comments:

    1) I really like the reactive temple mod. Could the earth temple be added to this mod as well? I tend to pick up the fire temple quests so I can have the ogre cave revealed. So I skipped around the earth temple on the first floor and ended up wiping out the fire temple once I got the cave. I did this after I found that picking up the fire temple quests meant they would not go reactive on me. However, I was surprised when the earth temple didn't react like the water and air but then I saw in the release notes that it is just air, fire, and water. I thought that with all the troops that the earth temple has, it would be one heck of a fight.

    2) When I go to the moathouse respawn and enter the first floor, the werewolf tends to be too far over in its area. Thus when I rush into the room that he is in, he doesn't join the combat with the jackalwere and the wolf (dire wolf?) as he cannot be seen. Just doesn't seem to make sense that he would skulk back there and wait until I kill his fellows and then take on my party all by himself.

    3) The battle with drow at the end of the moathouse respawn was better. They lasted longer and got in some more hits = definite improvement. I have to wonder if it could be improved just a bit more though. I understand the resistance to adding additional levels to the drow but how about putting a sixth drow in the group?

    @Gazra_1971, thank you for your comments. I tend to end up taking out Alira as well since I talk to her and she reveals that she is a temple agent. So I end up with her map anyway. Her conversation isn't relevent to the game or any of the quests either so I too just thought it would be more realistic.
     
  10. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,622
    Likes Received:
    538
    Yeah, a better ID would be the spawner's X,Y coordinates.

    *edit*

    Re. the Earth Temple, you can artificially trigger the script with the following console code if you want to try what has been done:

    Code:
    from itt import *
    earth_reg()
    [code]
    
    The main problem is that I can't get all of the critters to actually engage the party, especially if the players stands back at the corridor bottleneck.
    
    What I'm thinking of doing is changing the scope to a more limited regroup, where Romag gets some reinforcements in his private chambers (Ogre Chief + a couple of the leaders).
     
    Last edited: Sep 17, 2010
  11. The Royal Canadian

    The Royal Canadian Established Member

    Joined:
    Oct 29, 2005
    Messages:
    741
    Likes Received:
    4
    Hi Gaear
    Just a few notes regarding HB.
    1.) I had Lord H. give his same speach twice during the battle.
    2.) None of the archers (Orc or Bugbear) used the 5' step when my fighters were nearby
    3.) After killing Lord H., The cave had the Green Tent, is it supposed to be that way.
    4.) The way I did HB is as follows: I Cleared out the all the groups of humanoids except the two groups of orcs near the cave. I then returned to Hommlet to rest. Upon returning to HB, I finished clearing everything aboveground before clearing the cave. After clearing the cave and the other underground lair, I decided to walk around HB to make sure I had truely cleared everything. When I got to the first battle location ( orcs and goblins ) I was confronted by a "Goblin Leader", who once combat started, bacame nothing more than a red circle. I killed him by selecting "Full Attack" from the radial dial and clicking on his portrait.
    Upon returning to Hommlet, Brother Smyth asked me to open the chest. My 6th Level Rogue spotted the trap, was unsure if he had successfully deactivated it or not, so after picking the lock, he had the wizard cast "Open / Close" on it. Needless to say, the old "using magic borks the chest" bug is still in effect.
    The Royal Canadian
     
  12. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,622
    Likes Received:
    538
    Skole Goons Encounter:

    When you take Skole's quest, there's a timed event scheduled for three days later where you are supposed to be beset by his goons in a special wilderness encounter.
    Due to the way timevent_add works (you have to visit the map where it was scheduled), the player would rarely, if ever, come across this.

    The attached files contain a fix - added a proper event scheduling inside the san_new_map script to bulletproof the scripting. (now you don't have to actually visit the Boatmen's tavern in order for the event to fire - simply changing maps to anywhere else will suffice)


    Also:

    Update to quickstart functionality.

    Purpose:
    To facilitate rapid testing of ToEE with more realistic parties. (e.g. for balance testing, etc.)

    The following will simulate / initiate autoplay of WB + Moathouse + Emridy Meadows + Assassin + A little of Nulb:
    Code:
    from t import *
    quickstart(3)
    
    Effects:

    • Auto-equips party with some basic gear according to each PC's class and what is available from the shopmap.
    • Simulates doing WB by spawning and insta-killing all the critters from there.
    • Whenever you'll set foot in a Moathouse map or Emridy Meadows, it will:
      • Autokill all the baddies
      • Loot most of their items
      • Convert their jewelry and common items to gold (according to your party's highest appraise skill)
      • Give (and in some cases complete) common quests, e.g. the Hommlet Inn quest, and set the relevant flags.
    Notes:

    • The Moathouse lower dungeon requires entering and exiting twice, to make sure you don't lose on XP in case your party is small.
    • The Big 3 Ambush is only autokilled if you exit from the cave exit.
    • As you may have guessed, a good-oriented playthrough is assumed. (May change in the future)
    • Leveling up and distributing the loot within the party still has to be done manually.
    • Autoloot:
      • Haven't been able to get the Giant's head looted properly yet.
      • Items that are autoconverted to gold will appear to be still worn by critters (they are simply flagged NO_LOOT, while you are awarded GP according to their worth and multiplicity).
      • It's not perfect yet, some items will still remain on the corpse. But at least gems, jewelry and money are looted, which are primary sources of income in the game.
    • The quickstart() script accepts a numerical argument from 0-6 that roughly corresponds to what your party would have accomplished at the end of the matching story_state:
      • 0 - gearup + minor Hommlet business
      • 1 - WB auto completed
      • 2 - Moathouse + Emridy
      • 3 - Nulb (partial)
      • 4,5,6 for now just mark the map and change the story_state.
      • The effects are cumulative, e.g. quickstart(6) will do everything up to 6.
     

    Attached Files:

    Last edited: Sep 17, 2010
  13. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,038
    Likes Received:
    42
    Thanks.

    Any particular reason? I don't think that chest was a part of the 'make all locks undoable without MW tools and Guidance with an 18 dex rogue' initiative, so it's probably been that way since vanilla.

    Probably not doable without some .dll hackery - not going to happen any time soon.

    I'll check it out.

    The Moathouse Respawn is going to be mobbed in in the next release, so positioning will be tweaked and flags like that will no longer be relevant (nor some of the generic spawners themselves).

    I think that it will be left alone for now, particularly if the TotWC thing actually happens, which will likely mean more balancing anyway.

    Thanks, already in the fix queue.

    That's known. The orc archers are actually only sometime archers (they may melee at times), so it's hard to use an AI that handles both. Maybe we'll try to separate their protos in the future.

    Yep. You secured the cave by killing every enemy in it, so I think it's reasonable (and convenient) to be able to rest there since it's easily defensible. (One way in/out, no vulnerable flanks.)

    Damn him. Damn him.

    Nice, thanks. :)

    Just FYI, the Moathouse Ambush is going to be mobbed in too; I imagine that may have some effect on your scripting here, sorry.
     
  14. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,622
    Likes Received:
    538
    It probably won't be a big deal, assuming you won't change their object name IDs (even then it's fairly trivial to change).

    Also, I give my casters wands of Flame Strike / Holy Smite / Fireball (10th) in case some things slip through :)
     
  15. Necroticpus

    Necroticpus Cthulhu Ftaghn!

    Joined:
    Jul 2, 2009
    Messages:
    1,379
    Likes Received:
    0
    In layman's terms, what does "mobbed in" mean, in context of specific encounters? Does it mean that those encounters are now sponsored by the Corleone family and if they have any problems they can get help from Don Vito? Does it mean more monsters?

    Don Vito to Luka Bugbearazzi: "I want you to go to the party. I want you to tell them that the people they are messing with are good people and under my protection. I can't have everyone running around wild, thinking they can just do whatever they want in the tempio. It sets a bad example. Tell them they are pisciare on my whole operation. Ask them, if they were me, what would they do? You go and tell them and then come back and tell me. Andare avanti!"
     
Thread Status:
Not open for further replies.
Our Host!