Circle of Eight Modpack v6 / v6 NC General Commentary & Discussion Thread

Discussion in 'The Temple of Elemental Evil' started by Provodnik, Dec 30, 2010.

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  1. stage

    stage Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    The problem, as well in the Fire Temple part, is reduced close to zero for me by turning AA off and setting particles to 0%.
     
  2. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    The 00619pelor_cleric.dlg file has a typo in entry #1:

    When I clicked on Wilfrick after having just killed the dragon, Wilfrick greeted me with the generic saying "All hail the great dragon slayer". But when I reported to him that I killed a dragon, he replied with disbelief as if he had just found out (see quote below from Viscount's dialogue file). Wilfrick couldn't possibly know that the player's main character is the dragon slayer until the player's main character actually reports the information to Wilfrick (unless Corporal Holly ran ahead and told him).

    The Rod of the Viper (that the player loots from the Drow Matriarch) states that it is a quarterstaff in its long description, but it is a (non-light) 1-handed weapon when used in the game (see screenshots below). The D&D 3.5 SRD states that a quarterstaff is a 2-handed weapon and also a double weapon. The D&D 3.5 SRD states:

    Lareth's Staff of Striking is actually a Club +2 in the game. You might want to consider renaming it Lareth's Club of Striking.

    Belsornig's Rod of Smiting is actually a Light Mace +3 in the game. You might want to consider renaming it Mace of Smiting.

    Cleric Rastes looks like all of the other Clerics of Pelor in the Cathedral of Pelor. This makes it unlikely that players will know that he sells items. You might want to consider equipping Cleric Rastes with a different coloured cloak/robe or giving him the default name of Cleric of Pelor Vendor so that players will be able to recognize that he is an interactive NPC. The first time that I played the game, I completely missed him. The only reason that I found him was that Gaear had included his name in the list of new NPCs in the Verbobonc sticky thread.

    I presume that Drow Fighters have the Diehard feat because one Drow Fighter was still standing while he was at -9 HP (see screenshot below)

    The Forge Rings feat is supposed to be available to any character who has a caster level of at least 12, but when a spellcaster levels up from level 11 to level 12 in this computer game, the spellcaster is unable to choose the Forge Rings feat because this computer game thinks that the spellcaster is still level 11 during the levelling up process. In this computer game, the earliest that a spellcaster can choose the Forge Rings feat is when he/she is levelling up from level 14 to level 15. A spellcaster should be able to select the Forge Rings feat when he/she is levelling up from level 11 to level 12 (because he/she is now a level 12 spellcaster.
     

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    Last edited: Apr 17, 2011
  3. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    The 00618corpus.dlg file contains a typo:

    It is meant to be can

    When any of the 3 fugitives are in the player's party, if the player initiates combat by pressing the C key, and then attacks any of the fugitives by selecting Full Attack from the radial menu, the player is able to damage the fugitives without the fugitives ever fighting back while the yellow floating text message "Friendly Fire" keeps popping up. In this fashion, it's possible to kill 2 of the fugitives wthout them ever turning hostile or fighting back.

    The 3 fugitives are recruitable NPCs. The player can keep them as allied NPCs in the player's party for the rest of the game so long as the player never talks to the third and last fugitive or enters the Verbobonc Constabulary while any fugitives are in the player's party. They are pretty bloody amazing allied NPCs to have in the player's party for the rest of the game too because they are the highest level recruitable NPCs in the game!

    The player is unable to SHIFT-click Zaxis' drum.

    The second time that I fought the Adult White Dragon, the dragon did no damage to my party at all before it died. The only pre-buffing spells that I used for the combat were Enlarge Person on my 2 fighters and Corporal Holly and I believe that my whole party was still under the effect of Haste from the previous combat. I recommend that the encounter with the Adult White Dragon be made MUCH more difficult!

    I had the random encounter with Zaxis in my playthrough of 6.0.1 NC when my characters were all level 12 and while I was escorting Gunter Gladstone to Nulb. Zaxis is now my favourite recruitable NPC. His voice samples are superb!
     
    Last edited: Mar 5, 2011
  4. The Royal Canadian

    The Royal Canadian Established Member

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    Re: Changes in Co8 6.0.2

    Hi
    One minor item of note, Barkinar has both Plate boots and Boots of Speed. Unless he's a Centuar, one or the other should go. Hedrack also has two Wands of Fear. What's he afraid of ??
    The Royal Canadian
     
  5. stage

    stage Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    I am believing to think that meeting Zaxis is totally random, as last play with my 14-15lvl party I encountered him just before the only fight left with Zug.
     
  6. Fingoldfin

    Fingoldfin Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    I find some dialogs with the bug of race_half_elf and race_half_orc - Change it for race_halfelf and race_halforc

    00131orc prisoner 1.dlg
    00132orc prisoner 2.dlg
    00148deggum.dlg
    00152Kella.dlg
    00168brunk.dlg
    00171darley.dlg
    00177scorpp.dlg
    00229darley_as_demon.dlg

    - \rules\stat_enum.mes <-- check here

    {2004}{race_halfelf}
    {2005}{race_halforc}


    - \rules\protos.mes <-- here many text with:

    mc_subtype_half_orc <-- it is ok or not???


    - \mes\help.mes <-- I put 3 new descriptions poisons: Striped Toadstool, Terinav root, Wyvern poison and the DC for Greenblood oil

    I use its D&D books: Song and Silence: Guidebook to Bards and Rogues v3.0 (pag.25) - Arms and Equipment Guide v3.0 (pag.37) and Dungeon Master Guide v3.5 book I (pag.300).

    Greenblood oil
    Type: Injury DC 13 <-- DC
    Initial Damage: 1 Con
    Secondary Damage: 1d2 Con

    Striped Toadstool
    Type: Ingested DC 11
    Initial Damage: 1 Wis
    Secondary Damage: 2d6 Wis + 1d4 Int

    Terinav root
    Type: Contact DC 16
    Initial Damage: 1d6 Dex
    Secondary Damage: 2d6 Dex

    Wyvern poison
    Type: Injury DC 17
    Initial Damage: 2d6 Con
    Secondary Damage: 2d6 Con



    Poisons Arsenic Type: Ingested DC 13 Initial Damage: 1 Con Secondary Damage: 1d8 Con Black Adder poison Type: Injury DC 11 Initial Damage: 1d6 Con Secondary Damage: 1d6 Con Black Lotus extract Type: Contact DC 20 Initial Damage: 3d6 Con Secondary Damage: 3d6 Con Bloodroot Type: Injury DC 12 Initial Damage: 0 Secondary Damage: 1d4 Con + 1d3 Wis Blue Whinnis Type: Injury DC 14 Initial Damage: 1 Con Secondary Damage: Unconsciousness Burnt Othur fumes Type: Inhaled DC 18 Initial Damage: 1 Con Secondary Damage: 3d6 Con Carrion Crawler brain juice Type: Contact DC 13 Initial Damage: Paralysis Secondary Damage: 0 Dark Reaver juice Type: Ingested DC 18 Initial Damage: 2d6 Con Secondary Damage: 1d6 Con + 1d6 Str Deathblade Type: Injury DC 20 Initial Damage: 1d6 Con Secondary Damage: 2d6 Con Dragon Bile Type: Contact DC 26 Initial Damage: 3d6 Str Secondary Damage: 0 Giant Wasp poison Type: Injury DC 18 Initial Damage: 1d6 Dex Secondary Damage: 1d6 Dex Greenblood oil Type: Injury DC 13 Initial Damage: 1 Con Secondary Damage: 1d2 Con Id Moss Type: Ingested DC 14 Initial Damage: 1d4 Int Secondary Damage: 2d6 Int Insanity Mist Type: Inhaled DC 15 Initial Damage: 1d4 Wis Secondary Damage: 2d6 Wis Large Scorpion venom Type: Injury DC 18 Initial Damage: 1d6 Str Secondary Damage: 1d6 Str Lich dust Type: Ingested DC 17 Initial Damage: 2d6 Str Secondary Damage: 1d6 Str Malyss root paste Type: Contact DC 16 Initial Damage: 1 Dex Secondary Damage: 2d4 Dex Mystical Type: Contact DC 10 + 1/2 caster level Initial Damage: 1d10 Con Secondary Damage: 1d10 Con Nitharit Type: Contact DC 13 Initial Damage: 0 Secondary Damage: 3d6 Con Oil of Taggit Type: Ingested DC 15 Initial Damage: 0 Secondary Damage: Unconsciousness Purple Worm poison Type: Injury DC 24 Initial Damage: 1d6 Str Secondary Damage: 2d6 Str Quasit poison Type: Injury DC 13 Initial Damage: 1d4 Dex Secondary Damage: 2d4 Dex Sassone leaf residue Type: Contact DC 16 Initial Damage: 2d12 HP Secondary Damage: 1d6 Con Shadow essence Type: Injury DC 17 Initial Damage: 1 Str Secondary Damage: 2d6 Str Small Centipede poison Type: Injury DC 11 Initial Damage: 1 Str Secondary Damage: 2d6 Str Spider venom Type: Injury DC 14 Initial Damage: 1d4 Str Secondary Damage 1d4 Str Striped Toadstool Type: Ingested DC 11 Initial Damage: 1 Wis Secondary Damage: 2d6 Wis + 1d4 Int Terinav root Type: Contact DC 16 Initial Damage: 1d6 Dex Secondary Damage: 2d6 Dex Ungol dust Type: Inhaled DC 15 Initial Damage: 1 Cha Secondary Damage: 1d6 Cha + 1 Cha Wyvern poison Type: Injure DC 17 Initial Damage: 2d6 Con Secondary Damage: 2d6 Con Violet Fungi Type: Contact DC 14 Initial Damage: 1d4 Str + 1d4 Con Secondary Damage: 1d4 Str + 1d4 Con Yellow mold Type: Contact DC 15 Initial Damage: 1d6 Con Secondary Damage: 2d6 Con


    - \mes\combat.mes <-- check here

    // Poisons

    {306}{Wyvern}
    {312}{Terinav Root}
    {316}{Striped Toadstool}

    {324}{Other} <-- ? i don't know where this the file with the rules of the poisons, maybe some .py in \scr

    -- Sorry for my bad english --
     
    Last edited: Mar 9, 2011
  7. twisty

    twisty Morose Marauder

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Here are some bugs that I encountered in Co8 6.0.1 that I have never faced before:
    • I played a Lawful Good team and skipped all of the temple plots. I went straight to Hedrack, minced him and went directly to all of the planes. After returning from there almost all of the denizens of the temple (including Ghouls) were friendly.
    • After fighting with Scorp and beating him down to the level where he stops the fight to offer parley, I agree to a peaceful solution but the game goes straight into combat mode after our conversation. This bug occurred for all other similar scenarios throughout the game.
    • During the Slaver battle at the time where the Cleric buffs up his group I am allowed to attack them, and, if I win, I am transported immediately to Verbobonc Prison. As this appears to be a method of countering cheating (to avoid casting spells from a distance prior to battle) then all actions should frozen after the initial dialogue.
    • Not a bug but I must admit that I'm not a fan of the whole forced instant death part of the Slaver dialogue.
     
  8. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    twisty, I suspect that your game is corrupt. My game also became corrupt during my playthrough of 6.0.1 NC (it happened when Senshock escaped), so I had to load an old game save that wasn't corrupt. When my game became corrupt, all creatures in the Temple of Elemental Evil that are normally KOS (Kill On Sight) were non-hostile (i.e. they maintained green circles around them) (just like in your game).
    You can avoid having one of your characters automatically killed before the combat with the slave traders begins by choosing the dialogue option to attack as soon as you can while conversing with the leader of the slave traders.

    The following information pertains to 6.0.1 NC:

    The 'Monster Mash' quest can't be completed when the player returns to and talks to Canon Ramses after wiping out the Hextor cell.

    The Scarab of Protection (that Canon Thaddeus has equipped) is pre-identified. It is worth only 97 Gold in its pre-identified state. I suspect that if the item is identified by an NPC vendor, then the item will be worth its proper value but the item will then become unidentided.

    Calmert sells unlimited Holy Mace +1 whenever he refreshes his inventory. I am playing 6.0.1 NC without crafting items at all and I think that being able to buy as many Holy Mace +1 as the player wants is WAY too powerful and makes the game WAY too easy!

    Gaear, I want to commend you on the Verbobonc 2.0 mod and the 'Monster Mash', 'The Slave Traders', 'Contract on Canon Thaddeus', and 'Removing Wilfrick' quests. I LOVE those epic combats! The fountain in the pond in Verbobonc is awesome!
    I still think that the 'Contract on Canon Thaddeus' quest is a one-way slaughter if the player uses the optimal pre-buff spells and then the optimal combat spells. My whole party switched to longbows and fired at will at Canon Thaddeus' defensive square while standing just outside their threat area - not one of those useless Narwell Guards advanced to attack my characters (not very realistic).
    In the 'Fear of Ghosts' quest, as soon as I began talking to the third ghost, I knew who it was the ghost of (due to its telltale saying) and where to search for their corpses. Then I realized that the second ghost also gives the player a clue of who it is the ghost of with his telltale saying. Gaear, the 'Fear of Ghosts' quest is pure genius! I didn't enjoy the quest, but it is ingenious.
     
    Last edited: Mar 12, 2011
  9. The Royal Canadian

    The Royal Canadian Established Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Hi
    Just a few quick comments.
    1.) Taki and Wonnilon return to their original locations ( the Air Node and Temple 1 ) when "released from duty".
    2.) Is it possible that Circle of Protection From Evil" is bugged ?? It seems that every time I try to cast a spell ( usually a healing spell of one sort or another ), the game hangs.
    The Royal Canadian
     
  10. Wolverinesix

    Wolverinesix Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    I am not sure if this is the right place to post this but here goes .
    I started a new game of TOEE using Atari patches one and two plus the Circle of eight mod 6.0 updated to 6.1 . NC with 7 Pcs 1 Npc in the party
    I made an all Dwarf party to see how it would work ,the problem is everyone is now 5th level and i have not found one of the secret doors that i know are there ,including the one to the circular hidden staircase on the main floor of the temple and the entrance to it from the corridor of skeletons ,and any of the ones in the moathouse .I used Search a lot no luck in moathouse or temple ever .Even when i visually located the sliding panels and opened them no stairs were revealed behind them including the pillar just off the undead room in the first dungeon level of the moathouse .I am wondering if Dwarfs are bugged or if i am just lucky .In my other saved games with different races i have found all the secret doors with no search required by just walking in the area
    :confused:
     
  11. The Royal Canadian

    The Royal Canadian Established Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Hi
    If I had to make a guess, I would say your lack of success in finding secret doors is a combination of character races/ skills and luck. For starters what is the highest "Spot" skill in your party? Another thing to keep in mind that Elves are really the best for finding secret doors. First they get +2 to their search and spot checks, and automatically get a search check just by passing within 5' of a secret door. That is why I almost always have an Elf Rogue with maxed out Search and Spot.
    The Royal Canadian
     
  12. Wolverinesix

    Wolverinesix Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    The spot and search are both 12 on my dwarf rogue so im not sure what is wrong.
    :confused:
     
  13. Rocktoy

    Rocktoy Established Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Known issue:

    "MISSING SECRET DOORS AND STAIRS: you cannot detect secret doors and stairs.

    Where does it happen? Anywhere, but moreso in the Moathouse than anywhere else.

    What should I do? You can try re-visiting the area over and over to see if the doors/stairs will appear, but most likely they won't. Sadly, you will then have to delete all of your saved games and start a new game."
     
  14. Wolverinesix

    Wolverinesix Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Thanks to The Royal Canadian and Rocktoy for your answers .Sigh i tried revisiting all the sites and no luck so guess ill make a new party and new game and go again.Sigh so much for my perfect dwarven party well at least for first try
     
  15. Ausdoerrt

    Ausdoerrt Veteran Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Well, I've had that on occasion. It's certainly not game-breaking unless you depend heavily on the secret doors, so you can still finish the game if you want to ;)
     
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