Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread

Discussion in 'The Temple of Elemental Evil' started by UncleBuck, Dec 2, 2011.

Remove all ads!
  1. sirchet

    sirchet Force for Goodness Moderator Supporter

    Joined:
    Dec 6, 2003
    Messages:
    3,721
    Likes Received:
    49
    Did you exit the moathouse and re-enter?

    I believe it uses a heartbeat script to spawn the werewolves and such.
     
  2. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,038
    Likes Received:
    42
    The will-o-wisps are known and will be fixed (related to map number switch, but why would you care - doesn't everyone hate those things? ;)), and the respawn won't happen until you kill everything, ticks included.
     
  3. sirchet

    sirchet Force for Goodness Moderator Supporter

    Joined:
    Dec 6, 2003
    Messages:
    3,721
    Likes Received:
    49
    I love the will-o-wisps ...

    What better way to test if your fighter is cross-eyed or just can't hit anything.

    They have an armor class of what 1000! :p
     
  4. chano

    chano Established Member

    Joined:
    Dec 20, 2006
    Messages:
    408
    Likes Received:
    0
    When entering city hall from the square and the leaving by the same door i was teleported to hommlet.
    Playing 7.3.1 ,, found some other bugs but will replay with latest fix instead of reporting bugs on an old version
     
  5. nyarlathotep

    nyarlathotep Merry Murder Maniac

    Joined:
    Feb 4, 2008
    Messages:
    355
    Likes Received:
    0
    Well, I have an idea to tackle a well known problem... the nodes. Especially the scrolling in the nodes.

    As we all are well aware, once you scroll into unknown (still blacked out) territory, it happens quite a lot that the game hangs for a while. Sometimes short - but most often long.
    As it is possible for you guys to open up the map (as you did with Hommlet), shouldn't it be possible to do the same with the nodes?

    Now I know - I hear you guys shouting about the surprises & stuff, one shouldn't know what's in the nodes etc...- but here's the solution: put an elementally linked party at the entrance point for the node. Defeat it, and the node becomes "unhidden".
    Other places are possible too, offcourse - whatever seems like the best solution.

    A map of the node should be in the inventory of their leader, a bit like the note you made for the Witch guarded by Drow (Moathouse respawn), to give the logical explanation.

    Offcourse, this solution would only be in the NC patch to do the testing - and most of the NC players know the nodes by heart anyway, so it wouldn't spoil the fun too much.

    Now, as for those "Defenders of Strategic Knowledge" I also have a few suggestions - and part of it something which I do not know if it is possible, because it would be a strategy of fight a bug with a bug. Though in this case, they would be Animal Familiar NPC's.

    I guess that they should be like Lvl 8-to-10 encounters, though I would leave that to your better judgement.

    * Air node DoSK:
    - 3 Harpies
    - 1 Owl ° Druid
    - 2 Hawk ° Fighter/Rogues (sneaking)
    - 1 Half-Elf Monk
    - 1 Human Bard (Leader)

    * Water Node DoSK:
    - 3 Really big Toads
    - 1 Viper ° Druid
    - 2 Lizard ° Barbarian /Rogues (Sneaking)
    - 1 Elf Ranger
    - 1 Halfling Sorceror (Leader)

    * Earth Node DoSK:
    - 3 rather big Spiders
    - 1 Raven ° Druid
    - 2 Rat ° Ranger/Rogues (sneaking)
    - 1 Orc Fighter/Barbarian
    - 1 Kobold Sorceror (Leader) - and if that's not possible, a Human Sorceror

    * Fire Node DoSK:
    - 3 Hellhounds
    - 1 Bat ° Druida
    - 1 Dwarf Fighter
    - 1 Elf Mage (Leader)

    The "°" stands for the Animal familiar NPC
    The Druids should especially be casters, with a preference for Magic Fang, Stoneskin or Animal Growth
    The Arcane casters should have to cast Improved Invisibility on at least 1 of the fighter-type Animal Familiar NPC's.

    This is offcourse just an idea...
     
  6. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,038
    Likes Received:
    42
    Coincidentally, we have just presumably 'fixed' that, or at least reduced it. The only reliable culprits that could be found after years of study by a long list of modders were mobs with certain particle effects. Internal testing has reliably showed favorable results as a result of disabling these particle effects, though strangely, regular users outside of these testing groups seem to often say that lag still exists. I suspect that definitions are muddying the waters though - a second or two of hesitation while scrolling is not lag as it has been traditionally known. Traditional lag is lockups lasting as long as a number of minutes, or even permanently.

    That wouldn't fix lag in the nodes. Is there any other reason to do it?
     
  7. sirchet

    sirchet Force for Goodness Moderator Supporter

    Joined:
    Dec 6, 2003
    Messages:
    3,721
    Likes Received:
    49
    Just finished a lag free romp through the nodes and had zero lag, even the fire node.

    I even noticed I was able to scroll along with my moving party, (usually a no no).

    To be exact, I did get a few hick ups, or hang ups, but none lasted more than a 1/4 second.
     
  8. Ranth

    Ranth Established Member

    Joined:
    Jan 26, 2008
    Messages:
    829
    Likes Received:
    1
    Just started 7.3.2, found two minor bugs.

    First, Mathel (the undead guy) does not suffer extra damage from silver weapons. I bought a silver mace for my cleric from the St. Cuthbert guy, it hit him, but did zero damage. I looked at the statistics and there was no bonus. Since Mathel takes damage from cure wounds, I figured he is undead enough to suffer from silver.

    Second, my party is neutral evil. I found Black Jay's ring somewhere at the Moat House but the dialogue options I had made me tell him that I found it in a bear in Emridy Meadows.

    Neither are big deals, but thought I should report.

    Otherwise, I am super excited to finally play a finished buy-free version of WotGS.
     
  9. sirchet

    sirchet Force for Goodness Moderator Supporter

    Joined:
    Dec 6, 2003
    Messages:
    3,721
    Likes Received:
    49
    You're not going to play the 7.3.3?
     
  10. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,038
    Likes Received:
    42
    Cool - let us know what you think, Ranth. :thumbsup:
     
  11. Ranth

    Ranth Established Member

    Joined:
    Jan 26, 2008
    Messages:
    829
    Likes Received:
    1
    I did install the 7.3.3 addon but when I loaded the game, it says 7.3.2 in the title screen. Is this an issue?
     
  12. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,038
    Likes Received:
    42
    No, that's normal (if unintentional).
     
  13. Ranth

    Ranth Established Member

    Joined:
    Jan 26, 2008
    Messages:
    829
    Likes Received:
    1
    I was fighting the bug-bears in the moathouse and noticed my fighter missing the toughest bugbear (with a one handed two-edged axe) a lot (10+ times) however when my cleric finally got close, he kept hitting him. I thought this was strange so I looked at the statistics and the bugbear had a 23 AC vs. my cleric (and when my wizard was shooting x-bolts at him) but a 27 AC when my fighter was trying to hit him with his sword. Has this ever been reported before? My fighter was enlarged with a longsword and shield if that matters. Trust me, it was the same monster.
     
  14. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,038
    Likes Received:
    42
    It was probably just some vagary of rules/conditions/etc. ... that's almost always what it is.
     
  15. General Ghoul

    General Ghoul Established Member

    Joined:
    Dec 18, 2008
    Messages:
    953
    Likes Received:
    6
    Ranth, you were large vs a medium, so the bugbear got a +4 to AC, just like halflings and gnomes have a bonus AC as a small. However, as an Enlarged character, your STR score should have gone up as well, and the melee bonus should have compensated for this. Did you happen to change weapons while enlarged?
     
Our Host!