Widen Spell Not getting much time to play^H^H^H^H test at present. However 1) I have tested spell slots with a Bard and it seems fine now. 2) Widen spell tested using web - when casting you get the extended radius displayed, however the animation and spell effect seems to be limited to the original radius. I'm not sure if the initial cast would catch people outside, but once the spell is established the radius of effect is limited to a normal web radius. 3) Problem with Flame strike - at casting you get a radius display, but only the 1st target in the radius gets damage - it's like it reverts to a target of 1... Cheers
re: Flame Strike Meh. Apparently I inserted that bug way back when I added the new monk feats. Real narrow scope - effected starting equipment and flame strike. I'm not terribly surprised that the create an area of effect spells ignore the Widen spell radius. Have to see if they're hard coded or if changing the radius in the rules file actually does something. Time to fire up a wizard with web. Anyways, updated temple.zip, I've also fixed the bug where the spell selected for the specialist wizard's special spell slot would move around.
Re: re: Flame Strike Is there a good spot to go to to get the update to the temple.dll file? Or can I just go grab it from any of the posts here? I guess what I really am asking is when you say you have updated something is there a site I can go to to get that update and know it is the most recent one?
temple.zip I just overwrite the old temple.zip each time I make some changes, so any of the links should work. So yeah, use http://www.jadri.com/temple.zip to get the latest version.
Re: temple.zip I figured as much since everytime I overwrite the file it seems to have the fix I'm looking for. thanks for the reply.
Multi Targeting problems Not tested this with the very latest Temple.dll, but I have seen a situation with Chain Lightening where, after selecting some targets and then maybe clicking on a target out of range I end up with the targeting at 14/10, or even 21/10. My son reports he has seen a similar problem with magic missiles once, though I couldn't reproduce it. It looks like one of the about targeting codes might be overwriting the new style targeting flag with an older style version? I'm trying to get a save where I can consistently reproduce this to investiage further.
re: I *think* I've seen this before. What happens is, sometimes if you target an illegal character with a multiple person effect spell, it'll select the person, seem to stick the green selected circle around them, and increase the counter, but what it'll really do internally is remove everyone from the targeting list. My own test case where I ... I don't know if I consistently reproduced this, because I wasn't aware it was a bug, was to cast "Greater Invisibility" on my monk, and then cast "Haste" on my wizard and my monk, at which point hitting the green button would cause all the targeting circles to disappear and it to tell me that I hadn't actually targeted anyone. In which case, this bug is really Not My Fault. On the plus side, I assume this means that you've gotten level six spells working?
I just noticed that the spell in my specialist wizard's bonus spell slot never 'expires' after being cast. (Infinite fireballs - woohoo!) On the other hand, it doesn't wander around the spell list any more. I'm using patch 3.0.4.2 and temple.zip (readme 19/10/04)
Thanks! I also just noticed that Spell Focus doesn't seem to work properly for my specialist (Evocation) wizard. I have SF in Evocation, Enchantment and Conjuration. DC for Fireball is 20, but DC for Deep Slumber is only 17, not 18.
re: Huh. I'm not seeing any problems on my end with either SF: Evocation or SF: Enchantment using either a specialist or non-specialist wizard.
Some other bugs Being short changed on some clerical spells... Spiritual Weapon should use you characters BAB+Wisdom bonus for its attack - it seems to use 1+Wisdom bonus. Divine Power doesn't grant the BAB increas to your character level, it just gives the +6 strength and the temporary hit points. Also another interesting effect - Paida is in my part, and got herself a fear effect - when I dispelled this it kicked the game back to her original encounter dialogue... disconcerting in the middle of fighting a Balor....
Moebius, I'm using Co8 3.0.4.2 and temple.zip (readme dated 19/10/04). My wizard has INT 18. I checked again and those are the DC's I'm getting. Web yields a DC of 16, +1 short (SF Conjuration) I gave my wizard GSF Enchantment and the DC for Slumber went from 17 to 18, +1 short. When I put GSF in Evocation, Fireball DC went to 21 (+2 for specialist), which is right. I tried my priest (who has SF Enchantment and WIS 18) with Hold Person (level 2) and that gave a DC of 17, which is right. I'm hoping that I haven't managed to hose my save games...
re: SF/GSF A couple things: 1. ...when did specialist wizards get a +2 DC to any spells? I've searched the PHB 3.5 non-extensively (I read the section on spell DCs and specialist wizards) and couldn't find anything like that. 2. What I'm seeing is that it's treating all the SF feats as being the same one - so instead of having SF Conjuration, SF Enchantment, SF Evocation, it treats your wizard as if he has SF Evocation * 3. (It's not that he actually has SF Evocation * 3, as looking at his feat list will show, it's just that it thinks he does.) Which explains why I didn't see it the first time 'round (only used one SF feat), and why your cleric isn't seeing the effect. Probably. 3. Can you check to see if you get the same DCs using the patch 2 DLL? I know where to fix this, but I'd like to see if this is in the original DLL or not. If it's not, then I've broken something else, and I need to keep looking. If it is, you might want to post in the bug list thread over on the Atari forums... assuming they were up. Yeah. But they'd probably like to know about the myriad number of other ways that SF/GSF are broken. And your save games should be fine - or at least, this isn't an indication of save game corruption. Edited because I can not spell to save my life.
*Blush!* Yes, I misread the manual; it's +2 to Spellcraft checks for the specialist school, not +2 to DC... I used the patch 2 DLL, and using my wiz with SF Conjuration, SF Enchantment, SF Evocation and GSF Evocation got the same DCs as before: no bonus for Conj or Ench, and +3 for Evoc (+3 for the 3 SFs and nothing for the broken GSF, I presume). Also, my cleric has only one SF feat, as you guessed. So your fix is good! I leveled up Spugnoir and gave him SF Ench, and then SF Conj. Sure enough, all the bonuses went to Ench. When I made my (human) wizard, I think I choose SF Evoc as the first feat, and SF Conj as the second starting feat. I'll post this at the Atari forums. Looking on the bright side, I now have highly effective fireballs!