Regarding the aspect of experience overflow I always have the problem that no matter how restricted I start by reaching lvl 6 or 7 my group is overpowerd. Is there actually a cheat code for deducting experience points? So far I always kill my whole group at certain levels and restorate it with the help of the druid. I know in tmpl+ there is a way but I still can't convince myself to replace a well functioning module with somethimg that I don't know.
Right, but I can lower the XP lvl to a certain number with a code? Ok found it: partyxpset(X) Gives every member of your party X experience points. EXAMPLE: partyxpset(9386) will set the experience points of every member of your party to 9386. No does not work for me. I get the following text in the box Traceback (most recent call last): File "string" line1, in?
Whether you use the overflow option or not, restricting the maximum level will likely solve your frustration. By this I mean that you set a maximum level for any member for a certain location. For example, in one game I set a max of lvl 8 for the complete temple and level 10 for most of the Verbonc content (with varying restrictions along the way - moathouse lvl 3, etc.) However, this requires previous knowledge of the game areas to appropriately decide the restrictions. So it is meta-gamey. Perhaps a xp-reducer option could be created for temple+. I used such a reducer mod extensively in the BG series.
There's already an XP reducer option in T+. I don't know exactly how it works, but I think the note I read somewhere said it can actually progressively scale the XP reduction. So you get normal XP at low levels (when the game is still pretty tough) and reduced XP at higher levels.
Yes, that's true. rules/combat_vars.mes https://github.com/anatoliy-savchak.../modules/zmod_sgos_core/rules/combat_vars.mes @Oleg Ben Loleg, you can download the file into overrides/rules folder (create if needed) and modify the Experience multiplier to anything. Default was 0.7 I believe.
It should already be there in co8 (value was adjusted to 0.62 IIRC). I think what the Temple+ option does is effectively switch this value to a lower constant for levels 4 and onwards. You can do so manually by editing this file after you hit level 4. As I recall, even a seemingly drastic reduction tends to partially cancel out with the fact that you get more xp due to higher level-cr differentials.
Ofc, my bad. Afair, please correct me if I'm wrong, spiked chain and some other weapons(like guisarme, monk spade, etc) should be considered as "trip weapons" and shouldn't provoke AoO when trip attempts without Improved Trip feat.
No idea how much of this is implemented in ToEE, I've barely used the Spiked Chain. (Though I love giving them to opponents). I can confirm that tripping itself says
Not sure about monk spade, but this is generally implemented in Temple+: https://github.com/GrognardsFromHel...3fd394e4c400efe/TemplePlus/inventory.cpp#L654
Monk Spade You can make the argument either way but frankly I think the weapon is powerful enough. But then, very little of its utility makes it into ToEE.
About tripping weapon It's unfortunate, that PHB made this unclear statement about weapon melee touch attack, as it is a bit different. If you trip attack with a Whip or Chain you essentially wrap this chain around the victim and then try to trip it via strength tussle (opposed strength check). If you succeed - opponent is prone, if not opponent can try to trip you via the same chain, but you can drop the weapon instead of being tripped. @Sitra Achara posted the list of weapons, which can do the trick. And no other weapon can be used to Trip! That one is important. I believe this is what was meant by @Erhog. From tactical POV spending standard action for uncertain prone and eventual AOO, especially if you don't have a lot of allies to help often is not pragmatic decision. That is where Improved Trip chances the picture completely. First of all you get +4 bonus for the initial trip struggle. And second - you do all full attacks after successful tripping while the opponent is prone!
Only tripping with certain weapons is implemented—if you don't have one of those, you act like you're tripping unarmed, despite the animation. Dropping your weapon instead of getting counter-tripped is not implemented. One thing that is implemented, though, is that you can use trips in place of a standard attack. So on a full attack, you can make multiple trip attempts if you have multiple attacks. And Temple+ adds using an AoO to trip if you have Improved Trip. Double weapons are not implemented (although there are animations for them, so maybe they could be). Ergo, monk spades are not really implemented. There is a monk spade prototype (maybe just in Co8), but it's a completely different weapon. 2-handed 1d10 bludgeoning with 18-20/x2 critical hits. Whips are not implemented.
Yeah we added the various new monk weapons. (Cujo did, specifically). I mean when modding I like making monsters with spiked chains - they are a challenge. When playing, I rarely use them.