Paladin's Cove beta release, and feedback

Discussion in 'General Modification' started by marc1967, Jul 6, 2024.

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  1. rojay

    rojay Member

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    Those wererats are tough when you meet them and it does not appear there are any silver weapons in the game at that point. I think Marc mentioned he might add some but at least on the release I played there wasn't that option.

    So the way I solve the problem is to make sure I have at least one or two characters who can reliably hit for enough damage to get through their DR - after, of course, I try to disable them with sleep, grease, charm, etc.

    There are a number of early encounters that challenge you like this but I found I could get past all of them if I strategized a bit. Good luck and keep asking questions. Somebody here probably knows the answer to anything you ask and I think we all love discussing this game.
     
  2. Basil the Timid

    Basil the Timid Dont Mention the War

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    Thanks for the help guys. I resolved the silver issue by changing all masterwork+ sickles to having the silver property (and finding a few NPCs). Only one was available at the market, so that's what I'm going with. I chose the sickle because I have this vague memory of something about druids using a silver sickle to cut a mistletoe in 1.0 PHB.

    I also have a vague, and thus, more annoying memories of shocking grasp having been fixed. I can't find it in my tpgames directory, but 3.0 rules for 1d8+caster level is really lame. And Burning Hands doesn't fit into the Evoker extra spell slot. I also seem to remember that my past arcane casters were using masterwork bucklers without penalties to hit, whereas playing this module the ACP of -1 is applied on To Hit and not offset by the masterwork quality. Hmmm! Can a younger person help set me straight
     
    Last edited: Jan 10, 2026 at 5:22 PM
  3. Kriegdoom

    Kriegdoom Established Member Supporter

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    I know Marc is aware of the silver weapon issue and has stated he has added an opportunity to acquire a silver weapon before this encounter. I believe it is already in the fixed version but that has been delayed.

    Meanwhile, both Magic Missile and Inflict Light Wounds works on the wererats. I have two clerics and two magic users so not an issue for my party.

    As an aside: wonder if there is a mechanism in the game to add "+x vs. lycanthropes" to crafting?
     
  4. dolio

    dolio Established Member Supporter

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    The game has bane weapons, and you could probably set them to affect shapechangers (which is incorrectly a monster type, rather than a subtype). I haven't tried them out to see whether or not they work, though.

    They're not enabled in the crafting menu, even in Temple+, (I assume) because you'd need one crafting entry for each monster category. So, there'd probably be as many or more bane entries as every other weapon modifier.
     
  5. Kriegdoom

    Kriegdoom Established Member Supporter

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    "so you're saying ... there's a chance?"

    just asking out of ignorance. the use case would be pretty limited.
     
  6. dolio

    dolio Established Member Supporter

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    It would probably make more sense to put a shapeshifter bane weapon in the module than to enable all the bane crafting. I guess you could just allow the shapeshifter bane weapon crafting. But it'd be a little weird to have only that one option.

    I'm not sure how much better that'd be than adding silver weapons, either. Depends on the DR, I guess. Bane is 2d6+2 extra damage, but it doesn't bypass DR on its own.
     
  7. Shiningted

    Shiningted The Thunder of Justice Administrator

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    Alchemical silver is a good idea, for memory I tired it but probably worth trying again.
     
  8. Nightcanon

    Nightcanon Garrulous Halfling

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    Okay, so I've now made it to the end of chapter 2, and still hugely impressed by the quality. I've come across a couple of issues which I think are core TOEE things: my bard seems to be permantly invisible, which is a bit annoying since she's the party face and various townsfolk now can't interact with her. Particularly annoying since she wasn't the intended target of the spell, and casting it on the wrong person almost got the rogue killed. I'm also finding that I can't cast Haste effectively because 'this spell is already in effect', which it most definitely isn't. I will try using the console to apply the Jaroo fix of kill/resurrect/heal/reset XP.
    I've also run into an issue with multiple CTDs at the end of fights with certain spells in effect, in certain locations.
    Otherwise, the story is shaping up nicely. I do hope that there is an option for a conclusion in which a certain proto-fascist is made to realise that there is in fact a ready-made replacement Guild Council able to step in to replace him...
     
  9. sigofmugmort

    sigofmugmort Established Member Supporter

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    How do you find the cat???
     
  10. Kriegdoom

    Kriegdoom Established Member Supporter

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    Try not to overthink it. It's the obvious place.
     
  11. Kriegdoom

    Kriegdoom Established Member Supporter

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    CTDs seem to be related to certain area spells, perhaps in tandem with certain protection spells. Stay away from Globe of Minor Invulnerability for sure. Stinking Cloud and/or Web seem to trigger, especially with multiple castings.
    Right now Im stuck in a fight where the game CTDs every time a certain enemy's turn comes. Im doing experiments to see how to get through but so far eight or ten tries have ended in CTD.
     
  12. rojay

    rojay Member

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    The answer is in this thread, I *think* I remember how to do it but I'm not 100% sure and I don't want to lead you astray with my spotty memory.
     
  13. sigofmugmort

    sigofmugmort Established Member Supporter

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    Thanks all, I had missed the third well, so i finally got rid of the fish I had been carrying:confused::rolleyes:.

    The combat CTD seems to occur for me when a certain leader type is too far of-screen . I try loading a unique earlier save and approach differently.

    I am also having trouble with certain opponents getting infinite AoA's when invisible(mostly a certain Bone Devil)

    Mainly, I hope the author can finish this mod and it does NOT become a Memorial.
     
  14. Kriegdoom

    Kriegdoom Established Member Supporter

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    The AoA problem is fixed in the Beta, although Marc has not released it. It has to do with a glitch in Improved Invisibility. I believe he simply removed Greater Invisibility from the script for all monsters including the bone devil.

    Last we heard from Marc, he had fixed the majority of these issues and was doing final playthrough.
     
  15. Nightcanon

    Nightcanon Garrulous Halfling

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    Hello all, and a New Year to everyone.

    I managed to make some significant progress over Christmas, such that I think I'm about as far in as I have seen anyone comment about. Big spoiler ahead to avoid too much info for those who haven't got into Chapter 3 yet; contains information on how I got round some CTDs, and to do with collecting sets of keys. Also a request for information if anyone is beyond where I am at this point.

    I got beyond the beholders and found myself teleported by and Ancient Egyptian-flavoured ghost to the original temple, some time after the original adventure. Some really nice touches about Terjon having gone a bit vindictive on the people of Nulb, and a new faction planning to set up the Temple again, allegedly for good purposes. I'm paying lip-service to this idea and pretemding to play along, but my current goal is to destroy the elemental gems as requested by the ghost.
    I managed to obtain all 3 keys (gold, silver, brass). Bit of an issue at first because my party leader had a full inventory when she spoke to the holder of the silver key, which meant that although I got the 'I did your quest'/'thanks, here is my key as promised' type dialogue, the key didn't go into my inventory, which I only discovered after fighting the owners of the other two keys and finding that the silver key wasn't available to me. This was a bit of a pain, since the fight in the former brigands' tower was very crashy with any spells that I tried to deploy against the Dwarves while the Sound Bursted me into submission. I believe that there may be a dialogue option that allows you to get both remaining keys, though it means (1) making alliances with baddies and (2) missing out on harvesting said baddies for their XP, and thus I provoked Scorpp and his band into attacking me.
    Anyhow, I found my way into level 1 of the Old Temple. It appears that the enemies that attack you as you arrive on the level are randomly chosen from mobs that are found there- first time I went down as a sneak peak at the end of a session and was facing a TPK from a bunch of Dread Wraiths, Greater Shadows and a massive undead snake with spell-resistance and various other nasties (Nightcrawler?) which looked awesome. As I say, this was a quick look before ending a session to see what I had won by fighting about a dozen iterations of the Tower fight past CTD issues, so the next session I healed up and rested before going back down equipped to fight undead, only to be met with a Red Dragon and and Fire Giant and a Salamander or two. Fire Giant won initiative and one-shotted my wizard with a ridiculous critical, so I tried again with a more balanced load-out of spells and some protection for my squishies, and fought a different and less challenging band of undead (or perhaps being fully-rested rather than at about half-resources was the thing- didn't see the snake thing again, though). There are some really nice varied fights on this level, including a load of dragons. Some of the triggering seems a bit variable- when I first visited the old ghoul/ghast room in the top left corner past Wonnilon's old hiding place, I triggered a load of gnome rogues, a wererat or two, and some rogue spellcasters, and then midway through a Lich turned up with some other large undead, on top of the gnome combat. This was after multiple CTD issues fighting the gnomes and the wererat, which was invisible and seemed to being deliberately abusing the Invisibilty/ endless Attacks of Opportunity glitch. When I tried again (multiple attempts to find a spell combo that didn't result is a CTD), the undead part of this fight wasn't there, and didn't spawn until I when back to the room searching for keys later on.
    I've subsequently fought and killed everything else I can find on this level. Again, some issues with certain favourite spell combos and crashes, but in the end I found out that once you have level 7 Summon Nature's Ally/ Summon Monster slots available, you can outsource fighting if Stinking Cloud, Cloudkill and Fireball are causing CTDs.
    I turns out that I can't destroy the gems on the altars as expected (or at least, not the Earth Gem in the Earth Temple) but have to go deeper into the Old Temple. One of the 3 Old Dragons subsequently fought had a sapphire key, necessary but not sufficient to open a further set of locked doors and descend to level 2 and beyond. Unfortunately, neither of the other Old Dragons has a key. I've since searched the whole level, in person and using CLairaudience/ Clairvoyance, and not found anymore jewels keys. I have found some items that metagame knowledge suggests are important: wooden stakes, iron spikes, coils of copper wire. I can't help thinking that at somepoint I'll be creating a rudimentary electrical circuit to do something, but not sure what or where. Meanwhile, I've looked everywhere and can't find the other keys. The one monster that I have encountered on level 1 that I haven't yet seen in my 'current timeline' is the undead snake thing, but I can't find it if it is here. The 'Egyptian' ghost is still around with dialogue options marked something like "test: give 3 keys", but I assume that this refers to the gold, silver and brass keys not the Emerald, Sapphire and Diamond/ Ruby/ whatever. I'm now at a bit of a loss, unable to progress further. Has anyone found gemstone keys on Level 1 or nearby? The ghost will take me back to Pal Cove if I request, and since I hold one of 3 keys needed to progress further into the temple, if I leave with it, no one else will be able to get any further so I will stymie the new cultists 'in real life' as it were, but I can't help thinking that the game expects me to go further.
     
    Last edited: Jan 8, 2026 at 5:01 PM
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