Published version 0.91, see main thread for download and details. Simply override everything, it should work just fine. @FDR4PREZ - thank you Sir! Few words on other issues: #5) Ankheg does not attempt a ranged attack Indeed I have postponed this Extraordinary Ability for later during initial development. It's low priority though. Still I will address it sometime later. #6) Howler does not attempt quill attack. Actually it does, if you come up to him close enough. But currently we have left him not going out of this magic circle. I will expand his movement area. Low priority. Update PF info by @Sitra Achara - will do this in next beta release (along with @Shiningted 's fixes). #9) Hobgoblin archer in L2 sometimes approaches before firing. Yeah, he needs proper AI. Will address it sometime later. Low priority.
In the north, i found these issues: There is a misspelling of warerat - should be wererat when I enter this room from the south door, I can walk around for a bit before the bad guys appear, and then they appear in the middle of my party.
Dlg fixes for bugs 3 & 4, and some descrption mes files I didn't see in 0.90. (For Anatoliy, not configured for general consumption).
New Issue: At some point the West Road completely respawns - all enemies and all items, and all popup descriptions of the rooms as you enter them. I think this happens when the North Road becomes available. Now that the West Road respawned and my tanks are 5th level with good armor - I did this test with the howler. Maug said in his dialog that we should fight the howler with ranged weapons, but it will respond with quills. So I took that comment from him that the quills were a ranged attack. That is why my bug report stated that the quill range attack wasn't there. When I looked up howler on d20srd, it says that the quills are a melee attack. So I had my two tanks walk up to the howler and just stand there to see what happens. Often the howler doesn't take any action in the round, sometimes he makes one attack and sometimes he makes two attacks (so that must be the bite attack and the quill attack, correct?) But I am happy to confirm that the quills are being used in melee, and they are quite nasty. Poor guy was stuck with three quills stuck in him: based on the d20srd site, the howler is quite tough. I don't know if a party of 1st/2nd level characters should be able to take one out - unless is it killed by ranged attacks. So this quill issue can be closed, but I would recommend a change to Maug's dialog so that he doesn't imply that the quills are a ranged attack.
Well that is my bad, yeah, but I still think the intent is that the Howler can do something if you don't engage in melee. I tried melee the first time I saw him and he shredded my lvl 1 party pretty quickly. The idea is he is held back by the magic circle so if you shoot at him he responds in kind but can't use his more powerful melee attacks (unless you cross the circle). But I will rejig the Maug's dialogue as necessary.
If it is confined in the purple circle, even with an expanded limited area, then it is like shooting at a dog on a leash. But if you let it out of the circle, then it will decimate your party. Neither are particularly fun. But standing back and lobbing arrows and bullets at it until it is dead is rather pointless. That's just free 900-XP - which should be 0-XP because it wasn't a threat or challenge to you. If you let it out completely, then is a freely roaming howler killable with a 2nd level party? time to strategize
in a 3D world these two guys are technically on separate height levels and isn't that a wall between them, but they can still melee each other? Even if that is an open-air loft where they are sleeping (no walls around that area), you certainly can't walk that way due to the "height differences", so should they be able to be in melee with each other? I guess the goblin was trying to reach down to poke at the top of my dwarf's head, and my dwarf jumped up to cut off the goblin's legs when he kill it
Confirmed - it is AutoSave issue. DO NOT USE Auto Save! Mobs data that should have been stored into \modules\ToEE\Save\dSlotAuto\storage\*.json are missing, so it's bad, very bad. The mod will behave very strangely after such load.
Yes, you are right. By design it is supposed to be a puzzle, as red lines should have not been visible. But due to the lack of graphic designer in our tiny team I decided to skip it. I'm fine if someone else will paint it.
Yes, and I was considering it during initial design. Suitable workaround would be to insert wider invisible area, like 6 ft., to disallow 5 ft. reach (Balcony is 10 ft height). But Operating Rooms is too tiny, and Player's discomfort weights more.
Funny bugs like that are the heart and soul of ToEE. Like that stat dragging in character creation, that's too brilliant to be fixed.
Yup, the possibility of goblins leaning over the balcony and hitting you in the head should not be denied.