It looks real good with all the improvements. I'm a little bit worried about game stabillity getting slightliy worse. And, more important, with all the improvements for players I'm afraid that the only real big problem of the game, missing balance, will still increase.
This project was designed to improve both stability and functionality of the ToEE engine itself, it adds fixes to certain bugs still present in ToEE, it adds additional feats for the standard game (1 - 10) and higher (11 - 20) level characters, but does not add new content. It can be applied to the unmodded game with official patch 2, to Co8 modpack 8.1.0 and Co8 8.1.0 NC (New Content). In terms of balance, there should be minimal impact in balance from any of these mods, including the NC version, as the overwhelming majority of the new content is only accessible after the original content has been completed.
Thanks for your answer. As for stability, sounds good, bur for the aspect of balance I have a slightly different point of view. Don't get me wrong I love every bit of additional content in the NC version but balance wise even the slight additions (Welkwood Bog and Book of heroes) till Zuggy throw's the game slightly off-balance. If you postpone the two quests after Zuggy I think they become too easy. And after Zuggy content in general (except for a few fights like slavers) is too easy for high level groups. So for me it's rather a matter of how to restricht my group for not becoming too powerful. That's why I'm not sure to use your improvements although they probably will give the game even more fidelity to the original modul.
No-one is forcing you to do Welkwood bog and the Arena mods, if you don't want to. You could play ToEE with just patch 2 and Temple+ but that would also rob you of a vast array of other Co8 fixes.
You don't know what you are talking about. My uncontrollable lust for any additional content concerning this best game of all times is far beyond my ability to resist. So don't tell an addict no one forces him if the drug is right in front of him
I guess this means I can do a playthrough with a barbarian to get access to the new high level stuff while waiting for the monk update.
Typical Sirchet remark::thumbsup: I could read any one of your posts without laughing....I just don't fell like it.
Good news, I've just added the monk feats Empty Body and Perfect Self. Diamond Body and Diamond Soul were already implemented by Moebius, so that leaves Abundant Step and Quivering Palm - will probably do those next weekend. Other than that, it seems like the folks at Co8 are not interested in producing doing a combined modpack - oh well.
Hi Sitra Are the updates implented in an ongoing game or do i need to start over like you do with co8 updates?
You don't need to start over. What's more, the auto-update inside the game will already fetch the update for you, automatically
I should give Temple+ a run through with fresh 1st level characters, I did add temple+ to my Co8 8.1.0 NC install with my current party and had some CTD issues, mostly with Ogre Shamen in Temple level 3, and a reproducible CTD upon entering the Bazaar of the Bizarre which obviously irritated me no end.
Nice. With Monks being able to be at full power now, how strong do you think they compare to other combat classes? I hope that you will still make Temple+ with compatibility in mind at least, I wouldn't want to have to give up one or another mod in favor of the other. Edit: As far as new content goes, are there any plans or ability to do the following? -More new races in character creation -More elements in crafting and abilities to craft onto items. I for one would love acid/sonic damage being craftable, and I don't see why it shouldn't be, considering acid and sonic are elements in resist energy.