The 5.0.0 beta 1 Thread

Discussion in 'General Modification' started by Agetian, May 8, 2006.

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  1. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: Co8 5.0.0 beta 1 thread

    Currently, it is imposible to make NPC's, monsters and item's use metamagic enhanced spells.
     
  2. Kalshane

    Kalshane Local Rules Geek

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    Re: Co8 5.0.0 beta 1 thread

    Did it let you select skills for it? The manual says that they've changed it to give +2 across the board to skills selected because of the way the ToEE engine handles Take 10 and Take 20.

    These are well-known problems and stem from the fact that the game was only designed to go up to 10th level. To fix them is beyond the current capabilities of the modding team as they require temple.dll hacking.
     
  3. haywood

    haywood Member

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    Re: Co8 5.0.0 beta 1 thread

    >Did it let you select skills for it?

    No. I couldn't left click and drag Skill Mastery because it was greyed out, even though my rogue reached level 10. I could right-click as is often possible with greyed-out feats. That might be why it didn't let me select skills for it.

    BTW, when you level up, feats you've already learned are often greyed-out, but you can usually right click on them anyway, thus wasting your new feat.

    I don't have a manual so thanks for the info about the +2 skill bonus this is supposed to give.
    P.S. I'm now convinced that Kalshane is right about CL not usually being a requirement for crafting.
     
    Last edited: May 23, 2006
  4. Kalshane

    Kalshane Local Rules Geek

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    Re: Co8 5.0.0 beta 1 thread

    Fun. Never tried that. ToEE certainly has its quirks.

    I've never taken any of the other Rogue abilities beyond Crippling Strike (and apparently no one else has either). Sad that most of them don't work. Though I could have sworn my Rogue has done 2 points of Strength damage in the past. I'll have to load up a Co8 4.0 game and take a look.

    Bugs:

    To clarify by statement about the gnolls and factioning last night, when I went back through (I guess the CTD was good for something) I realized it's only a small number of Gnolls in the SW room by the bone room. The other gnolls in that room and the gnolls in the NE room get along with the other monsters fine. In fact, it was both gnolls and bugbears that were beating on the odd gnolls out in the SW room.

    Also, I've noticed that since I've been to Verbebonc loading a saved game takes about 30 seconds, where prior to that it only took a handful of seconds.
     
  5. haywood

    haywood Member

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    Re: Co8 5.0.0 beta 1 thread

    >I've never taken any of the other Rogue abilities beyond Crippling Strike (and apparently no one else has either).

    I took Improved Evasion, which I verified as working. Skill Mastery and Opportunist are broken. I tested Crippling Strike on my teammate PC's and it only does 1 pt of Str damage. I didn't test Slippery Mind.
     
  6. krunch

    krunch moving on in life

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    Re: Co8 5.0.0 beta 1 thread

    ********** SPOILER **********





    Someone needs to check the air temple. Monsters running through the corridor get stuck at the secret door of the air priest room when those monsters from the other room leave their room, running to join the fight.

    [EDIT] When they get stuck near that door, the problem results in the game being stuck on their turn during combat and you have to CTRL+ALT+DEL to end the game and start over at a previous game save.

    [EDIT] I've gone through this long fight three times, and each time a monster from the other room running to join the fight causes the game to get stuck during combat and it's a must to CTRL+ALT+DEL.
     
    Last edited: May 24, 2006
  7. Lord_Spike

    Lord_Spike Senior Member Veteran

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    Re: Co8 5.0.0 beta 1 thread

    Sure, this probably needs fixed; but just in case it's beyond the skills/capabilities of the resident brain-trust, you could try a few work-arounds, namely:

    1. Open the door before they get to it;
    2. Grease the floor so they can't get to it;
    3. Web or Entangle them so they can't move;

    or

    4. Fireball the Bastards!

    :flamed:
     
  8. pippetta

    pippetta Member

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    Re: Co8 5.0.0 beta 1 thread

    OT; why u re not courrently able to hack temple.dll? u once were... weren't u?
     
  9. rufnredde

    rufnredde Established Member Veteran

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    Re: Co8 5.0.0 beta 1 thread

    There are currently no modders that are capable of temple.dll hacks, or if they have the skills they may not have the time to do it. Most people here have day jobs and other responsibilities.

    The people who did those hacks no longer frequent this forum. If anyone who reads this is capable and has the time and inclination to help with this, it would be greatly appreciated.
     
  10. Agetian

    Agetian Attorney General Administrator

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    Re: Co8 5.0.0 beta 1 thread

    Yup, I agree with rufnredde on the point that this task requires much time. I could have taken the task (I actually worked with temple.dll when I outlined various file formats for ToEE), but unfortunately I'm incredibly low on time at the moment to do any serious modding (can't even keep up with the modding tools :( )...

    Previous modders who made dll hacks have mysteriously disappeared, either lost interest in modding and/or the game, or just got lost in the flow of real life problems (and it's very much understandable). If anyone has any word from either moebius2778, Drifter, or bradinwri (did I forget anyone here?), or knows how to contact them, you're welcome to try and get these guys back to their work at the Circle of Eight.. :)

    - Agetian
     
  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: Co8 5.0.0 beta 1 thread

    D'oh, I just realised I used the same flag for different things (thanks to rufnredde for documenting the global flags), this has now been fixed and bundled in with the merchant fix because Cerulean didn't update the cumulative patch with that yet either. :poke:

    [EDIT by Cerulean the Blue] This is included in the Cumulative Fixes.
     

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    Last edited by a moderator: May 28, 2006
  12. Kalshane

    Kalshane Local Rules Geek

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    Re: Co8 5.0.0 beta 1 thread

    I'm starting to wonder if the AI has been changed for missle characters, perhaps one of the AIs in strategy.tab. I'm noticing a lot of missile weilding NPCs dropping their missile weapons in favor of hand weapons as soon as PCs are within charging range or they take damage. The Scarlet Brotherhood nephews all eschewed their crossbows in favor of their clubs and during the gigundo bugbear battle on Temple level 2, the bugbear archers switched to their morningstars as soon as the PCs got in movement range or I tagged them with a spell. In the past they've only switched to melee when they can no longer 5' step away and use their bows safely.
     
  13. Kalshane

    Kalshane Local Rules Geek

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    Re: Co8 5.0.0 beta 1 thread

    So when does the Moathouse respawn happen? I've cleared the 1st and 3rd levels of the Temple, killed 3 of the 4 high priests, done everything I can figure out how to do in Verbebonc and am currently sitting at 11th level. I just dropped by the moathouse and no new baddies. Talking to assorted NPCs hasn't resulted in any new dialogue about it. Am I missing something?
     
  14. rufnredde

    rufnredde Established Member Veteran

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    Re: Co8 5.0.0 beta 1 thread

    Okay Krunch here is what I have found so far.

    When they go from scout point to scout point they do indeed stop in the corridor in front of the secret door to the air priest room. This caused a pile up of sorts, Bugbear blocking the way every other monster stopped behind him, couldn't go through him.

    Although it slowed my fps rate way down it was no worse for me than the fire temple and all the animations there. My computer did not lock up it just slowed way down due to all the different animations running at once. I don't have an extremely fast computer and my graphics card is built onto the motherboard on this machine.

    I will run through it again from the last save and see if I can cause a lock up. It does seem like a strange place to stop but it did bring all the monsters in the other room into the combat. Lucky for me they couldn't get to me because they were blocking the way, hehe I cut through each one in my own time.

    Edit: Okay I've tried it again still no lockup monster was a different breed this time but the same results for me. Is anyone reading this having the same problem as Krunch or is anyone else willing to run a test on this room. Brother Legionaires help me out here.
     
    Last edited: May 24, 2006
  15. jackhayes11@msn.com

    jackhayes11@msn.com Patrick O'Hea

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    Re: Co8 5.0.0 beta 1 thread

    Well--I have successfully run through the complete 5.0.0beta with two different parties. I am not certain why (I have continuously updated with the "fixes"), but Heal spells and potions/scrolls were not working after I completed the Terjon-Jakk quest (healing the brother). I did not actually check to see or use said "Heal"-ings until the 4th level of the Temple, but all I would get once I did try was the sound byte and some flashing colors. But no actual healing... Any suggestions??
    A new issue that has popped up--and perhaps I have missed this one somewhere in this thread--but I am having massive problems with CDTs if I use a 6-PC party once I get to Hommlet. I seem to be able to do my buying with the Jade Empress and kill a thief or related teasers, but once I reach the town, the moment I try to enter a building or talk to anyone other than Kent I get a crash. Very frustrating! :sadblinky
    Again--any suggestions?? I have already completely wiped the game and reloaded from scratch twice, but seems to make no difference.
    Regardless--the new Co8 5.0.0 is great!
    J
     
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