If it turns out that the twister is the version which 'fixed' clumping, we've just got to accept this kind of result. Hopefully, we'll learn that the twister being used is older than the fixed version which gives us some hope of plugging in a new version...
the RNG does seem a bit screwy but it goes both ways. last night i had my barbarian run into the middle of a room to confront a drow matriarch. all the other drow surrounded him. he ends up wiping them all out in one turn from repeated cleaving of everyone nearby.
It'd be a great way to motivate someone to play an evil based party. Right now there isn't much to cause evil characters to get excited about fighting the temple, and joining them would cut you out of alot of anti temple plots. I'm thinking that I'll go LE and be agents of the Horned Society, opposing the temple becaue they are a) chaotic, and b) part of Iuz' power play. That way the party will have the best of both worlds. Opposition from the temple, just like any good-aligned party, and being evil they will still clash with the forces of good. The forces of good do need a credible response to indiscriminate, or discriminate killing for that matter, instead of the "every man for himself against the evil bastards" approach that they take now. Now if only I could figure out how to make charm permanent, and console in some hobgoblins to charm for when I'm done with the "face" work and ready to get down with the combat. A four player party representing all of your basic classes. reinforced with a couple of liberated orc NPCs, and about four charmed hobgoblins should make for a Horned Society raiding party the temple will never forget. I wonder if it is possible to make a monster consoled in or encountered in the wild a recruitable NPC? Then I'd go with four PCs, and recruit as many as four hobgoblins, replacing casualties amongst them with liberated orcs. Now that sounds like fun!
@gaear: I thought this would have been easier for people to figure this one out. :blink: ***** SPOILER ***** Wanna know how to avoid the 'target low ac' monster types from bumrushing the wizard with a melee weapon? :yes: Place the wizard in a spot on the screen map [like in the corner of a room or at a wall] where a cleric, a rogue, and a bard [three characters of whatever class] from your adventuring party surround the wizard of which blocks access to melee weapon attack the wizard. The 'target low ac' monster types will not approach the wizard. They will, instead, engage someone else in your party. :thumbsup: In the past, I have found an adventuring party of seven PC/NPCs works best. Now isn't that glad tidings? :joy:
Sadly, this tactic assumes that your entire group will have superior initiative rolls and you will be free to maneuver about the map before your enemies get a turn. It also assumes that your enemies won't be greased down with KY jelly and able to thread the narrowest gap to get at your spellcasters through these would-be defenders. Lastly, it assumes that the RNG won't bestow forgiving rolls on the subsequent AoOs. All of these assumptions are pipe dreams - i.e. fantastic notions or vain hopes. :shrug:
I feel your pain Gaear. One of my least favorite things to have happen is when you go through a dorr, and the game spills your party into the room in positions not consistant with the formation that you've selected. It's very frustrating when your wizard or bard is put further into the room that the fighters, the dialogue leading to a fight starts, and the weaker character cannot even retreat behind the muscle because that area is blocked by the fighter, who can't get to the front because the wizard is in the way. Fortunately this tends to happen only in small rooms or rooms with restricted mobility due to furniture, such as the house in Nulb or the broken tower. In the trader's shop you could have the same problem, but at least there you can move your people about before initiating combat. In some wandering encounters the party will be facing a threat to the wizard and because the party is so bunched up he can't 5 foot step away from the threat due to another PC in the way.
the only thing ive found to help with your wizards and other party members from the back getting thrust to the front when you enter a room is to reverse the order before going in. most of the time this tends to put the fighters in the front and spell casters at the back when entering. this wont stop someone with barbarian rage from racing past all your front liners to take out a wizard anyway, there is no way to stop that if they beat you on inititive.
Two thoughts for evil characters who incur the wrath of forces of Good: 1) Being imprisoned by the combined forces of the militia, Burne's Badgers and whatever NPCs remain in Homlett need not necessarily result in the end of the game. For those in jail, a second chance could be offered, in the form of a side quest to 'atone' (this could be handled by dialogue, follwoed by teleport, as with the Verbobonc mod). This could be a really tough dungeon where parties - deprived of their usual gear - have to recover something relevant to the forces of good. By accomplishing the task, the party's rueputation would be changed to something slightly better, perhaps people would still refuse to trade, but other dialogue could happen. 2) I've never finished the game with an Evil party, but I've heard that the game ends without the big combat with Zuggtmoy, which is perfectly okay. Then, I wonder, why couldn't the game finish with a combat against good forces speedily dispatched to avoid Zuggtmoy's escape? You could have Prince Thrommel, a couple of High-level wizards (Burne?), a couple of high level clerics (Terjon, Canonnes Y'dey?) and elite soldiery meeting up with the party (and perhaps zuggtmoy?) as they exit the Temple... the outcome of this combat defines the endgame situation.... As the game (wrongfully) implies that it was the Co8 that imprisoned the demoness, it could just be that they had alarms set for when the great doors would be forced open, allowing them a very short time to muster some elite forces and attempt to stop the demoness' flight... No idea if any of this would be feasible mod-wise, though.
Now this is the coolest idea I've heard in a long time. It would satisfy the complaints of a lot of people who like to play evil alignments, plus it would be a great battle. It could basically include every in-the-loop good aligned NPC who isn't already dead. Let's think about this for a sec: Mages Burne - Hommlet's head mo-fo in charge, but is he too low level to give a 15 or so level party any trouble? The Circle of Eight? Clerics Terjon - High level badass. Calmert - High level badass. Cannoness Y-Dey - High level badass-ette. Fighter Types Otis - High level badass. Rufus - Hommlet's co-head mo-fo in charge, might be too low level as well. Elmo - low level again . . . Druids Jaroo - High level badass. Kella - Fairly high level, I think. Rogue Types Murfles - I think she's high level. Wonnilon Any other contenders? Setting - maybe the battle could take place outside the front door of the temple . . . or inside the front door? Imagine the satisfaction of knowing you completed your evil-aligned game by wiping out all that is good in the region . . . we could even add an end-slide to the effect that the party was now headed in the direction of Verbobonc. :evil: As usual, I could dig into dialogue possibilities here. Any modders care to weigh in on doability and/or interest?
Its doable, but I have been lax of late due to my health, and the health of my PC as well. Lots of new blood though so time will tell. I still have a Black Dragon and Kotb and some Verbo stuff for Allyx to catch up on. But I like this idea and if you don't mind waiting a bit....
I'm working on a similar idea for an extension to the assassination quests but with new characters created by non-modding members of the community. I'll have a chat with Ruf as my idea is well down the line too (behind the KotB character I promised Ted and eventually summoning up the desire to finish fixing Clearing the Moathouse) but I'd imagine that the two things are distinct enough to avoid being 'samey'.
I think it's a brilliant idea, and I well may be tempted to have a crack at it in a couple of weeks if no-one else more experienced at modding ToEE comes along wanting to do it. (that's pretty much just about anyone BTW ) The encounter should probably be for all party alignments, but if your Neutral or Good alignment (assuming you've not been very, very bad during the game making everyone hate you anyway) it would just be a congratulatory style dialogue before they all go back home. If you're evil though, they attack thinking you're joined the big bad and are just the start of the unleashing of evil!! :evil_laug
I really like this idea as well. BTW, speaking of 'inside the front door' of the temple, I have long been thinking of contributing a mod (it would be my very first -- and a long time in the coming if it happens) where a group of 8 or 9 high-level 'brigand assassins' (High-level (12+) rogues and multi-classed rogues) set up an ambush (a la broken tower) on the characters inside the top level of the temple (as a challenge for when the party hits roughly 10th level). The simple back-story being that this is revenge for killing a member's brother (the brigand leader in the first floor of the moat house). This way, they will be motivated for a fight regardless of party alignment -- hopefully providing a challenge for higher level parties. In fact, I did mod in most of of the NPC's in Co8 4.0 (although I had them as level 8+ intended for level 7 or so parties, but I think I'd like them to be higher level), but that's as far as I got. I think I'll need a hook to get the party to visit that level of the temple since often I stop going in and out that way once the broken tower is cleared. I was thinking of having the party encounter one of the NPC's at the burnt farmhouse location. They would pretend to be in distress -- claiming that their friend(s)/family member(s) were carried off into the temple by some horrible undead ctreature(s) or something like that. Anyway, just wondering if there's interest in something like this. If I can pull it off, then I'd feel qualified to maybe do more modding for ToEE or KotB. For now I'm enjoying playing with all the new changes in Co8 5.0.0 -- very cool. :thumbsup:
Gaer, if you want some good powerful mages, refer to the opening movie. If breaking the seal of the door that the Circle of Eight put into place to trap Zuggtmoy sets of some sort of magical alarm, then it wouldn't be at all out of the realm of possibility for those eight dimension doors to open again, and for the greatest spellcasters in Faerun to rain hell and havok on the temple's allies once more. Now that would be a battle!
Haha, my rogue was providing long-range support to my fighters against some greater temple bugbears, was doing 1hp each time (he did manage to hit them with every shot), this was with +1 arrows (dammit, meant to change those out). When he had used the last one of them, his mundane arrows (still hitting every shot :dance: ) did,suprise suprise, 1 hp every time. EDIT: was reading the posts on the rng problems and thought I was in that thread. I really should read all the way through a trhead before posting to it. Oh well, still damned interesting how this happens a lot.