Volunteers needed - beta testing next Temple+ release

Discussion in 'General Modification' started by Sitra Achara, Oct 1, 2020.

Remove all ads!
Tags:
  1. Buffed Rabbit

    Buffed Rabbit Established Member

    Joined:
    Jun 11, 2021
    Messages:
    143
    Likes Received:
    31
    I am mostly meme-ing. It is a neutral change for me, as you can still alter your stats in a variety of different ways.
     
  2. Endarire

    Endarire Ronald Rynnwrathi

    Joined:
    Jan 7, 2004
    Messages:
    1,082
    Likes Received:
    156
    From a practical perspective, point buy does things better than the roll/point buy hybrid bug. Still, having it as a house rule is likely the best option.
     
  3. _doug_

    _doug_ Established Member

    Joined:
    Jul 9, 2009
    Messages:
    337
    Likes Received:
    168
    @dolio Made the change. I am cool with him adding an option to bring it back if he wants to do it.

     
  4. dolio

    dolio Established Member Supporter

    Joined:
    May 30, 2005
    Messages:
    514
    Likes Received:
    142
    You can just revert it if everyone wants. I don't know if it's worth making it a toggle.
     
  5. hammyh

    hammyh Established Member

    Joined:
    Apr 24, 2013
    Messages:
    344
    Likes Received:
    68
    Put in a house rule called "all original bugs" and then all those that love working the bug angles can use it.

    Make it all or nothing. It is the same in many games for this kind of protest.

    If things are that tedious, the console exists.

    _____

    I like fixes. So call me a grumpy old killjoy. Pages and pages of house rules to allow picking and choosing bugs seems counterproductive.
     
    Last edited: Jun 20, 2025
  6. _doug_

    _doug_ Established Member

    Joined:
    Jul 9, 2009
    Messages:
    337
    Likes Received:
    168
    Anyone find anything during the beta test? Thinking about ending the beta period before too long.
     
    Endarire and Buffed Rabbit like this.
  7. _doug_

    _doug_ Established Member

    Joined:
    Jul 9, 2009
    Messages:
    337
    Likes Received:
    168
    Released Temple+ v1.0.98: https://github.com/GrognardsFromHell/TemplePlus/releases/tag/v1.0.98

    Changelog:
    • Reworked armor check penalties to be more by the book, display correctly, and fix some incorrect bonuses on particular items
    • Fixed some odd behavior of racial penalties to already very low ability scores
    • Poison fixes
      • Delay Poison has been implemented properly on strict rules. It actually delays the poison effect until after the spell ends, rather than cancelling it.
      • Delay Poison removes Hezrou stench effects
      • Neutralize Poison duration corrected
      • Corrected Vrock spores ability to be more P&P accurate
      • Added an option to use poisons.json which will correct some poisons (e.g. the Moathouse snake has the wrong poison in vanilla)
    • Made Temple+ base classes able to get starting equipment, and added appropriate mes entries for some modules
    • Trip check now displays touch attack misses
    • Untrippable log text now correctly has a new line character in the combat log
    • Fixed a bug where enchanted ammo was applied to every attack with a throwable weapon
    • Fixed Uncanny Dodge and Blind-Fight not protecting you from sneak attacks in relevant situations
    • Fixed a bug that was skipping ammo usage for crossbows during full attacks
    • Corrected reloading cost for heavy crossbows under strict rules
    • Made slings require loading on strict rules
    • Made equipping a buckler not uncheck two weapon fighting toggle
    • Made wearing a buckler not use two-handed weapon animations when two-weapon fighting
    • Fixed a dialogue loop during the Zuggtmoy fight
    • Improved Ray of Clumsiness description
    • Non-core spells can be enabled/disabled by source book in the configurator
    • Skirmish damage now correctly applies to weaponlike spells
    • Fixed a crash that sometimes happened during startup
     
  8. zertzax

    zertzax Established Member

    Joined:
    Feb 23, 2023
    Messages:
    235
    Likes Received:
    43
    @Doug thanks for the new update. I'll give a try soon.
     
  9. Endarire

    Endarire Ronald Rynnwrathi

    Joined:
    Jan 7, 2004
    Messages:
    1,082
    Likes Received:
    156
    Thankee!

    By RAW, does neutralize poison make someone immune to poison for the duration?
     
  10. zertzax

    zertzax Established Member

    Joined:
    Feb 23, 2023
    Messages:
    235
    Likes Received:
    43
    per the srd
    Neutralize Poison
    Conjuration (Healing)
    Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature or object of up to 1 cu. ft./level touched
    Duration: 10 min./level
    Saving Throw: Will negates (harmless, object)
    Spell Resistance: Yes (harmless, object)
    You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.

    The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against poison effects applied to it during the length of the spell.

    This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option.
     
  11. Endarire

    Endarire Ronald Rynnwrathi

    Joined:
    Jan 7, 2004
    Messages:
    1,082
    Likes Received:
    156
    That's better than I originally thought. Thankee and alleluia!
     
    zertzax likes this.
  12. Basil the Timid

    Basil the Timid Dont Mention the War

    Joined:
    May 19, 2008
    Messages:
    1,155
    Likes Received:
    7
    Greetings again @Sitra Achara. Since the beta testing seems to be continuing for the time being, I thought I should report my findings here:
    1. The sickened condition seems to be affecting things like magic missile and sound burst
    2. I mentioned Ghoul Touch's particles in another post. They aren't centered on the target and, instead, follow the caster around until sleeping
    3. Chill Touch appeared to grant 5/5 for a 5th level Warmage, but it would not subtract after each attack.
    4. It seems that when using the new Temple+'s "FrontEnd" (for lack of a better word in my vocab) with module SGoS, the requests for max hp for monsters and PCs don't work. I don't know if it is a module thing or a Temple+ thing
     
    Last edited: Nov 2, 2025
  13. Mellonril

    Mellonril Member

    Joined:
    Apr 6, 2008
    Messages:
    24
    Likes Received:
    41
    From what I recall, SGoS enforces those settings through the mod scripts.
    Check startup_zmod.py for details.

    Code:
    def zmod_templeplus_config_apply():
        # import startup_zmod
        # startup_zmod.zmod_templeplus_config_apply()
        print("zmod_templeplus_config_apply")
        if ("config_set_string" in dir(tpdp)):
            tpdp.config_set_string("hpfornpchd", "average")
            tpdp.config_set_string("hponlevelup", "average")
     
  14. Basil the Timid

    Basil the Timid Dont Mention the War

    Joined:
    May 19, 2008
    Messages:
    1,155
    Likes Received:
    7
    I was guessing that was the case. I used the console to max hp my 5 person party (4.5 if you count the Scout), and the third dungeon is really dangerous without them having max hp. I wonder why @anatoliy would purposely limit player choices since he made the mod together with temple+. I hope he's well and returns to us soon.
     
  15. Basil the Timid

    Basil the Timid Dont Mention the War

    Joined:
    May 19, 2008
    Messages:
    1,155
    Likes Received:
    7
    A) What is the situation with Concentration checks? I don't think the continuous damage aspect was implemented properly; otherwise, I probably wouldn't have read how Acid Arrows take down the Balor.
    Concentration

    ...Injury
    If while trying to cast a spell you take damage, you must make a Concentration check (DC 10 + points of damage taken + the level of the spell you’re casting). If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).​
    1. So this means all readied magic missiles affect the casting, right? This is true in Co8 and Temple+ right?
    2. Do we have full round casting? I know Sleep is only a standard action

    If you are taking continuous damage half the damage is considered to take place while you are casting a spell. You must make a Concentration check (DC 10 + ½ the damage that the continuous source last dealt + the level of the spell you’re casting). If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you.​
    1. I don't remember Acid Arrow being this lame.

    Repeated damage does not count as continuous damage.​
    What is an example of repeated damage?

    B) Also, have any improvements been made to make Cure / Inflict spells require a touch attack? I think I remember the old discussion that it is possible, but the problem is that the game would also roll for touching allied characters and controlled undead. I remember when cast, move, touch was implemented, which was great!! Any new thoughts on this?
     
    Last edited: Jan 10, 2026 at 10:26 PM
Our Host!