Volunteers needed - beta testing next Temple+ release

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

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  1. hammyh

    hammyh Established Member

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    I gave it a quick test. So far so good. Nice work.

    I first tested it a few times on the Moathouse frogs, with the longspear being grappled= everything works correctly: the close frogs are not attackable, only the frogs that are further than 5'. Once the grapple is broken, the reachman can then either 5' or move (which triggers AoOs) to allow for correct attack distance. In the image below: The northern reach (grappled) can only attack the highlighted frog. The active reach can not, unless he moves away.
    upload_2021-9-6_19-11-43.png
    This image shows a safer approach:
    upload_2021-9-6_19-13-57.png



    I was trying to think where enemies have reach weapons: Emridy Meadows skeletons and Moathouse Lareth fight guards are the only 2 that I can think of within the regular Temple range . I'll give those a few reruns soon.

    _______________________________________
    Imho, Whirlwind has so many pre-req feats and it's not so powerful late game --- so I don't see this as a big issue, if it is the case.
     
    Last edited: Sep 7, 2021
  2. hammyh

    hammyh Established Member

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    This may still be the case. I tested normal weapons on the frogs, but it was mostly with charging.

    In this later fight, both the enlarged (sword) and normal melee weapons seem to have distance issues. I suspect the Ogres might have seen the same issues as I'm seeing with the enlarged swordsman. The enlarged swordsman can't attack adjacent and here's a few screenshots of the issues with distances of a normal melee weapon:
    upload_2021-9-6_21-2-14.png upload_2021-9-6_21-2-54.png
    In the first image it says the targets are too far. In the second, after a 5' move...this target is also too out of reach. (warhammer weapon). But it seems the problem is that I'm too close.
    So I suspect that melee weapons also have an invisible donut now.


    Seems to be. It is adding cover, when attacking directly through a creature.
     
    Last edited: Sep 7, 2021
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  3. Sitra Achara

    Sitra Achara Senior Member

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    Unfortunately the crash dump/log aren't enough to pinpoint the problem. Can you post the save + reproduction steps?
     
  4. Sitra Achara

    Sitra Achara Senior Member

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    Thanks, should be fixed now.
     
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  5. Pygmy

    Pygmy Established Member Supporter

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    I've just watched a Fire Temple bugbear take repeated 5' steps back so it can use its polearm as my sword and board dwarf kept closing (3052) I love it!
     
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  6. Sitra Achara

    Sitra Achara Senior Member

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    Glad to hear the AI can handle it after all. I think the infrastructure was just general enough in the first place.
     
  7. Shiningted

    Shiningted I want my goat back Administrator

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    That does sound awesome. Well done Sitra.

    Now you just need to provide THIS guy.
     
  8. dolio

    dolio Established Member Supporter

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    I think the double AoO is missing for that guy, right? The engine only does one AoO per opponent per movement, rather than checking for AoO every time you move out of a threatened 'square'. It's probably not entirely clear what that should mean in ToEE.

    Implementing that properly might be another AI problem, because it loves to run through (unreasonably) small gaps in your front line where your folks would be getting like 3 AoOs even without reach. Although if the AI could properly avoid that, it might allow the front line to actually block opponents correctly.

    Edit: you don't actually need the spiked chain for that effect, either. Any large opponent with a reach weapon would get two AoOs before you could get close enough to hit them, because you're moving out of two threatened squares. They just couldn't hit you once you got next to them.
     
    Last edited: Sep 7, 2021
  9. hammyh

    hammyh Established Member

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    I couldn't resist rerunning that last battle with 3052 and everything worked as expected. Ogres had full range, enlarged melee had full range, normal melee full range, reach weapons donut, and cover was added to reach and enlarged melee through creatures. So good.
     
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  10. Sitra Achara

    Sitra Achara Senior Member

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    Pushed a fix for reach weapon users with Enlarge Person - the minimum distance was calculated incorrectly (too large).

    Also along the way I found another funny bug/exploit:
    Scather15ftReach.jpg

    I.e. the reach is determined by the main weapon, so if an enlarged person dual wields a reach weapon + Scather, then Scather will now have 15' reach...
    The other part of this bug is that the answering property will apply to the main weapon rather than Scather.
     
  11. hammyh

    hammyh Established Member

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    Scather/Fragarach : considering the number of bugs, it may also good time to adjust the properties. I remembered that Dolio had started this discussion thread: https://co8.org/community/threads/idea-fix-fragarach-scather.13222/

    I'll use that save to try to establish a consistent crash sequence, and then get back to you if I can find the pattern.
    __________________________________________________________________________________________________

    A few more bugs/issues:
    • It seems there is an extra control limit of 10 creatures (summons + controlled undead + animal companion + ?other stuff). The number is fine, but when you go over this number, any summons cast will fail without any notification in log or screen. If possible, it would be good to have a text notifying that the summon limit has been reached...or something like that.
    • Druid wildshape form Dire Lizard is available at lvl5. It should be lvl 9.
    • Flasks of oil, bottle of acid, etc = unarmed strike damage (physical) but no elemental. They disappear correctly now, though. I tested these on the Yellow Mold (dr /15, but no fire or acid resistance). <--Edit: corrected the monster type.
    • Weak creatures can do no damage. Should it not be minimum of 1? Stirges, kolbolds, etc.
    • Very minor: Bard inspiration is a morale effect, but it works for undead.
     
    Last edited: Sep 9, 2021
  12. hammyh

    hammyh Established Member

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    There are quite a few arcane/divine spells listed/described in the help file that are not currently available to wizard/sorc/cleric. Is this an oversight, or is it simply a comprehensive help file that has descriptions of future spell additions?
     
    Last edited: Sep 9, 2021
  13. Shiningted

    Shiningted I want my goat back Administrator

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    I can't find a mustard jelly (let alone an ooze with DR 15), can you confirm the critter?

    Otherwise the oil (4645) and acid (4647) both work against the Ochre Jelly in the Co8 mod (elemental damage not unarmed strike), so this sounds like a confirm for a Temple+ bug.
     
  14. Sitra Achara

    Sitra Achara Senior Member

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    Probably the latter - the Spell Compendium mod will have a staggered release due to its sheer mass.
     
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  15. hammyh

    hammyh Established Member

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    Ahh smh, it was a Yellow Mold..sorry. Here is a screenshot of the numbers from a hit by a thrown flask of oil:
    upload_2021-9-8_20-38-18.png
     
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