[PCGAME] The Temple of Elemental Evil

I agree. Actually, I'm kinda disappointed they didn't overlay a grid. They said they didn't because the computer can calculate true distances easily, but I'd like a grid because it would give a better sense of distance for the player.

Oh well, I'm still impressed so far.

And yea, if it comes out on time, I'll be shocked. At least they didn't say "it will be done when it's done..."

They said that about Team Fortress 2 as well. Almost what? 5 years ago? Still havn't seen it, and likely want this year.
 

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yeah other than FFT tactics I haven't played turn based combat since the old gold box games. I liked it in FFT but I'm not sure about it in a 3e game, but I'm fairly optomisitc I'll like it better than real time.
 

Heya:

I, too, loved FFT. I'd heard there might be a sequel eventually.

I think free movement (via no grids) can be done well in a turn-based game. What I'd like (and what I'm hoping for) is some kind of stretch control when moving a character: you click the move button, and move your mouse on the screen, and a yellow stretchy line extends from the character to the mouse. It could have the distance/length of the line above the mouse cursor. The color of the line could reflect whether that distance was possible via a MEA or a double move or whathaveyou. Ooh, assuming character location is represented via a circle (to prevent two characters from occupying the same space), it would be nice if the endpoint of the stretchy line was also a circle, so you could completely control exactly where the character would wind up. Also, I think that uber FAQ mentioned waypoints in movement, so that would be nice, too. Lastly, a fainter "reach" circle around the endpoint location circle, to assist in making it easier to move to a spot between two mobs, but within reach of both would be nice.

I suspect I'm asking too much at this point. However, the uber FAQ seemed to imply something vaguely similar to the above applied for position AE spell effects, so maybe not. ;)

Take care,
Dreeble
 

The Troika developers hang out on the Greyhawk Inn boards and occasionally post there. It's about as close to the "official message boards" for teh game as it gets.

I'm hanging out there (different alias) trying to educate the masses on real D&D. Most of the folks there really don't have a clue about the rules (though there are 1 or 2).
 

Dreeble said:
Heya:

I, too, loved FFT. I'd heard there might be a sequel eventually.


A sequal is coming out for game boy advanced. I think I'm going to break down and get one soon, especially since the cooler new flip up screen model is now out.
 

Recent updates:

Q. In what development stage is the game in now?

A2. (T.C. - HomeLAN - 1/16) We have completed all of the dialogs and quests and most of the game's features, and we are entering QA this week. We are on schedule for a summer release.

Q. Will we be able to see our paths before we move in combat?

A2. (S.C. 2/26) We're still working it out, but currently when you hold down the mouse button, you see the path your character will take to get to the target. If you would incur any attacks of opportunity, they are displayed by a neat little icon, plus an arrow from the threatening monster. If you move the mouse before releasing the button, it's treated as an abort. I still have to color-code the path so you can tell if it's a five foot step, single move or double move.

Q. What kind of items can we make?

A. (S.M. 2/18) The following feats are implemented: Brew Potion, Craft Wand, Craft Rod, Scribe Scroll, Craft Wondrous Item, Craft Magic Arms and Armor. The kinds of potions, wands, and scrolls you can make with Brew Potion, Craft Wand, and Scribe Scroll come from a list that are is limited by your spell list (and the requirements to make specified item). Craft Rod and Wondrous Item comes from the list of rods and wondrous items that are implemented in the game. Craft Magic Arms and Armor allows you to add enhancements to existing masterwork or magical items. It is limited by the enhancements that are implemented for the game. The unique magic arms and armor are most likely not going to be craftable.

Q. Will the game be based on the old 3E rules or the new D&D 3.5E rules?

A2. (S.M. 2/26) At this time nobody can confirm nor deny anything. We're tricky like that.

[NOTE] Rumor has it that Troika usually sidesteps questions regarding the Druid. This is one of the classes that is being heavily modified in 3.5. Take from that what you will.

Can't wait for this one!
 
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every release makes me want this more. i love artificers, that's the thing I play 1st if given the choice, and for a 3e computer game to allow me to make magic items is what I've been wishing for, for so long.

And this release shows that it will be more than scrolls, like I feared.
 

Heya:

I'm more excited by the fact they're planning on color-coding the movement line. If he's willing to do that, it shouldn't be too much of a leap to allow for waypoints (which allows for true control of movement to avoid AoOs, etc.).

In terms of item creation, I'd be happy if it was possible to take my +2 Longsword and have my own character (provided he has the pre-reqs) add Flaming to it. However, this is only really significant if they can avoid the temptation to make the game a Monty Haul fest (ex: PoR2, which I admittedly enjoyed). Also, I hope they limit themselves when it comes to magic shops. Sure, have some, but with limited stock, so that all of the item creation feats become truly important.

In fact, I kind of hope they balance the difficulty of the game's combats on the more difficult side, to encourage the expenditure of limited resources (like potions). In most games (like the BG series), I hoarded potions, fearing to use them in _this_ tough fight for fear that _that_ tough fight would require 'em. Ya know?

It's sounding good. I'm glad that they don't appear to be promising the moon (which inevitablly leads to heartbreaking cutbacks, a la MoO3).

Take care,
Dreeble
 

Dreeble said:
Heya:
In fact, I kind of hope they balance the difficulty of the game's combats on the more difficult side, to encourage the expenditure of limited resources (like potions). In most games (like the BG series), I hoarded potions, fearing to use them in _this_ tough fight for fear that _that_ tough fight would require 'em. Ya know?

You'll probably like IronMan mode then:

One roll on stats. No re-rolls, no choice of where your points go.

The game controls saves -- it saves on entering an area, and picks up there when the game starts over -- so no more save/reload drills for the really hardcore. Just like PnP -- no saving; when you're dead, you're dead. If you've got magic, use it or you may die.

Now, I probably won't play in IronMan mode, but I am really looking forward to this game!
 

FAQ UPDATE HIGHLIGHTS

Q. What makes this game better than other PC DnD games?
A1. (T.C. 3/4) We are staying VERY close to D&D. No new rules because we decided to change things. We also have a very cool, multiple start, multiple path, multiple ending story

A2. (S.M. 3/4) It is important to point out that we are trying to make a faithful translation of pen and paper D&D to a CRPG with a non-linear story. I don't think any other games hold the pen and paper rules as important as we do.



Not a big update, but better than nothing. Can't wait.....
 

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