Temple of Elemental Evil discussion thread (merged)

Dark Jezter said:
They were probably thinking "Geez, how stupid is it that you have to spend 100 gp to identify a potion using the Identify spell?"

I'm glad that read magic now allows you to identify potions, since the Craft (Alchemy) skill wasn't included in the game.

side note I think in 3.5 they changed I.D. potions to the spellcraft skill a DC 25 check. Craft alchemy just crafts things now, its other abilities seem to be gone. Though I'll freely admit I may have missed something since I don't have 3.5 down anywhere near the way I had 3.0 down.
 

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shard is completely correct!

Shard O'Glase said:
side note I think in 3.5 they changed I.D. potions to the spellcraft skill a DC 25 check. Craft alchemy just crafts things now, its other abilities seem to be gone. Though I'll freely admit I may have missed something since I don't have 3.5 down anywhere near the way I had 3.0 down.

I just checked the SRD. DC 25 check to ID potions.
 

Dark Jezter said:
They were probably thinking "Geez, how stupid is it that you have to spend 100 gp to identify a potion using the Identify spell?"

I'm glad that read magic now allows you to identify potions, since the Craft (Alchemy) skill wasn't included in the game.
I thought the game was supposed to emulate the rules not create new one. if the patch had made the game follow in line more with the rules that iMNSHO would of been better, then to just create a new rule that read magic works on potions. Last time I checked, I may be wrong identify Will identify potions but read magic won't I understand the frustration because the spell craft rule to determine potions isn't in the game,but oh well every one has their own flavor and style, .
Ken
who's party still test potions the old fashion way by drinking them.
 

Joseph Elric Smith said:
I thought the game was supposed to emulate the rules not create new one.

What exact rule is in the game states that potions cannot have their contents listed on them in magical writing?

When you find such a rule, please let the rest of us know.

The text in the DMG states: "In addition to the standard methods..."

To me, the standard method for a potion would be to read the label. Just like any other product (drug, cleaner, juice, whatever) sitting in your house right now.

Not having labels on potions in an FRPG is like not having latrines in an FRPG. You can get away with it as a DM, but it doesn't sound very plausible.


Player: "What do you mean that we find 57 magic potions in this messy alchemists lab, but he doesn't have a single one labeled? You mean he goes around tasting every single one to find the one he wants? Huh?"


In fact, that sounds real reasonable for scrolls as well. If I was a spell caster in a fantasy world, I would put a strip of paper or cloth around every one of my scrolls which had the name of the spell written on it. That way, when I want a specific scroll, I can quickly find it without having to open up each and every scroll.

It doesn't make sense to play FRPGs as if the characters were not real people with real simple solutions to common problems. Playing it according to "you have to identify or taste every potion" is nonsensical and not well thought out by the designers of the game system.
 


copy/paste from the Co8 forums

Shard O'Glase said:
any clues on what's up.

Circle of Eight ToEE Mod Version 1.0.0 Released!

THE UNOFFICIAL PATCH

The Circle of Eight Group would like you to take a look at a mod we've put together. It's mostly bug fixes (Bad ATARI, Bad. No cookie for you!). There is also a little bit of custom content, but not much, as we want everyone to be able to get advantage of the fixes, without forcing our design ideas.
(We wanted a stable environment and a happier community, before attempting any signifigant modding/new adventures, that we will of course offer you soon )
(We also spent some time building our own tools)

These fixes were all accomplished by editing text files in notepad (or VI ), and brought into the game through something Troika built into the game (but didn't mention) : an 'override' directory. By placing these files in the proper location, one can adjust most 'data' aspects of the game.

If you've happened to somehow install any earlier files (released as zip files) from our group, you should remove them prior to installing this patch, which uses a proper install routine.

As this is the first public release, we're calling it 1.0.0. Future dev and public builds will build off of this version number. Any version with only two numbers (most notably 1.3 and 1.4) are now obsolete

NOTE : The NPC's looting has been fixed, but NPC's you have ALREADY hired WON'T be fixed. So you need to change them for other NPC's or start a new game if you don't want to.


Spell Fixes



All known (to us) Scroll bugs have been addressed (bugs preventing scribing, scribing at the wrong level, or didn't do what was advertised (Fox's Cunning != aid) (Except Hold Portal. Don't ask us about Hold Portal, ask Troika, We can't fix it.) (All Hold Portal scrolls magically transformed into Grease. All references to Hold Portal removed for confusion sake.)


All cleric domains but Air are fixed. (Air is bugged majorly, maybe a typo in toee.exe linkage?)


Fixed the damage problems with Flame Strike ... Now correctly does 1d6 * Spell Caster Level (1/2 Fire and 1/2 Divine Damage.)


Chill touch no longer has unlimited # of uses.


Read Magic will Identify Potions and Scrolls.


Burne no longer gets summon monster V at 4th level


Improved chances of 'permanency' bug not ocurring with touch based spells


Improved chances of 'permanency' bug not ocurring with Silence, Web, Soften Earth & Stone and Spike Growth spells


Cure/Inflict line of spells was incorrectly calculating values. Was adding the caster level to the die size(i.e. lvl 5 cleric uses 1d13). Now correctly rolls and adds caster level




Item Fixes

Wands



Numerous problems resolved with wands..(including the 10 lb wand bug, can't craft it, and wrong spell bugs)



Misc Magic/regular Items



All magic items that were previously un-craftable are now craftable. (Bands Intelligence, etc.)

Chainmail Boots and Gloves are no longer considered "medium" armor, and therefore will not slow you down while wearing them.

Cloaks of Resistance +2 and +3 now correctly give +2, and +3 bonus to saves

Masterwork Armor/Shields apply proper 3.5 Ed. Skill Check Penalties.

Pre-existing Armor/Shields apply proper 3.5 Ed. Skill Check Penalties.

Crafted +1 Armor/Shields apply proper 3.5 Ed. Skill Check Penalties.

Masterwork/Magic Weapons now apply Weapon Finesse correctly.

MasterWork Items are now "purchasable" from the blacksmith.

Dust of Disapearence is now worth 3.5 DMG value rather then 0 Gold.

All potions now work correctly.




New/Modified Items For "Craft Misc. Magic" (using standard 3.5 ed Statistics)



Bracers of Armor +1, +2, +4

Cloak of Archanidia

Circlet of Blasting, Minor

Wand of Magic Missiles has been broken up into Wand of MM (2),(3) and (5). You have to be level 3, 5, and 9 to make them,respectively.

Hands of Fire (5/- fire redist, Burning Hands 1x Day)

Hands of Cold (5/- cold resist, Chill Touch 1x Day)

Hands of Electricity (5/- elec reist, Shocking Grasp 1x Day)

Hands of Life (+1 fort save, cure light 1x day)

Hands of Death (+1 will asve, inflict light 1x day)

Ioun Stones added. (When will developers learn? All games are better with Ioun Stones.)

Sword of Megadeath (10d10 + 10) has been added to Craft Misc. The prerequisite is Hold Portal. (laugh it's funny)
(Edit: -- Remove above before release, no one laughed)




New/Modified Items For "Craft Rod" (using standard 3.5 ed Statistics)



White Rod, Minor

White Rod

Grey Rod, Minor

Grey Rod

Black Rod, Minor

Black Rod

Staff of the Transmuter

Staff of Defense




Other fixes



Detailed Feat Hover Descriptions have been added.

Ingame Help files updated to reflect fixing of Cleric Domains (except Air).

NPC's demand an equal share of gold and no more, despite what their dialog will say. Furthermore, you can exchange equipment with them as well. They will not give up their money, though.

Re-enablement of the "Brothel" Map, NPC's, quest, and companion.

The Brothel was removed in the late stages of development. (Maybe because they ran out of time, and were unable to finish it?) New dialog choices have been added into Mona's conversation tree to access it.





DOWNLOAD LINKS

Direct Download:
http://www.co8.org/files/mods/toee_fan_fixes_v1_0_0.exe
http://www.hiredgoons.net/ToEE_Fan_Fixes_V1_0_0.exe
http://www.ews.uiuc.edu/~hunsley/fi...ixes_V1_0_0.exe
http://www.system-override.com/ToEE...ixes_V1_0_0.exe
http://www.rpgcodex.com/downloads/t...ixes_V1_0_0.exe
http://www.seranian.com/ToEE_Fan_Fixes_V1_0_0.exe
http://mysite.verizon.net/vze77du1/...ixes_V1_0_0.exe


Enjoy everybody,
The Circle of Eight crew

Last edited by Vaevictis666 on 10-02-2003 at 03:57 A
 

Hey - what is the best way to handle healing?

I remember in the old gold box games, when you rested, you had the option to have the healers use their spells for the day to speed up healing. Now with my first party it takes 10 days to heal up after a fight unless I rest one day, cast the heals, rest another 24 hours, etc.

If I have to rest for several days between every fight, how will that effect the game? I know in the module, things will happen on a certain timeline if the party doesn't do anything.

thanks,
Zub
 

zero skill LPB said:
Circle of Eight ToEE Mod Version 1.0.0 Released!

THE UNOFFICIAL PATCH

The Circle of Eight Group would like you to take a look at a mod we've put together. It's mostly bug fixes (Bad ATARI, Bad. No cookie for you!).

Yes thanks. My point is I don't have an earlier version, I downloaded your patch, I ran the set up wizard, read the read me file, restarted my computer and the patch does not seem to be in effect. What am I missing?

Is there an extra step needed to make the patch active in the game?

Does the entire patch only work for new games or just the NPC money thing?

Thank you, the patch sounds great I just haven't been able to utilize it yet.
 

Zub said:
Hey - what is the best way to handle healing?

I remember in the old gold box games, when you rested, you had the option to have the healers use their spells for the day to speed up healing. Now with my first party it takes 10 days to heal up after a fight unless I rest one day, cast the heals, rest another 24 hours, etc.

If I have to rest for several days between every fight, how will that effect the game? I know in the module, things will happen on a certain timeline if the party doesn't do anything.

thanks,
Zub
I play a druid so i only have a certain number of spells dedicated to healing prepared, but I use them all rest, use them all rest etc. If you rest till healed it doesn't use spells to speed things up so that can be a slow in game process with a likely higher chance of interuption.
 


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