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Temple of Elemental Evil discussion thread (merged)
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<blockquote data-quote="Dreeble" data-source="post: 1130726" data-attributes="member: 7322"><p>Heya:</p><p></p><p> Spontaneous casting: Shift click a spell in the radial spoke thingy. Actually, as soon as you hit shift, the spell names should change in the current level spoke thingy to Cure Light Wounds, etc.</p><p></p><p> Bug: In the Inn of the Welcome Wench, scrolling stopped working sporadically. Only there and reloading and/or resetting scroll speed fixed it.</p><p></p><p> RPG: Lots of rpg-ish quests in town, and not just FedEx, either. Kind of feels soap opera-ish, actually.</p><p></p><p> Rolling stats is _super_ generous.</p><p></p><p> The only thing they didn't really improve over the version I played at the Comic-Con was the scroll speed. It's still as painful as it was then. Being able to use the arrow keys helps this alot. On the other hand, their pathfinding algorithm seems extremely cpu intensive. Click on an area out of the view circle and it could take quite a while to get there.</p><p></p><p> I got the game yesterday, but I've only been able to play a few hours so far. Killed a few bandits and a couple spiders, but the vast majority of time has been exploring the town and visiting people. Speaking of which, it's kind of annoying (but only kind of) that locations aren't automatically annotated on the map. Would be nicer if buildings would be marked as "Jakka the Leatherworker's Shop", etc. I just started doing this manually now.</p><p></p><p> I'm liking the game lots even though I've barely scratched the surface. The thing that makes me the happiest, though, is that this is _clearly_ a very good framework upon which further classic modules could be based. I like NWN because multiplayer can capture the human element of the PnP rpg very well. But it doesn't use the PnP rpg rules. ToEE does, and I like it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Take care,</p><p>Dreeble</p></blockquote><p></p>
[QUOTE="Dreeble, post: 1130726, member: 7322"] Heya: Spontaneous casting: Shift click a spell in the radial spoke thingy. Actually, as soon as you hit shift, the spell names should change in the current level spoke thingy to Cure Light Wounds, etc. Bug: In the Inn of the Welcome Wench, scrolling stopped working sporadically. Only there and reloading and/or resetting scroll speed fixed it. RPG: Lots of rpg-ish quests in town, and not just FedEx, either. Kind of feels soap opera-ish, actually. Rolling stats is _super_ generous. The only thing they didn't really improve over the version I played at the Comic-Con was the scroll speed. It's still as painful as it was then. Being able to use the arrow keys helps this alot. On the other hand, their pathfinding algorithm seems extremely cpu intensive. Click on an area out of the view circle and it could take quite a while to get there. I got the game yesterday, but I've only been able to play a few hours so far. Killed a few bandits and a couple spiders, but the vast majority of time has been exploring the town and visiting people. Speaking of which, it's kind of annoying (but only kind of) that locations aren't automatically annotated on the map. Would be nicer if buildings would be marked as "Jakka the Leatherworker's Shop", etc. I just started doing this manually now. I'm liking the game lots even though I've barely scratched the surface. The thing that makes me the happiest, though, is that this is _clearly_ a very good framework upon which further classic modules could be based. I like NWN because multiplayer can capture the human element of the PnP rpg very well. But it doesn't use the PnP rpg rules. ToEE does, and I like it. ;) Take care, Dreeble [/QUOTE]
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