It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
First of all, to those that made these mods, great job. Seriously, thank you.

Other than that, because I'm playing with them both installed, I'm not sure where to go to report bugs.

1) Not sure if the various oil flasks and/or acid flasks are functioning correctly. More often than not I seem to do nonlethal damage when I throw them.

2) Trying to use them back to back tends to result in them (flasks) disappearing when I use the equip button, only way around this that I've found so far is using one of the flasks, switching to a basic weapon, and then equipping another flask. Not sure if Quick Draw affects any of this, as I haven't gotten around to testing that.

3) In the tower battle where lareth turns on you, there are so many characters prepping actions that I've gotten more than one full turn with some of my characters in that fight. Not sure how and why, not testing it again any time soon.

4) In the second level of the temple, in the greater temple bugbear fight it seemed like some of the bugbears managed to circle completely behind my party despite being in a side room? Not sure if this is an actual bug or they managed to actually circle behind me.

5) The arena of Heroes doesn't seem to play well with summons. Used the fungi figurine in the first battle and didn't think about it, but the same summon stayed in the arena for later fights and was hostile, non-targetable, didn't act, and otherwise mucked things up.

Other than that:
I've really only started on the basics of database management and wanted to ask if the extraplaner chest was storing data from the wrong databases or in the wrong order? It may also be why the flasks disappear one after the other, they already register as being expended or something.

Can we get an option to loot bodies midbattle? Doesn't happen often, but sometimes it's what I want to do.

Can't seem to get an option to send Lareth to the Hommlet dungeon.

For thrown weapons, can we get a throw option attached to the radial where it'll check for the presence of quick draw and let me manage all my throwing options from that radial? Might even be how a weapon of returning can work, with that property it never leaves the inventory but can't be used again for the remainder of the turn.

Kind of a secondary option for the touch attack casters as well (they seem to use their weapon reach, not touch), but monks need a bit more work.
Flurry of Blows needs a secondary 'set' radial option so that you can choose the kinds of attacks you're using (by extension you should be able to equip shuriken in the quiver slot, given that it should also be possible to two weapon throw them), so that you can choose how you're using flurry of blows and two weapon fighting. Otherwise you're stuck wielding two one handed weapons and can't keep a hand free to use stunning fist. If that makes sense.

Need a feat called 'Craft Gear' (mostly because enabling craft skills is probably more work than should be attempted), have it work like the other caster craft feats, in that it costs xp to help keep it from being overly exploited to make money. Might even finally be able to have masterwork repeating heavy crossbows and saps.



Comments on the ToEE (and 3.5) in general:

Warmages are crap, I was pretty livid when I hit level three and the only option I had available was 'Flare' and then Level six came along and I could only get wind wall. For a lax rules option, please give them the opportunity to choose a school of magic that they can choose those optional spells from. It would help them tremendously.
That or give them 3/4s BAB. either or.
https://github.com/GrognardsFromHell/TemplePlus
https://rpgcodex.net/forums/forums/toee-modding.98/
https://co8.org/community/forums/the-temple-of-elemental-evil.31/

for starters
avatar
LFRSP: Not sure if the various * are functioning correctly. More often than not
This unfortunately could be said about pretty much *everything* ToEE... If I'm hyperbolizing then only very slightly. It's THAT bad. Despite all the efforts. Ok, ok, stuff gets fixed but IMO this game is beyond help.
Post edited May 23, 2022 by osm
avatar
LFRSP: Not sure if the various * are functioning correctly. More often than not
avatar
osm: This unfortunately could be said about pretty much *everything* ToEE... If I'm hyperbolizing then only very slightly. It's THAT bad. Despite all the efforts. Ok, ok, stuff gets fixed but IMO this game is beyond help.
So, suppose my level 1 fighter moves up right next to an enemy and then makes a normal attack. Does this very basic thing at least work properly?

(I have seen games where even this (or the equivalent) is affected by a bug, like SaGa 1, Final Fantasy 6, and 1st generation Pokemon.)
avatar
dtgreene: So, suppose my level 1 fighter moves up right next to an enemy and then makes a normal attack. Does this very basic thing at least work properly?
Depends..
avatar
dtgreene: (I have seen games where even this (or the equivalent) is affected by a bug, like SaGa 1, Final Fantasy 6, and 1st generation Pokemon.)
Don't play such as these so wouldn't know (thankfully)

Mechanics could be fixed I suppose, but I'm more on the game in general. You play a complex of things not just raw mechanics. From the strange choice of module to the enemy encounters design done by the artist on the team to the boring implementation of travel- fight-loot-travel cycle (which is bread and butter) to a host of other things, It's unfixable just by fixing bugs and tweaking stats
avatar
dtgreene: So, suppose my level 1 fighter moves up right next to an enemy and then makes a normal attack. Does this very basic thing at least work properly?
Up until they fixed reach weapons, yes. pathfinding for reach weapons is a little wonky if you let the computer handle it in close combat. It's also a little harder to fool around with combat in the halls of the temple if you're not careful, as you can usually move through the spaces of your own party but when things get packed like in 10' wide halls the interface can be problematic.
avatar
osm: Mechanics could be fixed I suppose, but I'm more on the game in general. You play a complex of things not just raw mechanics. From the strange choice of module to the enemy encounters design done by the artist on the team to the boring implementation of travel- fight-loot-travel cycle (which is bread and butter) to a host of other things, It's unfixable just by fixing bugs and tweaking stats
I need to get a chance to read it again, but there's a reason why the ToEE was a popular module years ago. For example, Elmo in the module was a Ranger pretending to be a normal fighter. That's something that just didn't survive the transfer to 3e. Mostly because 2e had multiple game-balancing mechanics that 3e just outright removed.
Ex: Magic Arrows and Normal Arrows were a thing. Bows that could make arrows magical upon shooting the arrow were a rare breed because it kept the power of 'Protection from Arrows' relevant and at the power level it should be for how often you could cast it as a wizard in 2e.
Ex2: The feat system severed weapon proficiency and specialization away from class abilities. To the point that a 2e ranger would be no different than a fighter if he didn't reveal his or her special abilities.

By extension, this means that Hommlet was intended to be a village of secrets, imo.

Frankly, you should have access to Nulb from the beginning.

You should also be able to use knowledge checks or bardic knowledge to hunt down creature lairs on the overland map. Not full on dungeons, just an endless loop of short caves, buildings, tree lairs, etc. And get loot from lairs.

The cache of healing items in the church should probably be downstairs in one of the cells as the personal cache of the canoness. You should be able to start the Neutral Good vignette by going into debt to have the canoness raised and she can reveal it to you as a joinable NPC. Thus letting you bypass having to find it normally, and justifying being able to get a +1 holy longsword as the final end result of the quest chain that loot touches upon.
avatar
LFRSP: I need to get a chance to read it again, but there's a reason why the ToEE was a popular module years ago. For example, Elmo in the module was a Ranger pretending to be a normal fighter. That's something that just didn't survive the transfer to 3e. Mostly because 2e had multiple game-balancing mechanics that 3e just outright removed.
Ex: Magic Arrows and Normal Arrows were a thing. Bows that could make arrows magical upon shooting the arrow were a rare breed because it kept the power of 'Protection from Arrows' relevant and at the power level it should be for how often you could cast it as a wizard in 2e.
Ex2: The feat system severed weapon proficiency and specialization away from class abilities. To the point that a 2e ranger would be no different than a fighter if he didn't reveal his or her special abilities.
Don't forget the existence of a couple artifact weapons that always hit, without needing a to-hit roll. In 2e, this is powerful but reasonable, but then 3e came and added feats like Power Attack, which are balanced by the fact that the attacker gets a penalty to hit. If your attack always hits, then the penalties become irrelevant and as a result Power Attack is all bonus (possibly as much as +10 damage) with no penalty.

(Then again, the computer game Pathfinder: Wrath of the Righteous has a spell that makes a character always roll 20 for 3 rounds, but you don't get it until late, only get it on one mythic path, and it's a temporary effect that requires a resource.)