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Temple+, an engine enhancement and bugfixes mod for the Temple of Elemental Evil, has entered the Beta testing stage.

For those who are unfamiliar, here are the key features of Temple+:

* Support for HD resolutions
* Compatibility with Win10
* Faster loading time
* New Feats
* New class features for levels 11+
* New Tactical combat options
* Flexible PC/NPC party composition
* AI improvements
* Pathfinding improvements
* Many convenience features, such Alt-Click to quickly sell items
* ... and many, many BUGFIXES!

Read the full press release here:
http://www.moddb.com/mods/temple1/news/temple-beta

Or just go ahead and grab it from here:
https://ci.appveyor.com/project/shartte/templeplus/build/artifacts
Is this to be used as a replacement, or along with Co8?
Post edited March 07, 2016 by Projectsonic
It doesn't replace Co8, but it doesn't require it either. I personally recommend to use both for maximum benefit.
If anyone has run into Crashes with ToEE, please send savegames my way. I'd like to handle as many crash issues as possible before release at the end of this month.

I've recently collected old savegames with unresolved crash issues submitted to Co8, and to my delight I've managed to fix them all - i.e. the underlying issues that caused these crashes - and now the saves are 100% playable. See here:
http://www.rpgcodex.net/forums/index.php?threads/templeplus-betatesting-thread.98897/#post-4424788

Notes:
* Submitted saves should "reliably" demonstrate the crash (or other major issue for that matter).
* The save does not have to be from a Temple+ playthrough. I want to correct the vanilla / Co8 bugs too so Temple+ players have the smoothest ride possible.
Post edited March 14, 2016 by Cattletech
Hi,

When you say "Temple+ is designed for compatibility with the following ToEE", do you mean that co8 savegames can also be exported to Temple+ ? Or just that both can run together ? Also does a savegame is backward compatible ? (if for a reason Temple+ causes a crash)

Thanks for enhancing the game,

Red

P.S. Any documentation regarding the mod ? (I know it is still young) i.e. feats added ? A readme with the changelog ? etc.
Post edited March 21, 2016 by RedSword
Hi Redsword,

You can load Co8 / GoG saves in Temple+. You can't do the opposite, though.

Anyway, fixing crashes is pretty easy with Temple+. I've even gone over old Co8 savegames from 2013 that had crash issues and was able to fix the root causes.

You can find the full changelog here:
http://www.rpgcodex.net/forums/index.php?threads/templeplus-changelog.99319/
Hi again,

what is the prefered method of crash report (email address ? I'm asking because it seems to contain private data (i.e. processor and related process filepaths at the moment of the crash) ? Also do you still want dumps, if nothing else can reliably reproduce a bug ?

(not crash related) I also have a save game where a character was stuck (couldn't move) for a whole world-map-random encounter (and even after until I "teleport" elsewhere). The problem originally occured in co8 8.1 though (and having installed Temple+ didn't solve it when loading the save.

Also, weapon finess can be choosed many times it seem... I just leveled up a warrior that had Weapon Finesse, and the feat was still selectable. I test what would happen if I was to pick it and I noticed that I only had weapon finess once in my feat list after leveling up.

[s]Also weapon specialization feat description should be incorrect (written +2, should be +1 afaik)[/s] my bad

p.s. v745
Post edited March 27, 2016 by RedSword
The best is a savegame that demonstrates the crash, but if that's not the case the crash dump + log will do. I'll PM you my mail.

Re. Weapon Specialization, +2 is by the rules.

I'll check weap. Finesse, IIRC it was modified to be non-specific by an early dll hack and hence why it's still choosable multiple times.

Edit: apparently I can't PM when you're offline... can you at least upload the log? I'm also interested in the co8 save.
Post edited March 27, 2016 by Cattletech
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Cattletech: Edit: apparently I can't PM when you're offline... [...]
You should be able to send a message whether he's online at the time or not, assuming he hasn't set a blanket restriction in Chat (which he doesn't seem to have done), or blocked you, specifically, for some reason (which I doubt is the case here :) ).
Argh you're right, I guess that's what happens when you surf with your phone :P
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Cattletech: The best is a savegame that demonstrates the crash, but if that's not the case the crash dump + log will do. I'll PM you my mail.

Re. Weapon Specialization, +2 is by the rules.

I'll check weap. Finesse, IIRC it was modified to be non-specific by an early dll hack and hence why it's still choosable multiple times.

Edit: apparently I can't PM when you're offline... can you at least upload the log? I'm also interested in the co8 save.
Email'ed. I also checked my book and you're right @ Weapon Spec (:o).
Hi again,

it'd be nice to see the requirement when crafting Magic Arms & Armor. I believe I saw them in original gameplay; but for a reason I cannot see them. I tried by both selecting a weapon, not selecting a weapon, and hovering/clicking the bonuses during that selection/absence-of-selection.

Also, whenever I try to craft in that menu I crash. Just try to build the "greatest" weapon possible (i.e. +3 +fire/ice/thunder, +3x2 fire/ice/thunder burst, etc.). I had that problem in vanilla before, and in v745 as well.

Note that I cheated thought in v745 (to get XP & money, as I was looking for the requirements for a certain bonus; I had to do trails-&-errors to find the one).

Red
The requirements are displayed for Craft Wondrous Items / Wands / Scrolls, not Magic Arms and Armor.

There is indeed a known vanilla bug with crafting items with long names, IIRC there's an internal fixed 64 character buffer for the item names. You can just manually shorten the name to prevent it. I'll put it on the list though.

Edit: Now fixed

Oh, and release is scheduled for this Friday, April 1st. No joke :)
Post edited April 03, 2016 by Cattletech
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Cattletech: There is indeed a known vanilla bug with crafting items with long names, IIRC there's an internal fixed 64 character buffer for the item names. You can just manually shorten the name to prevent it. I'll put it on the list though.
Odd question: Would it be possible to trick the game into executing arbitrary code by overflowing that buffer with a specially crafted name?
Probably, but why would you want to do that when you can just alter the code with Temple+, lol