Posted May 22, 2022
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.
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.