Sol Invictus
Erudite
Tags: Temple of Elemental Evil; Troika Games
In the <b>TOEE community's</b> continued support for Temple of Elemental Evil, the <a href=http://www.co8.org>Circle of Eight</a> has just released a new version of their Fan Fixes patch, bringing it up to 3.0.4. You can grab it directly from <a href=http://www.co8.org/files/patch/ToEE_Fan_Fixes_V3-0-4.zip>here</a>.
<br>
<br>
Here's the readme included with the patch.
<br>
<blockquote>
<br>
Known Bugs:
<br>
-----------
<br>
o Dimension Door does not allow transport of other characters
<br>
o Temporary/Semi-permanent stat bonuses do not add to spells/day
<br>
(this is actually a real pain, because as far as I can tell, there's no
<br>
damned good way to figure out when to remove spells that are no longer known)
<br>
(okay, this is possible, now I just have to figure out how to hijack things
<br>
so that everytime any of your stats changes, all your spells are recalculated.)
<br>
<br>
Features to Ignore:
<br>
-------------------
<br>
o Quarterstaff can not be used as a double weapon
<br>
o Monks can not use unarmed strikes in replacement of their on-hand attacks
<br>
o Flurry of Blows won't work if you're using non-monk weapons
<br>
o Wizards should be able to non-spontaneously memorize spells using undischarged
<br>
spell slots (+ 15 minute wait.)
<br>
o It'd be nice if the memorization list had those nifty meta-magic colored ball thingies
<br>
<br>
Core Changes, Modifications, and Fixes:
<br>
---------------------------------------
<br>
o duggelz's level uncapper installed in this version.
<br>
o Npc's level up as PC's installed in this version.
<br>
<br>
Feats/Skills
<br>
------------
<br>
o Halflings should now get the +4 Hide modifier due to small size
<br>
o Skill Focus(Perform), Skill Focus(Survival), Skill Focus(Tumble),
<br>
Skill Focus(Use Device) should work and give +3 modifiers to the appropriate skill
<br>
o You should no longer be able to take Power Attack at creation if you have a
<br>
Strength of 12 (or any other strength dependent skill.)
<br>
o You should no longer be able to take Quick Draw at creation if you do not
<br>
have a BAB of +1.
<br>
o Greater Flurry (well, the improved version of Flurry of Blows at level 11)
<br>
should now work.
<br>
o Ki Strike should now add the adamantium damage type at level 16.
<br>
o Open hand damage for large sized monks should be correctly calculated.
<br>
o Unarmed Damage for non-monk enlarged medium sized creatures should now be 1d4.
<br>
(May have been 1d3 before. Not sure.)
<br>
o Monk and Barbarian Fast Movement bonuses split. Monk Fast Movement bonus is treated
<br>
as an enhancement bonus (as per PHB 3.5), and thus does not stack with Haste or
<br>
Expeditious Retreat. Barbarian Fast Movement is treated as an unnamed bonus, and thus
<br>
stacks with Expeditious Retreat. Haste does not work correctly with it yet.
<br>
o Diamond Body added. (Copy of Venom Immunity)
<br>
o Diamond Soul added. (Modded version of Spell Resistance)
<br>
o Abundant Step feat name added. (Doesn't do anything)
<br>
o Quivering Palm feat name added. (Doesn't do anything)
<br>
o Empty Body feat name added. (Doesn't do anything)
<br>
o Perfect Self feat name added. (Doesn't do anything)
<br>
o Base intelligence now used for calculating skill points.
<br>
o Odd bug with regards to raising intelligence on level up - would occassionally
<br>
not give you an extra skill point even if you should've gotten one - but required
<br>
that you had previously selected another stat as your attribute to be raised,
<br>
and then selected intelligence. Should be fixed.
<br>
o Half point skill ranks should now display correctly in the level up dialog.
<br>
o Class skills of cleric domains are now properly treated as actual class skills when
<br>
leveling up cleric.
<br>
o Class skills of cleric domains are now always correctly treated as class skills
<br>
for the purposes of calculating the maximum rank possible, even when not leveling
<br>
up cleric.
<br>
o Can now increase the rank of non-class skills of the class being leveled up to
<br>
the maximum rank possible if the skill is a class skills of another of your classes.
<br>
o Barbarians now retain their +10 movement while wearing medium armor.
<br>
o Barbarians no longer maintain their +10 movement while heavily encumbered.
<br>
o Monk special abilities (Flurry of Blows, Monk AC Bonuses, and Fast Movement) no longer
<br>
apply while monks are medium or heavily encumbered.
<br>
o Monk/Barbarians (all two of them) will still get their +10 movement even while wearing
<br>
armor. I think. I didn't actually have a Monk/Barbarian to test this out with.
<br>
o Stunning Fist now has (monk_level) + (non_monk_levels / 4) charges per, well...
<br>
rest period, probably. Used to be (level) number of charges.
<br>
o Selecting an attribute to improve during level up will now clear your feat selection
<br>
choices. This was done as the simplest way to avoid invalid feat selections. (I.e.,
<br>
raise your strength to 13, pick power attack, and then raise some other attribute.)
<br>
o Can no longer raise skills if you have negative skill points. (Okay, it didn't happen
<br>
that often, and it wouldn't actually let you finish leveling up if you did have
<br>
negative skill points, but it was still a bug.)
<br>
o Flurry of Blows no longer works with a non-monk weapon wielded in the off hand
<br>
- on further consideration, I'm removing this - according to the 3.5 FAQ, it should
<br>
work. Heck, Flurry of Blows should work even if the primary weapon is a non-monk
<br>
weapon
<br>
o Power Attack will only apply the attack penalties if you are wielding a non-light
<br>
weapon, or your primary attack is unarmed. Theoretically, if monks are ever capable
<br>
of doing unarmed strikes even while armed, Power Attack should more or less always be
<br>
on, but they're not, so it's not. Now to fix damage.
<br>
o Power Attack should apply a x1 damage bonus to unarmed attacks and one-handed weapons
<br>
when either an off-hand weapon is used or a shield is used. Light weapons get no
<br>
damage bonus, and any other case gets a x2 damage bonus.
<br>
o Weapon Focus, Weapon Finesse, and other skills that rely upon a weapon proficiency
<br>
will now recognize new weapon proficiencies you pick up when you multi-class into
<br>
another class.
<br>
o Rapid Reload and any other feats (are there any?) that rely upon having a crossbow
<br>
proficiency are now selectable when you multi-class into any other class than a druid.
<br>
Druid/fighters rejoice!
<br>
<br>
Spells
<br>
------
<br>
o Haste now provides an enhancement bonus of min(30, target's base speed) to movement.
<br>
This means that it will not stack with Monk's Fast Movement, but will stack with
<br>
Barbarian's Fast Movement. Furthermore, it will no longer cap movement at 2 x base
<br>
speed. Note, that it's the Barbarian's base speed unmodified by Fast Movement that's
<br>
used. Hasted Dwarven Barbarians move at 50.
<br>
o You can now use a higher level spell slot to memorize a spell. Go 20+ magic missiles!
<br>
o The left side of the spell book should now go up to spell level nine. Not that there
<br>
are any level nine spells for you to know. Heck, I don't think there's even a
<br>
chain lightning scroll.
<br>
o Level 5 metamagic feats will no longer be added to the end of the list (down by
<br>
level 9 spells.)
<br>
o Deleteing meta-magiced spells should no longer be as screwy. (The old code only
<br>
overwrote it with the last spell on the spellbook list - this should actually delete
<br>
it.)
<br>
o Meta-magic effects can now raise a spell to level 9
<br>
o Strength domain added to St. Cuthbert, as per manual
<br>
o Resurrection xp penalties should now work up to level 20.
<br>
o added the meta-magic color balls to spells on the memorization list
<br>
<br>
Dialog
<br>
------
<br>
o Rik - The conversation still jumps to 110 when you've acccepted
<br>
the Carpenter's Dilemma quest, but now you can ask Rik about the
<br>
barn, and only then does he mention Filliken's problem (120). If
<br>
you haven't heard about the barn yet, Rik won't mention it either
<br>
(240).
<br>
o Burne's puzzles (dialogue add in)
<br>
<br>
Items
<br>
-----
<br>
o corrected number of charges for Wand of Fear
<br>
o added OIF NO NPC PICKUP to Bracers +5 and misc wands
<br>
o restored original tutorial weapons and deleted Spugnoir's extr feats
<br>
o Masterwork Maul weapon type (changed from greatclub to warhammer)
<br>
<br>
<br>
<br>
============
<br>
Please Note:
<br>
============
<br>
o Have heard Reports that looting works correctly in Windowed Mode, and there is less "lag".
<br>
Looting did correctly work for me, in window mode, but LAG was not reduced signifigantly.
<br>
You can enable Windowed Mode by adding the "-window" to your shortcut to the game.
<br>
<br>
Right click on the shortcut and choose properties, then go to the 'Target' section of it
<br>
and add -window after the quotation marks.
<br>
Example:
<br>
"C:\Program Files\Atari\Temple of Elemental Evil\ToEE.exe" -window</blockquote>
<br>
<br>
Thanks to <b>Nomad Wanderer</b> for making this possible.
In the <b>TOEE community's</b> continued support for Temple of Elemental Evil, the <a href=http://www.co8.org>Circle of Eight</a> has just released a new version of their Fan Fixes patch, bringing it up to 3.0.4. You can grab it directly from <a href=http://www.co8.org/files/patch/ToEE_Fan_Fixes_V3-0-4.zip>here</a>.
<br>
<br>
Here's the readme included with the patch.
<br>
<blockquote>
<br>
Known Bugs:
<br>
-----------
<br>
o Dimension Door does not allow transport of other characters
<br>
o Temporary/Semi-permanent stat bonuses do not add to spells/day
<br>
(this is actually a real pain, because as far as I can tell, there's no
<br>
damned good way to figure out when to remove spells that are no longer known)
<br>
(okay, this is possible, now I just have to figure out how to hijack things
<br>
so that everytime any of your stats changes, all your spells are recalculated.)
<br>
<br>
Features to Ignore:
<br>
-------------------
<br>
o Quarterstaff can not be used as a double weapon
<br>
o Monks can not use unarmed strikes in replacement of their on-hand attacks
<br>
o Flurry of Blows won't work if you're using non-monk weapons
<br>
o Wizards should be able to non-spontaneously memorize spells using undischarged
<br>
spell slots (+ 15 minute wait.)
<br>
o It'd be nice if the memorization list had those nifty meta-magic colored ball thingies
<br>
<br>
Core Changes, Modifications, and Fixes:
<br>
---------------------------------------
<br>
o duggelz's level uncapper installed in this version.
<br>
o Npc's level up as PC's installed in this version.
<br>
<br>
Feats/Skills
<br>
------------
<br>
o Halflings should now get the +4 Hide modifier due to small size
<br>
o Skill Focus(Perform), Skill Focus(Survival), Skill Focus(Tumble),
<br>
Skill Focus(Use Device) should work and give +3 modifiers to the appropriate skill
<br>
o You should no longer be able to take Power Attack at creation if you have a
<br>
Strength of 12 (or any other strength dependent skill.)
<br>
o You should no longer be able to take Quick Draw at creation if you do not
<br>
have a BAB of +1.
<br>
o Greater Flurry (well, the improved version of Flurry of Blows at level 11)
<br>
should now work.
<br>
o Ki Strike should now add the adamantium damage type at level 16.
<br>
o Open hand damage for large sized monks should be correctly calculated.
<br>
o Unarmed Damage for non-monk enlarged medium sized creatures should now be 1d4.
<br>
(May have been 1d3 before. Not sure.)
<br>
o Monk and Barbarian Fast Movement bonuses split. Monk Fast Movement bonus is treated
<br>
as an enhancement bonus (as per PHB 3.5), and thus does not stack with Haste or
<br>
Expeditious Retreat. Barbarian Fast Movement is treated as an unnamed bonus, and thus
<br>
stacks with Expeditious Retreat. Haste does not work correctly with it yet.
<br>
o Diamond Body added. (Copy of Venom Immunity)
<br>
o Diamond Soul added. (Modded version of Spell Resistance)
<br>
o Abundant Step feat name added. (Doesn't do anything)
<br>
o Quivering Palm feat name added. (Doesn't do anything)
<br>
o Empty Body feat name added. (Doesn't do anything)
<br>
o Perfect Self feat name added. (Doesn't do anything)
<br>
o Base intelligence now used for calculating skill points.
<br>
o Odd bug with regards to raising intelligence on level up - would occassionally
<br>
not give you an extra skill point even if you should've gotten one - but required
<br>
that you had previously selected another stat as your attribute to be raised,
<br>
and then selected intelligence. Should be fixed.
<br>
o Half point skill ranks should now display correctly in the level up dialog.
<br>
o Class skills of cleric domains are now properly treated as actual class skills when
<br>
leveling up cleric.
<br>
o Class skills of cleric domains are now always correctly treated as class skills
<br>
for the purposes of calculating the maximum rank possible, even when not leveling
<br>
up cleric.
<br>
o Can now increase the rank of non-class skills of the class being leveled up to
<br>
the maximum rank possible if the skill is a class skills of another of your classes.
<br>
o Barbarians now retain their +10 movement while wearing medium armor.
<br>
o Barbarians no longer maintain their +10 movement while heavily encumbered.
<br>
o Monk special abilities (Flurry of Blows, Monk AC Bonuses, and Fast Movement) no longer
<br>
apply while monks are medium or heavily encumbered.
<br>
o Monk/Barbarians (all two of them) will still get their +10 movement even while wearing
<br>
armor. I think. I didn't actually have a Monk/Barbarian to test this out with.
<br>
o Stunning Fist now has (monk_level) + (non_monk_levels / 4) charges per, well...
<br>
rest period, probably. Used to be (level) number of charges.
<br>
o Selecting an attribute to improve during level up will now clear your feat selection
<br>
choices. This was done as the simplest way to avoid invalid feat selections. (I.e.,
<br>
raise your strength to 13, pick power attack, and then raise some other attribute.)
<br>
o Can no longer raise skills if you have negative skill points. (Okay, it didn't happen
<br>
that often, and it wouldn't actually let you finish leveling up if you did have
<br>
negative skill points, but it was still a bug.)
<br>
o Flurry of Blows no longer works with a non-monk weapon wielded in the off hand
<br>
- on further consideration, I'm removing this - according to the 3.5 FAQ, it should
<br>
work. Heck, Flurry of Blows should work even if the primary weapon is a non-monk
<br>
weapon
<br>
o Power Attack will only apply the attack penalties if you are wielding a non-light
<br>
weapon, or your primary attack is unarmed. Theoretically, if monks are ever capable
<br>
of doing unarmed strikes even while armed, Power Attack should more or less always be
<br>
on, but they're not, so it's not. Now to fix damage.
<br>
o Power Attack should apply a x1 damage bonus to unarmed attacks and one-handed weapons
<br>
when either an off-hand weapon is used or a shield is used. Light weapons get no
<br>
damage bonus, and any other case gets a x2 damage bonus.
<br>
o Weapon Focus, Weapon Finesse, and other skills that rely upon a weapon proficiency
<br>
will now recognize new weapon proficiencies you pick up when you multi-class into
<br>
another class.
<br>
o Rapid Reload and any other feats (are there any?) that rely upon having a crossbow
<br>
proficiency are now selectable when you multi-class into any other class than a druid.
<br>
Druid/fighters rejoice!
<br>
<br>
Spells
<br>
------
<br>
o Haste now provides an enhancement bonus of min(30, target's base speed) to movement.
<br>
This means that it will not stack with Monk's Fast Movement, but will stack with
<br>
Barbarian's Fast Movement. Furthermore, it will no longer cap movement at 2 x base
<br>
speed. Note, that it's the Barbarian's base speed unmodified by Fast Movement that's
<br>
used. Hasted Dwarven Barbarians move at 50.
<br>
o You can now use a higher level spell slot to memorize a spell. Go 20+ magic missiles!
<br>
o The left side of the spell book should now go up to spell level nine. Not that there
<br>
are any level nine spells for you to know. Heck, I don't think there's even a
<br>
chain lightning scroll.
<br>
o Level 5 metamagic feats will no longer be added to the end of the list (down by
<br>
level 9 spells.)
<br>
o Deleteing meta-magiced spells should no longer be as screwy. (The old code only
<br>
overwrote it with the last spell on the spellbook list - this should actually delete
<br>
it.)
<br>
o Meta-magic effects can now raise a spell to level 9
<br>
o Strength domain added to St. Cuthbert, as per manual
<br>
o Resurrection xp penalties should now work up to level 20.
<br>
o added the meta-magic color balls to spells on the memorization list
<br>
<br>
Dialog
<br>
------
<br>
o Rik - The conversation still jumps to 110 when you've acccepted
<br>
the Carpenter's Dilemma quest, but now you can ask Rik about the
<br>
barn, and only then does he mention Filliken's problem (120). If
<br>
you haven't heard about the barn yet, Rik won't mention it either
<br>
(240).
<br>
o Burne's puzzles (dialogue add in)
<br>
<br>
Items
<br>
-----
<br>
o corrected number of charges for Wand of Fear
<br>
o added OIF NO NPC PICKUP to Bracers +5 and misc wands
<br>
o restored original tutorial weapons and deleted Spugnoir's extr feats
<br>
o Masterwork Maul weapon type (changed from greatclub to warhammer)
<br>
<br>
<br>
<br>
============
<br>
Please Note:
<br>
============
<br>
o Have heard Reports that looting works correctly in Windowed Mode, and there is less "lag".
<br>
Looting did correctly work for me, in window mode, but LAG was not reduced signifigantly.
<br>
You can enable Windowed Mode by adding the "-window" to your shortcut to the game.
<br>
<br>
Right click on the shortcut and choose properties, then go to the 'Target' section of it
<br>
and add -window after the quotation marks.
<br>
Example:
<br>
"C:\Program Files\Atari\Temple of Elemental Evil\ToEE.exe" -window</blockquote>
<br>
<br>
Thanks to <b>Nomad Wanderer</b> for making this possible.