After I went to all that trouble But sure, I'll toss it under Lax Rules.May we have a house rule to allow blue circle highlighting of unseen enemies? That was fun for me my last time through!
That would be Pugmeister...Also, THANK YOU to Sitra and Etharil for programming fixes and enhancements to ToEE! It's wonderful that someone is finishing this game and engine over 10 years after its seeming abandonment! Alleluia!
Disabling things is usually easy Done for next version as part of Lax Rules.Would it be simple to disable multi-class XP penalties as a houserule?
I can find multiple threads asking if anyone bothered with these, and none of them could find a single group that did.
Another thing that sorta bugs me, as a first time through the game player (aside from the occasional mis-click during pausing), is the fact that I have to exit the game to check online somewhere which classes NPCs who level up in my party are (so I can then level them up "correctly" on their behalf).
I realise the game is designed to add some mystery by hiding the levels of the NPCs, but surely even a character with WIS 3/INT 3 would pretty easily realise what class someone is simply by the clothes and items they are wearing. Eg. "Grog see lady with purple robe, pointy hat, magic stick, scary book, pocket full of herbs, and strange kitty-cat... but Grog can no comprende what she do...!"
So, another recommendation I think may be helpful would be an option to allow the display of either the class AND/OR the class/level of NPCs in the "House Rules" tab (or perhaps even the more radical additional option of making all NPC stats visible) - particularly given that all of it is already available online anyway (except of course for their current in-game level) or familiar to those replaying the game.
Enemy HPs are not visible without Transparent NPC stats, except a as rough indication (Unscathed / Wounded / etc.).Great - wish I had realised that earlier! Good suggestion but already implemented... so thanks for setting me straight. Guess it's all part of the learning curve... but TBH I have avoided all the House Rules on this first play through in order to try and get an "original experience" - guess that is kinda hard since the original game was, how to best put it - buggy and bugged to buggery [I did try to play a few years ago but my all my save-games were TPK'ed in the Earth Temple and the negative online content at that time persuaded me not to retry the game]. Fortunately, it seems that the Temple+ mod (layered over CO8's extensive work) is now setting a new standard for the game's base experience! Hence my return to the game and attraction to this forum.
Anyway, with regards to the rule then, if I click this, what does it show besides what it clearly says? I assume "critters" refers to those monsters/summons/familiars etc in game attached to the party? From memory, enemy HPs are clearly visible too, so this makes everything on the screen have visible damage/HPs then?
I'm loathe to clutter the House Rules panel with too many options, but if you want that level of granularity you can edit the templeplus.ini file (set showExactHPforNPCs=false).Cool - so if I want to see the stats for my NPCs (which is what I wanted), I can only do this by also revealing monster HPs too (which I sorta didn't really want)? Not being familiar with the rationale behind combining these, or the programming burden involved in altering them, would it be unreasonable then to ask for two separate check-boxes for these 2 things then?
Fun fact: ToEE already had code to add the roll result to the history log, they just forgot to display it... fixed for next version.Request: Show arcane spell failure roll for armor in roll history.
Great - thanks for the edit advice - went in and altered as suggested. Not a perfect fix, since loading my save shows Fruella my NPC lost her mouse hover HP info, but her current HPs are still visible in the avatar in the bottom left (and the nearby monster is back to generic descriptions of health). I appreciate your willingness to provide suggestions in real time here!!I'm loathe to clutter the House Rules panel with too many options, but if you want that level of granularity you can edit the templeplus.ini file (set showExactHPforNPCs=false).
Could you possibly add those in the future, as well as rune spells maybe?
I mentioned before my suggestions for implementing the Wall spells. (Use a radial menu selector for \ | / - versions.)
Placing a wall spell is a two stage affair: first you select the start point, then the end point. Simple and intuitive!How exactly does the implementation of the wall spell work now? Will it rotate according to the direction from your caster?
Also, I noticed 3 wall spell particle effects in the game already, what spells have you implemented if any?
I'll also add ring mode later on for Wall of Fire, and you'll be able to cycle the mode with the scrollwheel.
I'm currently working on Wall of Fire, still have to integrate it into the AoE event system and also create the particle systems with the correct orientation. Also still have to integrate it with pathfinding blockage for barrier walls.
Speaking of which, stupid question but does Wall of Force actually block creatures from passing?
Placing a wall spell is a two stage affair: first you select the start point, then the end point. Simple and intuitive!How exactly does the implementation of the wall spell work now? Will it rotate according to the direction from your caster?
Also, I noticed 3 wall spell particle effects in the game already, what spells have you implemented if any?
I'll also add ring mode later on for Wall of Fire, and you'll be able to cycle the mode with the scrollwheel.
I'm currently working on Wall of Fire, still have to integrate it into the AoE event system and also create the particle systems with the correct orientation. Also still have to integrate it with pathfinding blockage for barrier walls.
Speaking of which, stupid question but does Wall of Force actually block creatures from passing?
I assume there is a limit on how long walls can be?
D20srd says wall of force blocks material and ethereal creatures from passing through.
I'd very much like a house rule that favored class penalties to EXP don't exist. (If it's in the game already, I haven't noticed.) Favored class penalties are a major reason that Humans are the best ToEE race. (The skill point per level and bonus feat @1 are other very big bonuses.)
Considering how many things we've suggested here, the queue for items is understandably long. Is it notably longer than whatever was suggested in this thread?