Mathalor, please review the changelog and ToEE itself before making requests, because both the synergy bonuses and Scroll AoOs are in.Sorry. synergy bonuses are already in, and I can't edit my post anymore.
Using a scroll should provoke attacks of opportunity.
Inflict spells should require a roll to my knowledge.
Disrupt Undead doesn't really need it given the only valid targets are immune to Sneak Attack and there's presently no way to bypass that. Magic Stone shouldn't need anything done to it as slings sneak attack just fine. (Melf's) Acid Arrow was already listed. Didn't realize Polar Ray is actually in ToEE (so few high level spells are) and completely forgot about Produce Flame and Searing Light. Is Electric Jolt even in ToEE though?
As for Scorching Ray it seems that, yes, according to Complete Arcane you only get Sneak Attack on the first ray. Seems completely arbitrary (and pointless given arrows already qualify each attack) but that's what the book says.
I've used the inflict wound spells quite a lot, they are some of the only useful higher level damage spells on some cleric builds.Spell sneak attacks are only supposed to apply to spells that required an attack roll and do damage, which is only ~10 (Acid Splash, Ray of Frost, Shocking Grasp, Chill Touch, Acid Arrow, Scorching Ray and the Inflict x Wounds series.) that are implemented in ToEE. You could get by with just Acid Splash, Ray of Frost, Chill Touch and Scorching Ray, as those are the ones people would actually use.
Arcane Trickster is pretty useless without it.
But have you used it on a sneak attacker?
I think inflict x wounds mass is a fine offensive spell for clerics. Quite handy for crowd control.Inflict spells should require a roll to my knowledge.
Disrupt Undead doesn't really need it given the only valid targets are immune to Sneak Attack and there's presently no way to bypass that. Magic Stone shouldn't need anything done to it as slings sneak attack just fine. (Melf's) Acid Arrow was already listed. Didn't realize Polar Ray is actually in ToEE (so few high level spells are) and completely forgot about Produce Flame and Searing Light. Is Electric Jolt even in ToEE though?
As for Scorching Ray it seems that, yes, according to Complete Arcane you only get Sneak Attack on the first ray. Seems completely arbitrary (and pointless given arrows already qualify each attack) but that's what the book says.
I've used the inflict wound spells quite a lot, they are some of the only useful higher level damage spells on some cleric builds.Spell sneak attacks are only supposed to apply to spells that required an attack roll and do damage, which is only ~10 (Acid Splash, Ray of Frost, Shocking Grasp, Chill Touch, Acid Arrow, Scorching Ray and the Inflict x Wounds series.) that are implemented in ToEE. You could get by with just Acid Splash, Ray of Frost, Chill Touch and Scorching Ray, as those are the ones people would actually use.
Arcane Trickster is pretty useless without it.
But have you used it on a sneak attacker?
New version is out with support for Sneak Attack spells.
Affected spells include: Scorching Ray, Chill Touch, Vampiric Touch, Produce Flame, Ray of Frost, Acid Splash, Melf's Acid Arrow, Inflict X Wounds, Disintegrate, Polar Ray, Meteor Swarm, Magic Stone, Searing Light, Flame Tongue
Come to think of it I didn't apply this to Inflict X Wounds, Mass - should it apply? (though there currently aren't any worhtwhile "rogue priest" builds, I imagine someone will either make one or dredge up something from the splatbooks )
Not right now, but it's not too difficult to make one if it's required. I suppose it could cause some messups in the campaign scripting though?Is there a command to change party alignment? (not party member alignment to be explicit)ToEE doesn't feature alignment change as part of its mechanics (a la PS:T), so that's a first in that regard. You could always do it via console commands though.Can you even change alignment in ToEE?
Ah good point. Guess no sneak for mass inflict.Mass Inflict aren't touch attacks (and aren't supposed to be) they're close range with multiple targets (they always hits). They shouldn't get sneak attack.
1. Modify the Dismiss Spell mechanic so that you can view and choose between the dismissable spells! Possibly by further expanding the radial menu.
You're not VentilatorOfDoomAny chance of adding entries for weapon enhancement effects so that you know what, say, merciful does?
Yes. They have 50 charges by default. I should add that to the GUI display.Do staves have charges? The descriptions say they're a "charged staff" but never mention a number of charges anywhere, like wands do.
Alrighty, as of 1.0.28 Summon Monster and Summon Nature's Ally will play these particles. It's a stupidly simple addition too, when you know what you're doingLooking at the particle effects in the game, it seems like there are quite a few that are not being used. How come stuff like the summon monster and summon natures ally for example, don't play those particle effects when PCs cast those spells? A general rechecking and reapplying particle effects that should happen would be nice, having those cool shiny effects makes the combat that much more enjoyable.
You added the Levelup.wav sound to play on level up now too?Alrighty, as of 1.0.28 Summon Monster and Summon Nature's Ally will play these particles. It's a stupidly simple addition too, when you know what you're doingLooking at the particle effects in the game, it seems like there are quite a few that are not being used. How come stuff like the summon monster and summon natures ally for example, don't play those particle effects when PCs cast those spells? A general rechecking and reapplying particle effects that should happen would be nice, having those cool shiny effects makes the combat that much more enjoyable.
If you have any other hidden treasures you found there let me know, otherwise as far as I know all the spells have their particle effects.
Nope, completely forgot about it, haha! Will add it now.You added the Levelup.wav sound to play on level up now too?Alrighty, as of 1.0.28 Summon Monster and Summon Nature's Ally will play these particles. It's a stupidly simple addition too, when you know what you're doingLooking at the particle effects in the game, it seems like there are quite a few that are not being used. How come stuff like the summon monster and summon natures ally for example, don't play those particle effects when PCs cast those spells? A general rechecking and reapplying particle effects that should happen would be nice, having those cool shiny effects makes the combat that much more enjoyable.
If you have any other hidden treasures you found there let me know, otherwise as far as I know all the spells have their particle effects.
Please do. And I don't remember if there are NPCs who won't join you if they aren't compatible with your party alignment, but if there are then that bypass should be part of the House Rule as well.I could also remove the individual alignment restrictions as a house rule option if that's what you're after.
I'm looking forward to playing this when I recovered from not finishing ToEE again due to the node lags. Thanks !
Is it possible to remove the red enemy circles within the blue spell targeting areas while the emeies are not in line of sight ? Otherwise you could use them as a detection tool to blindly cast fireballs into dark areas.