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Feature Suggestions & Requests

Endarire

Scholar
Joined
Feb 28, 2016
Messages
395
Flyers Ignore Ground-Based Threats
I'd like flying creatures (owls, bats, gargoyles, harpies, air elementals, etc.) to be outright immune to ground spikes, web effects, entangle effects, and grease effects, as well as anything else that's purely on the ground. It makes sense that if spiders are immune to webs, flyers are immune to ground-based effects.
 
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Elestan

Educated
Joined
Nov 8, 2016
Messages
99
Flyers Ignore Ground-Based ThreatsI'd like flying creatures (owls, bats, gargoyles, harpies, air elementals, etc.) to be outright immune to ground spikes, web effects, entangle effects, and grease effects, as well as anything else that's purely on the ground. It makes sense that if spiders are immune to webs, flyers are immune to ground-based effects.

I agree on Grease, but Web could be cast across tree branches or pillars to snare flyers.
 

Endarire

Scholar
Joined
Feb 28, 2016
Messages
395
Toggling Arcane and Divine Scroll Creation
I'd like the ability to set whether a scroll made via Scribe Scroll is arcane or divine. (You could implement it as a checkbox: [X] Make scroll arcane if possible)

This way, a Cleric or Druid could mimic the tabletop rules of cooperatively crafting the scroll with the Wizard. This is done so Wizards can learn spells from scrolls gained by divine casters (like Clerics and Druids) that are on the Wizard list and a divine list.
 

Endarire

Scholar
Joined
Feb 28, 2016
Messages
395
Back-End Stuff
If this stuff isn't already in T+, I'd like these:

-Ability to check if a certain status condition (Blind, Webbed, Hastened, Prone, etc.) is on a target.

-Ability to have radial menus with 3 or more tiers. For example, the base game has

Resist Energy
-Acid/Cold/Electricity/Fire/Sonic (Pick One) >> Cast.

What I propose is:
Wish
-Ability Score Increase (Pick One) >> Cast
-Reproduce Spell Effect >> Show list of available spells to reproduce >> Cast
-Rest the Party >> Cast
(etc)

Default T+ Max Level
Please change the default T+ max level to 20 or higher. Co8 and T+ already officially support content to L20+.

Lax Rule
-Add a 'less painful iterative attack' option which means iterative attacks due to BAB are +0/-5/-5/-5 instead of +0/-5/-10/-15.
 
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zugschef

Novice
Joined
Dec 14, 2016
Messages
6
First off, thank you for the great work!

Could you please fix the way the game lets you throw flasks?

Per the rules, it should be possible to equip a character with flasks and make ranged touch attacks with sneak attack damage (of the same type) if appropriate. With the quick draw feat you should also be able to throw more than two flasks per round.
 

Endarire

Scholar
Joined
Feb 28, 2016
Messages
395
See what you're targeting
-I'd greatly like to be able to see unit names once I've selected a targeted ability, such as a potion or a spell. For example, if I use a potion, I can no longer see the names, HP, and statuses of units I mouse over. Pweath fix.

Will idle in combat for LOLs!
-Summons, charmed minions, and animal companions will occasionally not detect foes across big rooms (or just spontaneously go inactive) despite party members fighting these enemies.


What if 32 is too small for our brawl?
-The current combat tracker can only handle 32 units at a time - friend and foe combined. This system breaks down in large fights, especially with a large summon-happy party. May we get a limit of 128+ instead?

Won't cleave from sleeping dead people
-Oohlgrist dropped an awake foe then cleaved into another foe (Fire Temple employees). I had him target and kill a separate sleeping foe, but despite one-shotting this sleeping foe, Oohl did not cleave into a nearby Fire Temple Bugbear. Oohl has Great Cleave.
 
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Endarire

Scholar
Joined
Feb 28, 2016
Messages
395
Add an in-game option to toggle EXP gain for a character. If off, EXP gains would not be split with him. If on, things work as present.

This is useful for training characters and getting crafters s'more EXP in group settings.
 

Elestan

Educated
Joined
Nov 8, 2016
Messages
99
Add an in-game option to toggle EXP gain for a character. If off, EXP gains would not be split with him.

I wouldn't allow this; the other characters would have had an easier fight because the trainer was there, so they get less XP. You can already catch a character up pretty fast by having them hang back and watch one or two higher-level characters fight.
 

Sitra Achara

Arcane
Joined
Sep 1, 2003
Messages
1,860
Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
Add an in-game option to toggle EXP gain for a character. If off, EXP gains would not be split with him. If on, things work as present.

This is useful for training characters and getting crafters s'more EXP in group settings.
You can leave PC characters at the Hommlet Inn and pick them up later.
 

Endarire

Scholar
Joined
Feb 28, 2016
Messages
395
I have done that - and thank you for that - but I'd like to be able to do this also for characters that don't like the drop in/drop out option, like Prince Thrommel, Otis, and Screng.
 

Elestan

Educated
Joined
Nov 8, 2016
Messages
99
I would like a "Ready vs. Appear" tactical action, that triggers when the character gains LOS to an opponent. A slightly inferior but still useful version would trigger when an opponent became visible to any party member.
 

Endarire

Scholar
Joined
Feb 28, 2016
Messages
395
Better Grease
RAW says grease can be used to make items like weapons, off-hands, and clothes slippery. I'd like grease to expand into a radial menu with the options of:

-Grease Ground (current action)
-Grease Main Hand
-Grease Off-Hand
-Grease Clothing/Armor

Item greasing would be targeted to a creature.[/URL]
 

Endarire

Scholar
Joined
Feb 28, 2016
Messages
395
I want the ability to select units by clicking on their icon in the initiative bar. Sometimes, units get hidden in the shuffle, and since we can't rotate the camera, this is a helpful workaround.
 

Endarire

Scholar
Joined
Feb 28, 2016
Messages
395
AoO Indicators
If a foe can't make any more attacks of opportunity this round but a unit our party controls would do something that normally provokes an AoO, show the AoO marker in greyscale.
 

Elestan

Educated
Joined
Nov 8, 2016
Messages
99
I would like the ability to access the options menu (that's presently available from the title screen menu only) from in-game. This would allow changing of options such as volume, brightness, and concurrent turns.

You already can; it's the rightmost button on the toolbar in the lower right, but I agree that it should also be available from the ESC menu.

My request would actually be to both add the "OPTIONS" item to the ESC menu, and to have the toolbar button mimic the ESC key, so that you can access both Options and Save/Load using either mouse or keyboard.
 

Endarire

Scholar
Joined
Feb 28, 2016
Messages
395
Metamagicked Items
I'd like the ability to apply metamagic feats a character knows to the items he creates, assuming he could:

-Cast a spell of the modified spell level.
-Have that metamagic feat or set of metamagic feats apply to that spell.
-Pay the extra GP & EXP costs.

Metamagic Rods
These are only reason I'd normally take Craft Rod in a tabletop game, and even then, I'd likely be hesitant to take that feat. Regardless, may we get metamagic rods in ToEE? Normally, there's a limit of 1 rod per spell cast. This could be implemented as a separate METAMAGIC RODS radial menu section where the player would choose one of these rods to apply to the next applicable spell. The rod chosen would have a check mark box next to it (checked) while others would be unchecked. Each rod would also list remaining charges, such as Lesser Metamagic Rod of Extend Spell (2 Charges).

For example, assume I'm a Wizard10. I have a Lesser Rod of Extend Spell (spell levels 0-3) and a Rod of Empower Spell.(spell levels 0-6). Either of them could apply to the next mirror image spell I cast, but only the Empower Spell rod would apply to the next fireball spell I cast since fireball can be Empowered but not Extended, despite being of the proper spell level.

A metamagic rod could not apply to a spell prepared with the same metamagic. For example, a Lesser Rod of Empower Spell would not activate if the caster cast a prepared Empowered fireball. However, this same rod could apply to a Maximized fireball since that's only a level 3 spell in a level 7 spell slot.

Finally, remember that spell slot level DOES NOT EQUAL spell level, except with Heighten Spell! (There is no Heighten Spell rod!)

Back-End: Items
Having to declare a different item ID per instance of an item (such as a magic missile wand of CL1, another of CL3, another of CL5, etc.) seems very restrictive, instead of just being able to make a wand or a sword with the appropriate spell effects and modifiers. How easily revised would it likely be to change the code to use this more modular system?
 

Endarire

Scholar
Joined
Feb 28, 2016
Messages
395
Enemy Casters' Prebuffs Start when Combat Starts
I'd like a toggleable mode (perhaps in house rules) to make enemy casters just instantly gain all the buffs they were about to use during their prebuff routine Instead of doing one buff spell per round before combat. This makes things more challenging but also more consistent between runs: I need not be concerned about rushing some enemy caster to prevent his prebuffs.
 

Wened

Educated
Joined
May 27, 2011
Messages
74
Suggestion: Would it be very hard to make a proper itemization in TOEE as optional element of Temple+. Vanilla TOEE had shit itemisation, not all weapon classes get good magical versions and many magic items are rather weak (mostly +1 stuff, rarely +2).
Crafting items is fun but it would be nice to have a non-crafting run and still find some +3 holy hammer or +6 glover of dex.

I imagine it would be lots of tedious work to figure even distribution and power level across hundreds o items and then manually placing them in containers and on enemies in all the right places (ie. na +3 weapons in starting areas...)

Maybe there are some masohists working on this project that would be willing to do that as a optional feature?
 

Endarire

Scholar
Joined
Feb 28, 2016
Messages
395
Full EXP Gain Toggle
There's already a slower leveling option. I'd also like an option to grant all party members EXP as if they were level 1. This allows for full EXP gain regardless of level and discourages squatting (purposely being level 1-3 to maximize EXP gain).
 

Endarire

Scholar
Joined
Feb 28, 2016
Messages
395
Wened: Welcome! This seems more like a request for the Requests post. Also, in large part, crafting is meant to fix the itemization problem/situation as you mentioned.

A major question is this: What items go where? The module and the world of Greyhawk/Oerth have a specific feel - one that the ToEE PC game generally reproduces via encounters and loot. Changing this to be more accomodating means changing the feel of the world.
 

Wened

Educated
Joined
May 27, 2011
Messages
74
What items go where?

Thats the hard part. Designing some cool items is fun. But placing them in the game without upseting the ballance is not.

The module and the world of Greyhawk/Oerth have a specific feel - one that the ToEE PC game generally reproduces via encounters and loot. Changing this to be more accomodating means changing the feel of the world.

Yes i know. Its supposed to be a low level adventure. But now there are item categories that get many magical variants, some of them very usefull while other get like one +1 verion somewhere in a chest close to endgame. Kind of sucks.

It forces the player to either craft (easy mode) or read item lists on internet and design apriopirate team.
 

Black

Arcane
Joined
May 8, 2007
Messages
1,873,175
Currently there's no way to review if your mage is a specialist and what school he has banned- fix pls
Also, it'd be nice if specialist mages could see which scrolls they cannot use upon hovering over them, like simple "you are not proficient with this item".
 

Mathalor

Educated
Joined
Oct 9, 2016
Messages
89
I use my druid as my party face. My druid is not allowed to wear royal armor or prince thrommel's armor.

Could the +6 social skill bonus from those two items be added to the dragonscale plate sold by ah fong (or some other piece of armor that a druid can wear), or could a druid be allowed to wear those armors, but with significant combat penalties (No spellcasting or wildshape in addition to penalties for not having the training)?
 
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Mathalor

Educated
Joined
Oct 9, 2016
Messages
89
The wand creator level selector is useful, and the prices are much closer to the pnp game. kudos

Could the same feature be implemented for scrolls and potions? I don't usually train brewers, but to someone who does, it'd be useful.
 

Mathalor

Educated
Joined
Oct 9, 2016
Messages
89
I like focusing my druid on summoning.

As you have an option for materials from splatbooks, I was wondering if it would be possible to implement Ashbound Summoning, from Eberron.
Here's the full text:

Ashbound Summoning

You have been trained in the druidic traditions of the Ashbound, seeing yourself as one of nature's avengers. You consider the use of arcane magic to be a vile and unnatural act.

Prerequisite: Ability to spontaneously cast summon nature's ally

Benefit: The duration of your summon nature's ally spells is doubled. Creatures summoned by those spells receive a +3 luck bonus on their attack rolls.

Rulebook: Eberron Campaign Setting (p. 50)

Edition: Eberron (3.5)



I don't remember everything that gives a luck bonus in ToEE, but I think prayer does, though it gives it to a lot more than attack.

I read about a few more summoning feats while poking around on the internet, but they had typos and were supposed to be metamagic feats, and were thus extremely overpowered. This one seemed fine to me.
 
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