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Temple+ Support archive

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g0ld0

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Regarding size, STR scores and weapons used.

Here is the test I went through
dwarf fighter STR 18 with dw.waraxe with enlarge spell (without shield)
= STR bonus on damage adjusted for size (+1 due to STR score going +2) as "+5" but not for "assumed 2-handed" condition inherent to using weapon w/out shield (should have been +7 I think)
Same test but with max power attack (+4)
= power attack works fine and the "assumed 2-handed" works fine as well for that aspect (+8 instead of +4) but STR bonus is still wonky as previously stated.

I've tried the same test but with another weapon (warhammer) just in case the special condition as exotic weapon/martial weapon for the dwarven warxe was problematic, but tests results were the same.
Damage type for the weapons are improved as it should be when becoming large as long as you don't add a shield (or have one on when you enlarge).

Also, having a shield on when you enlarge (or adding one after you do) brings your weapon damage die to the original size (for an enlarged bastard sword, 1d10 is not good enough since when you don't have your shield on, it's 2d8)

Another thing I noticed and it goes back to vanilla. Enlarged PC with 2-handed weapon (such as greatsword) automatically gets that weapon 1-handed (freeing 2nd hand) and STR bonus is calculated accordingly (1.5 STR bonus instead of 2x) but power attack bonus is considered 2-handed (+8 instead of +4 as it should be) and basic weapon damage dice has improved because it is enlarged.
The normal thing would be, in all this, that 2-handed weapons STAY 2-handed when enlarged.

Sorry if this was discussed ad nauseam on Co8, but this time around, it might just be worth a shot of digging through the code to finally fix this.

Fixed for 1.0.14
 
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g0ld0

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Oh and justed replacing shields with a buckler in enlarged situations, damage dice are ok and scale accordingly, power attack works as well on damage, STR bonus on damage are wonky.
 

Sitra Achara

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Regarding size, STR scores and weapons used.

Here is the test I went through
dwarf fighter STR 18 with dw.waraxe with enlarge spell (without shield)
= STR bonus on damage adjusted for size (+1 due to STR score going +2) as "+5" but not for "assumed 2-handed" condition inherent to using weapon w/out shield (should have been +7 I think)
Same test but with max power attack (+4)
= power attack works fine and the "assumed 2-handed" works fine as well for that aspect (+8 instead of +4) but STR bonus is still wonky as previously stated.

I've tried the same test but with another weapon (warhammer) just in case the special condition as exotic weapon/martial weapon for the dwarven warxe was problematic, but tests results were the same.
Damage type for the weapons are improved as it should be when becoming large as long as you don't add a shield (or have one on when you enlarge).
Thanks, fixed for 1.0.14. (it was erroneously considering it as a Light Weapon in the general damage function because it didn't account for the weapon being enlarged)

Also, having a shield on when you enlarge (or adding one after you do) brings your weapon damage die to the original size (for an enlarged bastard sword, 1d10 is not good enough since when you don't have your shield on, it's 2d8)
From what I tested this seems specific to Bastard Swords. Did you have the EWF feat?

Another thing I noticed and it goes back to vanilla. Enlarged PC with 2-handed weapon (such as greatsword) automatically gets that weapon 1-handed (freeing 2nd hand) and STR bonus is calculated accordingly (1.5 STR bonus instead of 2x) but power attack bonus is considered 2-handed (+8 instead of +4 as it should be) and basic weapon damage dice has improved because it is enlarged.
The normal thing would be, in all this, that 2-handed weapons STAY 2-handed when enlarged.
That's a bit strange, since it shouldn't suffer from the light weapon bug, but from what I tested it seems ok now.

Sorry if this was discussed ad nauseam on Co8, but this time around, it might just be worth a shot of digging through the code to finally fix this.
The cool part is that all the relevant code is already recreated in Temple+ so it's really no sweat :)
 

g0ld0

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Also, having a shield on when you enlarge (or adding one after you do) brings your weapon damage die to the original size (for an enlarged bastard sword, 1d10 is not good enough since when you don't have your shield on, it's 2d8)
From what I tested this seems specific to Bastard Swords. Did you have the EWF feat?

As a matter of fact I do have EWF with bastard sword. My other character is a dwarf (so EWF automatic for DW waraxe) and it does the same thing. I've just tested with a greatsword (and added a shield afterward) and it did 2d6 dmg. Tested with a longsword as well, but this time it stayed ok with 2d6 instead of 1d8.

Fixed for 1.0.14

Another thing I noticed and it goes back to vanilla. Enlarged PC with 2-handed weapon (such as greatsword) automatically gets that weapon 1-handed (freeing 2nd hand) and STR bonus is calculated accordingly (1.5 STR bonus instead of 2x) but power attack bonus is considered 2-handed (+8 instead of +4 as it should be) and basic weapon damage dice has improved because it is enlarged.
The normal thing would be, in all this, that 2-handed weapons STAY 2-handed when enlarged.
That's a bit strange, since it shouldn't suffer from the light weapon bug, but from what I tested it seems ok now.

Then we'll see when 1.014 gets out....
Thanks Sitra
 
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g0ld0

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WHen wand crafting with my cleric, found out that the Lesser Restoration wand sets the automatic caster level at "1" as if a 1st level spell (Lesser Restoration is a 1st lvl spell for the paladin) instead of "3" as it should be for a cleric. It seems it is repeated elsewhere since I've looked at the Delay Poison spell (1st lvl for rangers, 2nd for clerics) and it indicates the same thing.
Verified as well for the Hold person wand (2nd lvl for clerics, 3rd for wizards) and it shows the xp/gold cost appropriate for a 2nd lvl spell, but sets the caster level automatically at 5.
I've tried changing the caster level but suddenly all wands caster level indicated become "5" no matter the spell and no matter which numerical value (between 1 and 6 at the moment) I input.
I also tried to create wands of CLW at different levels but it always managed to end up on odd CL (1,3,5, etc.) whereas, theorically, you could set a CLW wand at CL4 and get 1d8+4hp out of it (stupid, I know, better invest in CMW wand at this point). Tried to see if XP/GP cost would go up let's say with a wand of Bull Strength (spell with long term effect with variable of time depending on CL) and it stayed at CL3. Might be a good thing to fix this so spells with not-minimal CL would react differently with spells such as Dispel Magic.

Fixed for 1.0.14

On an independent bug, is it normal that MIslead (Wiz 6) does not appear as a possibility for a scroll?
 
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Sitra Achara

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WHen wand crafting with my cleric, found out that the Lesser Restoration wand sets the automatic caster level at "1" as if a 1st level spell (Lesser Restoration is a 1st lvl spell for the paladin) instead of "3" as it should be for a cleric. It seems it is repeated elsewhere since I've looked at the Delay Poison spell (1st lvl for rangers, 2nd for clerics) and it indicates the same thing.
Verified as well for the Hold person wand (2nd lvl for clerics, 3rd for wizards) and it shows the xp/gold cost appropriate for a 2nd lvl spell, but sets the caster level automatically at 5.
I've tried changing the caster level but suddenly all wands caster level indicated become "5" no matter the spell and no matter which numerical value (between 1 and 6 at the moment) I input.
I also tried to create wands of CLW at different levels but it always managed to end up on odd CL (1,3,5, etc.) whereas, theorically, you could set a CLW wand at CL4 and get 1d8+4hp out of it (stupid, I know, better invest in CMW wand at this point). Tried to see if XP/GP cost would go up let's say with a wand of Bull Strength (spell with long term effect with variable of time depending on CL) and it stayed at CL3. Might be a good thing to fix this so spells with not-minimal CL would react differently with spells such as Dispel Magic.

You're right, it takes the highest level specification. Not sure why I didn't check if the crafter has the relevant class level, heh. Will fix.

The crafted CL will always be odd due to how ToEE stores the spell information - it's actually stored as Spell Level rather than Caster Level, thus it will always be an indirect specification of Caster Level. Changing this would be a bit of a bitch I think, mostly because of pre-existing items who would have to be corrected (otherwise they'd have half their caster level value since they specify spell level rather than caster level).

On an independent bug, is it normal that MIslead (Wiz 6) does not appear as a possibility for a scroll?
That's a Co8 added spell, I guess they didn't add it to the item_creation.mes file in the game rules.
 

g0ld0

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As another thing that came to mind, since I am a "ressource-management" type of player.
Now I don't have the SRD with me to identify the rules correctly, but it seems counter-intuitive that a 1st lvl wizard would be able to "learn" and scribe in its spellbook a spell of a higher spell level while he is not able to cast it normally (let's say learning fireball when you can only cast magic missiles or mage armors).
What is even more strange is, when you learn these over-your-spell-lvl spells and write them in your spellbook, you can scribe them automatically as scrolls AND cast them afterward.

So, since you are so kindly looking into the caster lvls for wands with prerequesites for classes and caster levels, might I entice you into looking in that matter for the learning spells and scroll caster lvl thingy?

Thanks.

Edit:
Just got the text for the Scribing of scrolls in the SRD
The act of writing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from her currently prepared spells, just as if it had been cast.)
That means that the spell must be something you have learned and able to cast from memory since it would have to be prepared prior to scribing. Now, in TOEE we don't spend "time" crafting or need to have the spell committed to memory at that moment, but just allowing a known and "castable" spell to be scribed as a scroll would be a good thing.

Fixed for v1.0.21
 
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Dr. Bak

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SRD said:
A wizard can also add a spell to her book whenever she encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source.
Can't see any restriction here, a wizard could potentially learn higher level spells, but would still be unable to prepare and cast them.

On the other hand I agree on the fact that crafters should be allowed to scribe only spells that are able to prepare and cast.

Fixed for v1.0.21
 
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Herk

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Hello, I noticed that wizards, monks, and druids automatically gain the feat "Simple weapon proficiency" for free, which shouldn't be the case per the rules. They don't gain it when the game is launched with Co8 only.

4LfHotD.jpg


I tested with previously created characters with Co8 only as well as a new created one with T+. They lose/gain it when switching from Co8 to T+ and vice versa. I also tried a Co8 save with a single class druid who gained the feat in T+. I couldn't test if the contrary occurs too as the T+ save I tried crashed under Co8 only.

Besides, Co8 (I don't know but it can be a vanilla "bug") already behave like that with NPCs that shouldn't have the feat for free, although "simple weapon proficiency" is NOT in the protos.tab for them : I tested Spugnoir and Turuko, I read on Co8 forums that Meleny also has the feat.

Fixed for 1.0.14
 
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Sitra Achara

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Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
WHen wand crafting with my cleric, found out that the Lesser Restoration wand sets the automatic caster level at "1" as if a 1st level spell (Lesser Restoration is a 1st lvl spell for the paladin) instead of "3" as it should be for a cleric. It seems it is repeated elsewhere since I've looked at the Delay Poison spell (1st lvl for rangers, 2nd for clerics) and it indicates the same thing.
Verified as well for the Hold person wand (2nd lvl for clerics, 3rd for wizards) and it shows the xp/gold cost appropriate for a 2nd lvl spell, but sets the caster level automatically at 5.
I've tried changing the caster level but suddenly all wands caster level indicated become "5" no matter the spell and no matter which numerical value (between 1 and 6 at the moment) I input.
I also tried to create wands of CLW at different levels but it always managed to end up on odd CL (1,3,5, etc.) whereas, theorically, you could set a CLW wand at CL4 and get 1d8+4hp out of it (stupid, I know, better invest in CMW wand at this point). Tried to see if XP/GP cost would go up let's say with a wand of Bull Strength (spell with long term effect with variable of time depending on CL) and it stayed at CL3. Might be a good thing to fix this so spells with not-minimal CL would react differently with spells such as Dispel Magic.


On an independent bug, is it normal that MIslead (Wiz 6) does not appear as a possibility for a scroll?
Question: is there ever a case where you can craft a wand without knowing the spell? Looks like the above issues are related to taking data from the protos.tab definitions for wands, which should only really be necessary when the crafter doesn't know the spell. (I think it's a relic from the vanilla code, so probably safe to change it, just making sure)
 
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g0ld0

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Question: is there ever a case where you can craft a wand without knowing the spell? Looks like the above issues are related to taking data from the protos.tab definitions for wands, which should only really be necessary when the crafter doesn't know the spell. (I think it's a relic from the vanilla code, so probably safe to change it, just making sure)

The only wand crafter I have right now is a cleric and it seems that only the spells on his spell list are available to be turned into wand form. I don't have a wizard right now except my Ranger 6 / wiz 1 and she only has scribe scroll.
 

Sitra Achara

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Question: is there ever a case where you can craft a wand without knowing the spell? Looks like the above issues are related to taking data from the protos.tab definitions for wands, which should only really be necessary when the crafter doesn't know the spell. (I think it's a relic from the vanilla code, so probably safe to change it, just making sure)

The only wand crafter I have right now is a cleric and it seems that only the spells on his spell list are available to be turned into wand form. I don't have a wizard right now except my Ranger 6 / wiz 1 and she only has scribe scroll.
Oh I meant by the rules :)

While I'm at it, the rules state that the price/cost should depend on the caster class:
http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm

That's a bit weird but oh well...
 

Dr. Bak

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Question: is there ever a case where you can craft a wand without knowing the spell? Looks like the above issues are related to taking data from the protos.tab definitions for wands, which should only really be necessary when the crafter doesn't know the spell. (I think it's a relic from the vanilla code, so probably safe to change it, just making sure)

The only way to craft a wand (or any other item) without knowing the magic prerequisites is by sourcing those spells through other magic items or spellcasters. So in the actual state of the game there is no way to do it. (ref.)

While I'm at it, the rules state that the price/cost should depend on the caster class:
http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm

That's a bit weird but oh well...
That's because some classes reach some spell level earlier than others. Most of the time clerics/wizards have a lower minimum caster level than sorcerers/paladins, thus they can craft at a cheaper price.
 

Terminus Est

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I've noticed that the monk doesn't get the right starting proficiencies. The feat is properly included as "Simple Weapon Proficiency Monk", but that feat doesn't seem to have any effect. The starting monk won't actually be proficient in any of their special monk weapons.

Fixed for 1.0.14
 
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Herk

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Indeed while I was browsing weapons in the starting shopping area, I had noticed that the monk wasn't proficient with shuriken, but the druid was. Druids are also proficient with the handaxes sold there and some battleaxes, but even more strangely not all of them, only with the standard model of battleaxe, the one with the icon representing a double-bitted axe.

Fixed for 1.0.14
 
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Herk

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I can't edit my previous message. "Druids are also proficient with the handaxes sold there and some battleaxes, but even more strangely not all of them, only with the standard model of battleaxe, the one with the icon representing a double-bitted axe."

Fixed in 1.0.14
 
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Sitra Achara

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Hello, I noticed that wizards, monks, and druids automatically gain the feat "Simple weapon proficiency" for free, which shouldn't be the case per the rules. They don't gain it when the game is launched with Co8 only.


I tested with previously created characters with Co8 only as well as a new created one with T+. They lose/gain it when switching from Co8 to T+ and vice versa. I also tried a Co8 save with a single class druid who gained the feat in T+. I couldn't test if the contrary occurs too as the T+ save I tried crashed under Co8 only.

Besides, Co8 (I don't know but it can be a vanilla "bug") already behave like that with NPCs that shouldn't have the feat for free, although "simple weapon proficiency" is NOT in the protos.tab for them : I tested Spugnoir and Turuko, I read on Co8 forums that Meleny also has the feat.

Thanks, the original code added the Simple Weapon Prof feat to all NPC humanoids, looks like I left the check for NPCs out. Fixed for 1.0.14.
(I'll leave it for NPCs since I guess it might cover some monsters, not sure, it's not a big deal anyway).

I've noticed that the monk doesn't get the right starting proficiencies. The feat is properly included as "Simple Weapon Proficiency Monk", but that feat doesn't seem to have any effect. The starting monk won't actually be proficient in any of their special monk weapons.

Indeed while I was browsing weapons in the starting shopping area, I had noticed that the monk wasn't proficient with shuriken, but the druid was. Druids are also proficient with the handaxes sold there and some battleaxes, but even more strangely not all of them, only with the standard model of battleaxe, the one with the icon representing a double-bitted axe.
Yep, copy-paste error from the Druid weapon feat check which was just above the monk section ^^ Fixed for 1.0.14.

Thanks for reporting!

Also, having a shield on when you enlarge (or adding one after you do) brings your weapon damage die to the original size (for an enlarged bastard sword, 1d10 is not good enough since when you don't have your shield on, it's 2d8)
From what I tested this seems specific to Bastard Swords. Did you have the EWF feat?

As a matter of fact I do have EWF with bastard sword. My other character is a dwarf (so EWF automatic for DW waraxe) and it does the same thing. I've just tested with a greatsword (and added a shield afterward) and it did 2d6 dmg. Tested with a longsword as well, but this time it stayed ok with 2d6 instead of 1d8.
Yeah, accidentally flipped the condition for having EWF Bastard sword there. Fixed for 1.0.14.

-scrolls of the same spell stack together regardless of being arcane or divine, the last scroll put in the inventory gets overwritten
Finally got around to fixing this. Now potions and scrolls of different levels won't stack, and likewise for arcane/divine scrolls. (1.0.14)
 
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Terminus Est

Barely Literate
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Jul 24, 2016
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When buying a standard item of clothing, the tooltip warns of armor non-proficiency, regardless of class. Affected items of apparel that I've seen:
  • noble garb
  • villager garb
  • farmer garb
  • corset
  • mystic garb
  • leather clothing
Once an item is in your inventory, though, the warning disappears.

Fixed for 1.0.14
 
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DnDPaladin

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Somethings not working right...
i started an ironman game, had my wizard scribe scroll magic missile and enlarge person like 16 times each. but once i used only 1 of each scroll... i lost all the 15 others. its like it uses the whole stack instead of using only one. didn't try this in regular games though. dont know if its just an ironman bug or not. but it sucks really.
 

g0ld0

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Somethings not working right...
i started an ironman game, had my wizard scribe scroll magic missile and enlarge person like 16 times each. but once i used only 1 of each scroll... i lost all the 15 others. its like it uses the whole stack instead of using only one. didn't try this in regular games though. dont know if its just an ironman bug or not. but it sucks really.
I've noted this too in my regular game, but if you go look in the "resolved" thread, you'll see that Sitra has fixed this in the 1.014 version that will be up sometimes soon I hope.
 

Sitra Achara

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Yeah it's been reported, internally fixed for next release (1.0.14). I had intended to release it along with the first two PrC's but there's still some work to do so I'll try to have it out sooner.
 

Valky

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How can we configure the number of PC/NPC numbers allowed in the party through temple+? I don't see an option like TFE-X's Max number of PC's in party.
 

Valky

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I think I just found a bug in the game. When I levelled up my level 1 dwarf fighter to a level 2 dwarf fighter, after I selected his skills, the feats button became active and highlighted green, but also, the finish button became active, which allowed me to skip selecting a fighter bonus feat. I believe you should not be allowed to finish until you select a feat.
Fixed for 1.0.17

Also, when I attempted to disarm a kobold, failed, and was counter disarmed, my character only said "I was disarmed" after the combat was over and I killed everyone, instead of that turn when he was disarmed.
NAB

Also, alt+click to auto sell items to shopkeepers only works with the left alt on my keyboard, not the right alt.
Fixed for 1.0.17
 
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Sitra Achara

Arcane
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Messages
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Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
I think I just found a bug in the game. When I levelled up my level 1 dwarf fighter to a level 2 dwarf fighter, after I selected his skills, the feats button became active and highlighted green, but also, the finish button became active, which allowed me to skip selecting a fighter bonus feat. I believe you should not be allowed to finish until you select a feat.
Wasn't able to replicate this, can you send your savegame?

Also, when I attempted to disarm a kobold, failed, and was counter disarmed, my character only said "I was disarmed" after the combat was over and I killed everyone, instead of that turn when he was disarmed.
You should also get a floating text when he's actually disarmed. But otherwise it's working as intended to remind you that you were disarmed during combat so that you don't forget to pickup your weapon and get mad at the game ;)

Also, alt+click to auto sell items to shopkeepers only works with the left alt on my keyboard, not the right alt.
Are you left handed by any chance? :P (But yeah I'll add right alt too ;) )
 

Valky

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I think I just found a bug in the game. When I levelled up my level 1 dwarf fighter to a level 2 dwarf fighter, after I selected his skills, the feats button became active and highlighted green, but also, the finish button became active, which allowed me to skip selecting a fighter bonus feat. I believe you should not be allowed to finish until you select a feat.
Wasn't able to replicate this, can you send your savegame?

Also, when I attempted to disarm a kobold, failed, and was counter disarmed, my character only said "I was disarmed" after the combat was over and I killed everyone, instead of that turn when he was disarmed.
You should also get a floating text when he's actually disarmed. But otherwise it's working as intended to remind you that you were disarmed during combat so that you don't forget to pickup your weapon and get mad at the game ;)

Also, alt+click to auto sell items to shopkeepers only works with the left alt on my keyboard, not the right alt.
Are you left handed by any chance? :P (But yeah I'll add right alt too ;) )
https://www.mediafire.com/folder/2h7b6fa67jk1a/ToEE_Save
This is after I levelled up, so now I have a level 2 fighter who has one less feat than should be possible.
 
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