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Tim Gayn's ludokino masterpiece
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>>3875127
>ludokino
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>>3875683
>its aight
>I didn't see the cult classic that mogs everything you've ever played grognards rant about tho
It’s a fairly accurate implementation of turn based 3rd ed rules (when most other 3rd ed games were RTWP and heavily homebrewed), and it’s an old school module from the early days of DnD. Basically does what it says on the tin.
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looks like shit and probably plays like shit too
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>>3879124
ignore pictures that you see on the steam page
those are some very old screenshots from 20+ years ago, probably made even before vanilla beta-testing
picrel is the current look of the game
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>>3879218
>pre-alpha rendering footage or something
Yes. There is no such fight, and also the interface has those empty black boxes next to portraits, which don't exist in any version of the game.
No idea, why would they upload those pics as preview.
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I hate how the shops in the starting town don't even stock half the weapons you can spec your characters into.
I get not having certain exotic weapons that are supposed to be rare but they lack a lot of super basic stuff too. You're just meant to go into the dungeon and hope you'll eventually find something your character can use?
idk maybe I'm just a casual but its annoying af to me.
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>>3879472
>You're just meant to go into the dungeon and hope you'll eventually find something your character can use?
If it's your first run, then it just doesn't make sense to choose any weapon-specific feats. Since you don't know what kind of good magic weapons you will find.
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>>3879472
If you're playing with Co8 modpack (any edition), then once you've completed Brother Smyth's quest (to give him a hill giant's head), he will have masterwork version of almost any weapon for sale, except bows.
All kinds of masterwork bows can be bought from Armario after clearing Deklo Grove.
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>>3879569
why would you skip gaining your first 4 levels? lower level encounters are the most balanced ones in D&D games
also Moathouse is good for learning the game & testing your party setup
>option to just start after the moathouse
anyway, you can achieve that with cheat codes
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>>3879517
WRONG.
You start with the weapon you pick weapon focus in, and after a few levels (literally a couple hours into the game) you can have your caster enchant it +1 if you want.
Plus, if you're modding, you can buy masterwork versions of any base weapon at any time anyway, so...
Best weapons: Glaive, Ranseur, Spiked Chain, Bastard Sword (For Fragrach or Scather)
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>>3875127
This game sucked massive nuts at the time, so, I'm sure it still does.
This would resonate more with you if you were alive, or old enough, to understand that it was hated primarily due to it's shitty rule system which was based on TSRs latest rules revision.
Plus it was janky and in a time when we weren't used to jank except by the Polish. Looking at you Martyr...
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>>3875127
>mfw gog owners of the existing version get this for free
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>always hear that Troika games were these incredible marvels of the RPG genre that simply didn't get the budget or polish they needed, but were true gems underneath
>both Temple and Arcanum are different degrees of unplayable monstrosities and vary from ugly as sin to barely visually passable for their time
???
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>>3889150
>not very fun to play
Literally the only appeal of Temple is the gameplay. There's almost no story. It's a pure dungeon crawler with a very faithful implementation of D&D 3.5e.
Arcanum is more like a steampunk Fallout 2 though, big game with lots to do, but janky and unpolished.
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>>3889217
>It's a pure dungeon crawler with a very faithful implementation of D&D 3.5e.
Tim Cain said this wasn't their intent. There's a lot of (boring) role-playing in Hommlet, a few interesting things to do in Nulb, faction politics in the Temple if you're playing evil. The combat is the most interesting part, and even that falls off in the temple because Frank Mentzer made it a bugbearaloo and Troika was too faithful in their adaptation which they also conceded.
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>>3889319
>runs around the map for six months waiting for the stupid random encounter where we get our junior knight badge decoder rings
>kills the mushroom tart with the holy sword from dowry
>goes home to settle down with peasant wench waifu
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Why tf does my formation get fucked up everytime I go through a loading screen?
When there's an encounter after going through a door or something it always puts my backline guys in the front to get one shot. Its so dumb
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>>3889394
That's a bug. There's a box you need to check or uncheck in preferences. You absolutely need to adjust that toggle, or the game is unplayable. The
>Co8 install guide
will remember what it's called but I don't.
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>>3889480
>why is there a "re-released" version of this on steam?
because it was never on steam
>anything new and improved about it?
you can install the most patched version of the game in one click and get the best experience of vanilla ToEE content
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Why everyone so racist against hill giants?
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>>3889561
>Do mods work with this version?
They should. https://steamcommunity.com/app/3843520/discussions/0/68298819622668910 5/
>Are there story, campaign, mission mods?
That's Circle Of Eight New Content modpack. If you install it, then also install Temple+ that makes the game much more stable and also provides additional races and classes.
There are also other mods with completely new content: Paladin's Cove, The Keep on the Borderlands (compatible with Temple+), Shattered Gates of Slaughtergarde, IWD Prologue Conversion.
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>>3889736
>What's happens here?
Just as the description says:
>This demo version presents the Prologue chapter of Icewind Dale in it's entirety, and requires both ToEE and Icewind Dale to be installed prior to installing this mod.
It's cool, janky and short, since it's just prologue.
>Does it work with the ee or rather steam version of Toee?
It may or may not work. I'm sure no one has tested this mod with steam version yet.
But it's compatible with Temple+.
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>>3889824
>There are too many build options to test them all during one single run.
You can dismiss party members and hire fresh meat via the guestbook at the inn. It's a waste of xp and you're still alignment restricted but you can do it.
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>>3889897
I would add rogue. You will find lots of magic items (scrolls, wands and other stuff) and in my parties it's always rogue who is using all of that with their Use Magic Device class skill.
Elf rogue is especially good because they perform Search automatically. It's very useful to find secret doors when you don't know the game.
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>>3889920
mostly yes, but actually it's due to all of these combined:
- build options (more than 1 for each class, multiclassing with mods)
- party setups (e.g. solo cleric run, 3 sorcs run, 5 paladins run, etc)
- hired companions testing (40+ recruitable NPCs in the game)
- some quests can be approached differently
- multiple alignment-dependent intros and multiple possible endings
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>>3890787
>Wasn't original Toee level 4 max cap? Anyway, it's 20 now, isn't it?
Vanilla ToEE has level cap 10. The steam version too.
Co8 mod increases level cap to 20.
Temple+ mod allows to set any level cap you want, up to 50.
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>>3890852
In Temple+ there is a stat boost option which applies to all foes.
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>>3890885
>Reasonable increase
Max supported stat boost value is the largest integer value which is (2^32)-1 = 2147483647
I tried beating the game with that and it turned out to be possible. After all, no matter what your stats are, natural 1 is natural 1.
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>>3890981
>Ecl or what's it called? Trolls are strong af, so they are like level 4 or 5 when they start.
Effective Character Level (ECL) = Racial Hit Dice (RHD) + Level Adjustment (LA) + Class Level
LA for troll is +5.
A troll begins with 6 levels of giant, which provide 6d8 HD.
Once you create your new character, its class level is 1.
So the ECL is 5 + 6 + 1 = 12.
Right from the start a troll is level 12 character with 0 EXP.
And in order to gain the next level, it needs +78000 EXP.
And since it's level 12, it can't get any EXP from killing low level mobs like goblins, which also makes leveling even slower.
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>>3891019
>it won't level at all for 5 levels or so.
It won't level at all for 11 levels!
>Is it at least a real troll, with regeneration and the like?
Yes, it is. Troll gets only non-lethal damage from non-fire and non-acid sources. Regeneration restores non-lethal damage, +5 HP per round.
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>>3891033
I haven't tried the steam version yet, as the one I already have from GOG works fine with mods.
But the mods can be installed on steam version as well.
>Troll can equip stuff!? Murder machine!
It can, however though it's displayed in inventory, it's not displayed on the troll model in the game which is confusing a bit. The same goes for armor.
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>>3891044
>armor not shown
Unfortunately standard even today. Very interesting parties possible.
>>3891057
I don't eat much sugar, nor processed 'food'. I don't consider crickets food. I do like good games though.
>you won't need all the medications
Thanks for your concern. Some supplements are useful, like zinc.
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>>3891272
>Any of the npc companions worth taking?
Sure, if you want to make your playthrough easier. Your party will level up slower, but there is enough EXP to reach level 10 anyway, regardless of your party size.
>Having to give up a share of the loot doesn't seem too appealing.
Their looting behavior is disabled with mods, so it's most likely disabled in steam version as well.
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>hiding armor
ISHYGDDT
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>>3891552
Magical weapons shine like that.
>Is there an editor?
No.
I mean you can't customize how it looks. But "Craft Magic Arms & Armor" feat provides a good choice of enchantment options. Not sure how much of these are available in steam version though.
Weapon name can be customized.
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>>3891576
Oh, crafting. Is it expanded via the two main mods? Does it work like in the phb?
>Craft Magic Arms & Armor" feat provides a good choice of enchantment options.
Iirc was never done correctly in any dnd game.
>editor
I was under the impression that it's available, just like the bg and iwd editor. Then again, these are ie games, different engine altogether.
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>>3887977
The major differences from 3.0 to 3.5 are like crit multiplier no longer stacking, magic dr being simplified, a few less skills, and a few class features changing. It's not like they added Tome of Battle and Psionics or some shit
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>>3892180
How pure we talking? Only spells and magical effects in an otherwise traditional playthrough? It's most likely doable but [redacted] are gonna bitchslap you straight into another campaign setting, over and over until you figure it out.
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>>3891582
>Oh, crafting. Is it expanded via the two main mods? Does it work like in the phb?
Mostly, yes. There are still many differences but ToEE's videogame implementation is the closest to PHB.
The game uses the standard item-creation feats (Craft Magic Arms & Armor, Craft Wondrous Item, Craft Rod, Craft Wand, Brew Potion) and their basic formulas (XP = 1/25 of base price, raw materials = half the price, time measured by gp/1000).
Weapons/armor must be masterwork before enhancement (same requirement as tabletop).
But some spell prerequisites can be picky or bugged and some item costs or required spells/levels in the in-game lists don't always match the tabletop exactly.
Mods do fix many of such issues, provide more crafting and enchantment options, including effects/items for level 10+ casters.
>I was under the impression that it's available, just like the bg and iwd editor.
If by editor you mean a tool that will allow you to create and add your own stuff to the game, then nope. You will have to do some coding for that using instructions on Temple+ wiki.
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>>3891747
>Does the village feel alive?
It does in terms of how large it is, and you can fully understand how it would function IRL.
Some NPCs change their location on day/night.
The quests are meh though.
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>>3900591
>incorporate more of Temple+/Co8
Actually it's all there, in your game folder. But they went through all of the changes and then did not remove but disabled everything that introduced something new. For example, you can still use cheats to travel into new locations from Co8. Because you can't really remove anything from modded ToEE, it's not that feasible.
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>>3892463
>Is this a min max game?
Not really.
If you know the game, you can beat with whatever comes up to your mind.
If you don't know the game, still there is always some way to do a workaround for any problematic combat, including skipping it.
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>>3892463
>Are bards bugged like on bg2?
Steam not-additionally-modded version might have a few bugs (e.g. Fascinate doesn't work), but nothing critical.
Bards in ToEE are fine and even if you're an experienced player, then solo bard run is also possible.
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Anyone added custom portraits to this? I started googling it and remembered it was convoluted enough that I just grabbed someone else's portrait pack last time, but I'd like to use my own if I can easily.
Also everyone is referencing the Circle of Eight modpack. Do I have to install that just to use custom portraits? I kinda wanted a vanilla experience, so I wanted to avoid that unless it's basically just bugfixes. I've installed the updated GOG version already. Sorry if I'm coming across as a retard here; I just figure this must be a solved problem before I dive into it.
I already tried following this dude's instructions just dumping the contents of that DnD5e folder into data\art\interface\portraits (had to create "portraits") on a clean install, and that doesn't seem to work.
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>>3909068
>I kinda wanted a vanilla experience, so I wanted to avoid that unless it's basically just bugfixes.
You want Temple+, not Co8. Co8 adds non-vanilla content, even in the “no new content, bugfixes only” edition, for some reason. Modders are retarded.
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>>3909075
Cool, I installed Temple+ and now I can see the custom portraits I had plopped in there earlier. Also I forgot to link the instructions I was referencing:
https://github.com/Snaid1/ToEE_Portrait_Packs
Thanks for the help, anon.
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>>3909068
>>3909084
Okay, this shit was way harder than it should be so I'm gonna post here what I did if anyone finds this thread and cares.
With Temple+ installed, you can plop portrait mods inside your TOEE installation. The path is:
>{TOEE folder}\data\art\interface\portraits
So for me, that was:
>C:\GOG Games\The Temple of Elemental Evil (2025)\data\art\interface\portraits
However, you will override the default portraits this way. So instead, you can create a subfolder in there and Temple+ will append those to the end of the default portraits nicely. For example
>C:\GOG Games\The Temple of Elemental Evil (2025)\data\art\interface\portraits\custom
In that folder, you need a portraits.mes file, which is the actual mod. The simplest version with 2 portraits added looks like this:
; this is a comment - you do not need this line but it is an example
{0010} {DnD5e_0010_B.tga}
{0011} {DnD5e_0011_M.tga}
{0012} {DnD5e_0012_S.tga}
{0013} {DnD5e_0013_S_GREY.tga}
{0014} {DnD5e_0014_M_GREY.tga}
{0020} {DnD5e_0020_B.tga}
{0021} {DnD5e_0021_M.tga}
{0022} {DnD5e_0022_S.tga}
{0023} {DnD5e_0023_S_GREY.tga}
{0024} {DnD5e_0024_M_GREY.tga}
;this is another unnecessary comment - the file ends on the blank line above
As you can see, you specify an address (0010) and then a filename in the braces. For each portrait, there are 5 files. I edited these in Gimp. They must be specific dimensions, so I suggest grabbing an existing portrait pack as a base to edit. Each file must be RGB color 8-bit non-linear, with 1 layer, and no alpha channel. Yes, the grayscale ones are also saved as RGB. B is your big picture, M is medium, and S is small. Each address is indicated by the third digit, and the fourth digit is which type of picture it is; the filenames don't really matter, but mods I found tend to use this format or similar.
Here's a screenshot of what I ended up with adding 4 custom portraits.
>>3909075
Thanks again for helping me get started.
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The most interesting thing about this game to me versus other official D&D games is how incredibly difficult it is at the beginning if you just play it like most other games. The early combat encounters are all way too much for a party of level 1s and you're obviously supposed to complete all the Hommlet quests first. At which point you're still only level 2, maybe 3, and the first encounters will probably still prove difficult, but possible. OR, you can also just recruit the characters in Hommlet who are way stronger and just start fighting everything until you level up your real party, at the cost of a little loot and gold.
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Chances of new mods now that it is on steam
>>3875127
Need input for a themed team. I already have melee teams, magic teams, holy teams, roughian teams, casters and rouges, female power rangers, need desperately some input.
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>>3909278
Okay, if anyone finds my post and tries to follow in my woe-begotten footsteps, here is what you should do to get custom portraits easily:
Install the game
Install Temple+
Install Circle of Eight
then you can just add new character portraits extremely easily. Simply find the end of a section in the portraits.mes file, copy that, and edit the copied lines to increment each number by ten and then put the appropriate new filename for you pics. So
>{0070} {GNF_0070_b_adamo.tga}
to
>{0080} {DnD5e_0010_B.tga}
as an example. Do that so you have the necessary 5 lines for each version of your portrait.
The reason this gave me so much trouble is that the new version of the game ALREADY HAS THE Co8 PORTRAITS IN IT. I believe when SNEG made their version of the game, they baked the baseline portraits from Co8 into the new executable. However, it doesn't work to just add the folders and portraits.mes file from Co8 to edit. The game doesn't look there at all. So you install Temple+ and then it knows to look in that folder, but you lose the Co8 stuff unless you install the real Co8 mod.
So just don't try to be lazy, and don't try to avoid installing Co8 if you want to your cool OC-Donut-Steel PC portrait. Just fucking install both and then it's easy as pie. Fuck me for spending all this time investigating. In conclusion, I really wish SNEG had bothered to update the game to make it easier to plop new portraits in there, and I think the way they bothered to pull in the blank rows from Co8 only to not do anything with them is fucking retarded and lazy.
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Question about crafting/enchanting weapons: Is it completely necessary to have a Cleric to do Holy/Axiomatic? My understanding is that you need caster level 7 with access to specific spells for those, and those spells are specific to the Good and Law domains, so you have to make a Cleric of Moradin (dwarf), Yondalla (halfling), or Heironeous to get access to both on the same character. Is that correct?
Am I gonna have a bad time if I only have one or none of those? I was considering running a Chaotic Good party of 4 with a Druid instead of Cleric, so I don't think I would have access to either of those. I could probably get the other enchantment types from a Wizard though.
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>>3910660
You can beat the game without any enchanting, in fact enchanting is pretty imbalanced and you can steamroll the game by using it heavily. I’ve done “no enchanting, no full casters” challenge runs before
There’s several holy enchanted items available in the game as well
That said, it can be fun to go all out and give everyone holy axiomatic weapons in a lawful good party. And also a set of flaming shocking ice weapons for those assholes in the earth node with the phys DR
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How many levels of Rogue are worth it for opening stuff, if any? I am finding that I only rarely manage to proc sneak attack (and plenty of stuff is immune) so it feels like I should just make a straight Fighter archer and only take a level or two of Rogue.
I have Point Blank Shot and Precise Shot, so I'm at least landing attacks sometimes.
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>>3912047
>I am finding that I only rarely manage to proc sneak attack
This is solved by flanking, attacking flatfooted targets when possible, or blinding your opponent (spells like color spray, blindness, glitterdust). Greater Invisibility is the best spell as it turns your every attack into sneak attack.
>plenty of stuff is immune
Undeads mostly, but they're becoming a non-issue in later game.Final boss is immune tho
Anyway, I've done a lot of runs with pure rogues.
If a rogue is not helpful with sneak attacks in certain fights, then they're definitely helpful with using magic items.
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>>3912111
>This is solved by flanking
I feel like an idiot. I thought if I attacked from behind with a bow while someone is threatening the enemy, that would count as flanking. Nope. Flanking is ONLY achieved by two or more in MELEE range. So if the rogue is trying to get sneak attack with a ranged attack, two other characters need to be flanking the target already. Obviously, it makes way more sense to have a rogue specialize in melee/TWF instead of ranged for this reason, as the rogue can activate flanking (which helps both allies anyway) on their own.
I feel so dumb for taking until I had cleared out the moathouse and stuff to figure this out lol. Ah, well. Now that I know what I'm doing, I feel like I can reach this same part of the game way more quickly.
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>>3913642
Are you running the "EE"? I'm almost certain the original game didn't work this way, wonder if that's a new bug they added. Under the hood it was rolling your raw hit die and then adding your level * con modifier to it. I've played around with HP in the console.
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>>3914146
The recruitable companions in toee are meant to supplement your main party you create, and they also demand a certain share of the loot, iirc. I’ve actually never used any of them. I don’t think would be too interesting except there’s a troll or ogre or something you can recruit that’s outside of what you’re able to create yourself
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>>3914148
Them taking a share of the loot is pretty neat. Kinda wish more games would have companions that aren't just following you around because they have nothing better to do and don't ask for anything in return.
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>>3914143
Probably paladin or fighter, and do the Hommlet quests to get the holy longsword and druid wife. She doesn't take any loot, you can freely manage her items, ditch her at the village when desired (as opposed to Fruella), and she can provide the heals you'll be missing. Since you won't need or want scrolls personally, you can also recruit Spugnoir without consequence, since he only loots scrolls.
Or, be evil and recruit Turuko and Kobort. They only join if you have 4 or less anyway.
>>3914149
I really enjoy that aspect of the game. It's great immersive role play in an otherwise very mechanics-focused game.
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>>3909278
Thanks for the breakdown!
Man, some of the portraits in this game are excellent but others are just complete ass.
Still, even the best don't hold a candle to IWD's worst.
But I guess it's an unfair comparison as they were clearly going for very different vibes.
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I remember seeing this comic forever ago and remembered it when cruising through the moathouse.
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Been playing a while and finally made it to level 9 with my wizard... and I took Craft Rod lmao. It sounded better because rods are bigger than wands, right? It's basically just a few useless crap items lol. Normally I would reload before the level but I took it in the dungeon and then overwrote my save (which I rarely do) so I'd need to replay an hour or two of stuff. Might not bother lol. Lesson learned though.
I almost took Greater Spell Penetration anyway but was curious about crafting since I've made some really good gear with it. Got a Holy Axiomatic Frost Brand +3 now and my fighter is an absolute monster with it.
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After looking it up, apparently people have known this for a long time but I figured I would share anyway since I thought it was pretty cool. There's a longsword +3 you can find that looks just like the Sword of Omens from Thundercats.
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>>3915123
I think there's an option to turn it off with either Co8 or the other big one. Can't remember it's name off the top of my head.
>>3915124
Nice. I did end up going with rogue though for my 'MC'. I actually caved and made a party of three.
>Skill Monkey Rogue
>Cleric of Fharlanghn (Rogues younger brother)
>Half-Elf Ranger (Travelling companion and fellow follower of Fharlanghn)
Going to pair each of them up with one of the games LI's which leaves two spots open.
Probably Elmo and I guess a mage.
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Well I beat the game. Pretty damn good, if a bit simple and very, very combat-heavy. The combat is really fun, and I honestly feel like I'll make another run of it before too long.
The actual Temple is weird playing as a good guy. There's clearly a bunch of quests you can do, but my paladin would have fallen if we did anything other than slaughter everyone, so I didn't really find any of the characters very interesting besides "guy with name must have good loot". I had to look up where to find the golden orb. I had actually been in the room where it is but just hadn't checked the right secret doors.
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>>3917513
>I had actually been in the room where it is but just hadn't checked the right secret doors.
Same here, when I did my first playthrough.
Later I learned that elves do Search automatically within 5 feet, so it's very advisable to have at least one in your party if you're new to the game.
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>>3917480
>I think there's an option to turn it off with either Co8 or the other big one. Can't remember it's name off the top of my head.
The mod is called Humble NPCs and it's included in Co8 modpack.
It's turned on by Co8 and there is no way to disable it (without changing code).
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>Watch ending slides
>Who the hell is Iuz?
Apparently I missed some of the priests while clearing the dungeon, but Iuz doesn't even get summoned unless you take a certain amount of time during the fight with Hedrack. I killed him too quickly for him to ever summon Iuz.
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>>3917932
I don’t either, that’s why I play with only my custom party member(s) and don’t recruit anyone. But there’s like 3+ anons in the thread above praising the feature as immersive and cool.
My point was, Co8 is a shitty mod that bakes in dumb shit with no way to turn it off. Even in their “light version, bug fixes only, no new content” version they fuck with things and add things.
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>>3918452
Thanks.
I did originally roll up the 3 characters but it felt kind of broken when they all had +2/3 in everything.
Having to give them a weakness helps make them feel like proper characters. Plus it makes the "you're playing on easy mode" voices in my head shut up.
Besides, I like the idea of my str8 rogue having to marry Fruella.
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>>3918962
>TOEE is no constrained by anything
Yes it is.
It sticks to turn based combat which Table Top has to do as an abstraction of what would happen in combat, when video games aren't constrained by that abstraction.
It's like you're painting the leaves of trees blue, because you didn't have access to green when growing up. If you like the way blue leaves look, it's fine, but you are sticking to a constraint you don't have to.
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>>3918924
dialog writing reads like a placeholder
married some chick, fuck that, reloaded
killed some spiders, killed some hobgoblins
trying to convert some old-faithers
not really impressive so far apart from the close to perfect 3e implementation (which isn't really my jam anyway)
we'll see how it goes for me from here
also the village map is uncanny, it's like everything is 1.5-2x times larger than it should have been
PS
>>3918983
that's hilarious because ToEE's pathfinding is atrocious
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>>3918592
>Hope you know what you're doing then
No idea!
Had to look up a guide for a couple of the Hommlet quests because it was very easy to get turned around and not be able to find who I was meant to speak to next.
Had my ass handed to me by the giant spiders and just hit lvl 2.
Might go ahead and hire on some more npc's and then I'll be ready to head to the Moathouse.
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>>3919171
Uhg.. it's so clunky
ToEE made me realize you should scale town objects down to make the map smaller. It seems that for some bizarre reason it was the opposite with ToEE, PCs and NPCs look like children in a giant's village and running around takes waaay too much time
especially considering the game does picrel a lot [sorry for the framerate, I was trying to keep the size within the limit and I've overdone it]
To add an insult to the injury the town has a lot of local quests which can be best described as "ping-pong" quests, having you run back and forth from one end to the other
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>>3919736
>the module had a more nearly realistic scale because you can just say "We travel to x" and then you're there.
Good thing that sign posts exist (if you play with Co8).
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>>3919787
>Sneaking is painfully fucking slow.
If you have Temple+, then you can speed it up.
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>>3919736
I have no problem with the town map being based on the original module, in fact that's one things I think is great
My issue specifically is that with the scale of buildings and distances compared to character models and movement speed.
The buildings are gigantic, windows could easily function as doors for adult human models. The prerendered map could be scaled down at least to 70%, that's 30% less walking, 30% longer visual range on a single screen, and the models would look adequate compared to the buildings.
Come to think of it, I recon the bug from the webm has had something to do with the map being scaled up compared to character models, having a smaller map might have made occurrence rate unbearable
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>>3919317
Just hit lvl 3 after clearing out the second floor of the Moathouse and freeing the gnomes+elf from the ogre. I guess tipping the waitress at the Waiting Wench was worth the gossip.
While there's clearly much more to explore my party was fairly battered and most of our spells drained. We decided to hoof it back to Hommlet to unburden ourselves of the loot and rest.
Our Cleric was finally able to ask for the maiden Meleny's hand in marriage. With a little help from his god in the form of Eagles Splendor. Now if only any of us could actually put her dowry to use.
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>>3920607
I feel like all the ones where you don't fight are lame. Chaotic Evil is the most fun IMO because you start by just straight-up slaughtering peasants and when they ask why you can say
>I was just bored
Really sets the tone for the party in a great way.
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>>3920607
Can you make a lawful evil party that pretends to work with the cultists only to backstab them and prevent the summoning of the greater evil? I love stories when a moderately evil party has to act as heroes.
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>>3920056
Just finished clearing the Moathouse andthe ambush afterwards. Most of my party is sitting at lvl4 now.
It would have probably felt like less of a slog if I had a second proper Fighter with me. Next time I'll just take the hit to XP and bring Elmo along.
>>3920667
>>3920878
Yeah it's definitely a neat touch. Wish more games did this kind of thing. The only other relatively recent game I can think of is DA:O.
>I feel like all the ones where you don't fight are lame
Honestly it's not even the lack of fighting. But just that there's no explanation as to why this council of elves is entrusting this job to your party at all.
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>>3919522
>that moment when it turns out the identify spell is absolutely useless and in fact I lost a bunch of gold, and I'm not reloading for that
>but turns a single read magic cast is all you need 95% of the time
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>>3921167
>you can do that regardless of your alignment
The only catch here is that paladins will instantly fall if you accept some of the quests from the ToEE clerics. You can still do them though.
>>3921460
>Next time I'll just take the hit to XP and bring Elmo along.
Definitely worth and makes replays at lot faster if you don't wanna do all the running around Hommlet.
>>3921863
>I lost a bunch of gold
It's definitely a cheesey exploit, but you can spam scribing acid splash scrolls (zero XP cost), sell them all at Burne's tower in Hommlet, and make a shitload of money that way in a couple minutes.
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>>3921863
>identify spell is absolutely useless
Well, that's not true. Identifying means knowledge of what the item does or what effects it has. You can't use looted wands or wonderous items before IDing them. And if you have that spell with you, then you don't need to spend time on traveling back to a vendor just for that.
Read Magic is a free option, but it's applicable only to scrolls and potions.
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>>3921902
that's not entirely true but mostly true
>then you don't need to spend time on traveling back to a vendor just for that.
what about the time wasted for the spell slots?
you either have to sacrifice spell slots, which is just too much to pay considering how little magic items you find,
rest for 8 hours in a non-safe zone,
or sacrifice learned spells for spontaneous casters or whatever the fuck bard and sorcerer are called
the latter does seem like the least price to pay out of these options but it's still shit compared to just traveling back to a vendor becausevendors will also refuse to identify items which don't have unknown magical properties, while the spell will be wasted either way
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>>3921865
aaaaa yeeeiiisss motherfucking 1000 misses in a row, a true D&D experience
I ran out of bolts for most of my guys with these bugbears.also peak encounter design: just add more bugbears
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