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> Temple of Elemental Evil +
Aedan
messaggio5 Apr 2016, 18:16
Messaggio #1





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@TheRuler
News per te!
http://www.rpgcodex.net/forums/index.php?t...released.98904/
http://www.moddb.com/mods/temple1/
Sounds cool blush.gif

Messaggio modificato da Aedan il 8 Apr 2016, 09:03
 
TheRuler
messaggio6 Apr 2016, 10:27
Messaggio #2



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Ma grandeeeeeee!


uff... e ora ci tocca ripensare alla traduzione.... ;-)


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The Ancient One
messaggio6 Apr 2016, 10:41
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TheRuler
messaggio18 Apr 2016, 15:52
Messaggio #4



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Qualcuno ha avuto modo di provarlo? Opinioni?



Oltra la grafica, che in HD trovo però molto piccola, la riscrittura dell'engine è la cosa che fa più gola...



il changelog completo:

CODICE
    Temple+ Changelog 1.0.8

    Improvements

        Faster loading time
        Display:
            Fake-fullscreen mode, eliminates mode switching and makes alt+tabbing more convenient
            Windowed mode resolution is now configurable
            Lifted resolution limit, 1920x1080 and 1920x1200 now supported
            New Movie playback method (fixes the flicker on Win10)
            Thorough rendering reform to improve performance on lower end systems
        Dynamic party composition:
            PC/NPC ratio is now flexible
            Added ability to temporarily leave PCs at the Hommlet Inn and re-add them later with all stats and equipment intact. (with Co8 only)
        New Feats Added:
            Greater Two-Weapon Fighting
            Improved Precise Shot
            Sharp-Shooting
            Divine Might
            Reckless Offense
            Superior Expertise
            Barbarian Rage high level feats: Greater Rage, Indomitable Will, Tireless Rage, Mighty Rage
            Greater Weapon Specialization
            Improved Disarm
            Monk high level feats: Diamond Soul, Quivering Palm, Empty Body, Perfect Self
        UI
            Added Alt-click to quickly sell items to vendors or transfer to chests
            Hotkey configuration now gets saved to file, and applies it to new games
            Spellbook now sorted alphabetically
            Expanded character creation portraits to 8
            Added MMB scrolling (hold and move to scroll)
            Item tooltip when buying items will warn of item non-proficiency
            Expanded the scrolling margin in windowed mode
            Item Crafting: Alt-clicking the Create button will keep the window open
            Item description box: now tells you
                Caster Level and Spell School for Potions & Scrolls
                Whether scrolls are Divine or Arcane
                Remaining charges for Wands
            Crafted wands will have their Caster Level appended to their name
            Console improvement: Added 'end' key support & ability to paste from clipboard
        High level class features: (levels 11+)
            Extended Animal Companions to level 13 (added Dire Bear)
            XP table now scales to level 20 properly
            Rangers get Combat Style Mastery benefits (Improved Precise Shot or Greater Two Weapon Fighting) at level 11.
            Barbarian Damage Reduction now extends to higher levels (up to DR 5 at level 19+)
            Barbarian Rage upgrade feats (Greater Rage, Indomitable Will, Tireless Rage, Mighty Rage)
            Monk feats: Diamond Soul, Quivering Palm, Empty Body, Perfect Self
        New Tactical Combat Options:
            Disarm attack
                Including +2 bonuses to weapons: Ranseur, Spiked Chain, Nunchaku
                For those disarmed - "Retrieve Disarmed Weapon" action becomes available to retrieve the disarmed weapon, if possible. Will provoke an AoO if done within combat.
                AI uses this too when disarmed so you can't completely cheese it!
            Disable Attacks of Opportunity radial menu option (in case you want to preserve your invisibility / sneak status and such)
            Aid Another - Wake Up (to wake up characters put to sleep)
            Trip Attack of Opportunity radial menu option - will make your character do Trip attacks on AoOs instead of normal attacks. Requires Improved Trip.
            Ability to do Trip Attacks as part of Full Attacks.
        Python:
            Python upgraded to 2.7;
            New python commands:
            pc_add - adds a character to the party under the PC subgroup
            obj_remove_from_all_groups - removes a character from the party
            faction_has - checks if NPC has a faction
            faction_add - adds a faction to an NPC
            factions - returns a tuple of npc factions (nonzero only, applicable to npcs only)
            run_to - makes a character run to a specified location.
            fall_down - plays the fall down animation
            make_wiz - makes character a wizard of level N (spells/feats not included)
            make_class - makes a character a level N of class M e.g. game.leader.make_class(stat_level_barbarian, 16)
            feat_add - adds a feat e.g. game.leader.feat_add(feat_craft_wand)
            obj_get_int64
            obj_get_idx_int - returns array integer type field
            obj_set_idx_int - sets array integer type field (e.g. obj_f_critter_skill_idx)
            obj_get_obj - returns object handle fields (e.g. obj_f_who_hit_me_last)
            obj_set_obj - setter func for same
            proto - returns proto number
            description - returns description string (known/identified)
            inventory_item(#) - gets a handle on inventory items for objects
            game.scroll_to - scrolls the view to an object or location (one of the first things I wanted to accomplish when I began modding - only took me 10 years :))
            refresh_turn - replenishes the hourglass during combat
        AI & Monster Abilities
            Will attempt to retrieve Disarmed weapons
            Added "Break Free" action across the board (replaces the old "Elixir of Break Free" workaround)
            Added Rend for Trolls (pre-existing trolls not yet altered, spawned trolls e.g. from Random encounters should get it)
            Improved AI targeting intelligence to exclude Spiritual Weapons, warded creatures (from spells like Otiluke's Resilient Sphere), and low-threat summons
            Intelligent AI characters (int > 3) will wake each other up when put to sleep.
        Altered Wand Crafting to support setting the caster level, with item cost adjusted.
            Crafted Wands now all have 50 charges too! (since you can no longer exploit the system by crafting at your current level without paying extra for it)
        Freely configurable amount of Point Buy points
        Max Level raised up to 50 (experimental; change "Max Level" in the configuration utility to enable)
        HP on levelup configurable to: Normal (random as usual), Average, or Max
        Pathfinding improvements
            Path nodes can now store the actual distance it takes to travel to their neighbours
            Maps store precomputed clearance information for faster short-range pathfinding, affording more PF polls for the AI
            PF zigzagging reduced
            AI will check if target is surrounded before attempting impossible (and thus costly!) PF queries; speeds up combat for solo characters against many enemies
            Added some wiggle room for AI Flanking attempts (AIs will now check a range of angles instead of just the diametrically opposed location)
            General improvements to AI PF to reduce chance of failing to navigate to a target.
        Spell Improvements
            Read Magic will now identify all of your party's scrolls and potions with a single casting, if cast in a safe area.
            Casting Defensively will now forego the concentration check outside of combat.
            Cause Fear effect tooltip will denote whether it's a Shaken or Frightened status
            Summon spells by AI casters will transfer over the caster's factions (so that AIs don't attack their summons, and modders no longer have to create a special proto for every case)

    Bug Fixes

        Crash issues fixed:
            Tightened ObjectEvent system, fixes many crashes (e.g. this, this and this)
            Fixed crash from when Balors cast Suggestion on your party (e.g. this bugreport)
            Fixed crash related to D20 queries returning invalid object handles (e.g. this bugreport)
            Fixed Co8 shutdown crash
            Fixed crash caused by crafting Magic Arms and Armor items with too long names
        Hangup issues fixed:
            Fixed Fragarach / Scather AoO hang when attacking fire creatures
            Fixed hang when dual wielding Fragarach + Scather
        Fixed Secretdoor bug (where Secretdoors would stop showing for the rest of the game)
        Fixed Node lag bug (Offscreen Particle System expiration bug)
        UI / Visual issues fixed:
            Fixed issue preventing right clicking from spellbook into memorized after removing spells from memorized by left click
            Fixed Domain spell Metamagic issue when using the scrollbar
            Fixed missing Stat text in character creation UI / skill UI (co8 bug)
            Fixed misaligned buttons in Co8 Transfer Item dialogues
        Spell Fixes:
            Fixed spell permanency bug (e.g. this)
            Fixed Protection From Alignment spells blocking friendly mind affecting spells (such as Bless)
            Fixed double-charging Sorcerers for spell failure
            Fixed spells that had inaccurate targeting circle: Cloudkill, Entangle, Grease, Ice Storm, Silence, Stinking Cloud, Web, and more.
            Fixed touch spells being cast at range sometimes
            Fixed Vampiric Touch
            Fixed Stinking Cloud handling of exiting the AoE (previously you could become sickened even after successfully saving and exiting the cloud, and the duration when stepping outside the cloud was not displayed correctly)
            Healing spells now don’t provoke hostility from NPCs
            Fixed Enlarge Person gradual shrinkage bug
            Fixed bug in Spiritual Weapon condition query
            Fixed culling of spells for Paladins / Rangers who have 0 spells per day without their stat bonus.
            Hezrou Stench redone as proper condition, instead of the Spell Object workaround which caused many problems.
            Shocking Grasp damage dice corrected to d6
            Fixed Restoration not curing Charisma damage
        Fixed long-distance pathfinding glitch in Hommlet (where some members of your group don't move while others do)
        Fixed screenshots for windowed mode
        Dwarves can now Tumble in Heavy Armor
        Dwarf movement speed now not reduced by medium/heavy encumbrance
        Trip Attack bug fixed (sometimes it would swap the defender and attacker’s dex/str scores)
        Can use Charge Attack / Run for longer distances (it was crippled by the pathfinding zig-zag phenomenon for long distances)
        Fix Colossal creatures (was a typo in size_colossal string)
        Kukri proficiency is now Martial
        Fixed bug with offhand attacks at higher levels. (game would use the offhand weapon as the 4th attack even if you didn't have Improved Two Weapon Fighting)
        AI fixes: (strategy.tab commands)
            Coup De Grace now works on Unconscious targets (beware!)
            Approach checks for proximity before executing, correcting the 'endless zig zag till end of turn' phenomena
            Fixed Charge Attack causing unarmed AIs to do nonlethal damage and ignore their natural attack data
            'Cast Party' will ignore LOS (could cause some issues, but it seems to be meant to be used that way)
            Fixed bug in the "ChooseRandomSpell" function. Previously it only applied to Cantrips because due to a bug it set the allowable spell levels to 0, now it should work across the board. Applies to AI with blank strategy.tab entry.
        Fixed the infamous NPC-in-leftmost-portrait bug (which had caused quests not to be completed)
        Fixed Jaroo passivity bug in Co8
        Spawning items via console made safe (will not create invalid protos, so you can relax and not worry about corrupting the savegame by using the console)
        Necklace of Adaptation now properly protects from Stinking Cloud and Cloudkill
        Fixed weapon damage dice for Enlarged characters ( 1d10 → 2d8 and 1d12 → 3d6 ).
            Now also regards usage of off-hand. I.e. it will not enlarge the weapon damage dice if doing so implies that the weapon becomes wielded Two-Handed while using the offhand for a non-buckler Shield or Offhand Weapon. (makes your head spin, doesn't it?)


    Note: some of these changes require the Co8 modpack to manifest, such as:
    - Spell targeting accuracy fix (modified script files)
    - Vampiric Touch Fix (modified script file)
    - Rend for Trolls (altered protos.tab)
    - Ability to leave PCs at Inn (modified script / dialogue)



    Atari Buglist fixed:
    002 - Lag at Temple/Nodes
    043 - Monster charge attack nonlethal
    051 - Secretdoor bug
    072 - Healing at range
    116 - Double charge for miscasting sorcs/bards
    179 - Shocking grasp d8
    280 - Enemy summons enmity (lack summoner factions)
    294 - Heal spell hostility
    413 - losing turns from concurrent turns
    415 - Prot. from Align. preventing
    431 - Neck. of Adap.
    444 - Balor CTD (actually related to suggestion spell)
    473 - Vampiric touch
    473 - NPC in leftmost slot
    495 - Fragarach/Scather lockup
    556 - Trip dex/str bug






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Micartu
messaggio18 Apr 2016, 20:12
Messaggio #5



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Io sono sempre per le vanilla. Aggiunge troppa roba ex novo per i miei gusti.
Addirittura in un punto del changelog dice che alcune features si attjvano solo se si installa il circolotto.
Il gioco secondo me è bello così come è stato pensato dagli autori. Basterebbe soltanto che invece di mod su mod qualcuno si mettesse semplicemente a fixare i mille mila bug.


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TheRuler
messaggio19 Apr 2016, 01:55
Messaggio #6



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CITAZIONE (Micartu @ 18 Apr 2016, 21:12) *
Basterebbe soltanto che invece di mod su mod qualcuno si mettesse semplicemente a fixare i mille mila bug.

Tutto sommato è proprio quello che si propone di fare. Hanno messo mano pesantemente al motore aggiustando gli innumerevoli bug originali e per non rifare due volte lo stesso lavoro hanno semplicemente deciso di lasciare gli elementi esterni all'engine al Co8, community che si è data parechio da fare con gli script.

Lo hai ripetuto più volte anche tu mic:
Vanilla Troika = esperienza di gioco per niente memorabile.
Per tacere dei bug, guarda solo il merdosissimo pathfinding originale. Chi gioca a ToEE lo odia da subito.

Io vedo questa versione non come una mod, ma come il ToEE che sarebbe dovuto essere.


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Micartu
messaggio19 Apr 2016, 13:50
Messaggio #7



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no, ma capisco, però penso anche che essendo un videogioco avrà anche un bilanciamento di difficoltà. vedo che hanno aggiunto magie, poteri e altro direttamente dai manuali del gioco. ora... io quando parlavo di essere sfavorevole alla modifica selvaggia, parlavo proprio di questo. in un gioco cartaceo con un master, se il giocatore arriva a livello 18 e sblocca determinate feature, il master gli piazza davanti mostri di calibro adeguato.
in un videogioco, se è previsto che il barbaro di 11mo livello affronti un mostro senza avere determinate abilità e talenti vuol dire che qualcuno ha calibrato il gioco perché quello scontro sia difficile 4. se mi aggiungono in un secondo tempo poteri e talenti previsti dal regolamento ma non dal gioco, a parità di livello lo scontro in questione diventa difficile 2, e la giocabilità viene intaccata. e lì non c'è il master che cambi lo scheletro con un demone. magari la giocabilità viene intaccata in senso positivo, ma cmq non è più la giocabilità che avevano pensato gli autori del gioco (cani di programmatori).

intendevo in questo senso quando dicevo che preferisco patch amatoriali che fixino semplicemente bachi.


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TheRuler
messaggio19 Apr 2016, 18:34
Messaggio #8



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Conosco la tua posizione mic, ma mi paice stuzzicare l'argomento. ;-)
Il level cap in effetti è ancora facoltativo. Si sceglie al lancio del gioco tramite il nuovo exe (fino a level 50).
Tutte le magie e abilità inserite sono state rese utilizzabili anche dai mostri. Per quanto riguarda il level cap ovviamente consigliano di alzarlo in presenza di Circolotto NEW content, nel quale sono stati inseriti nuove sfide adatte a livelli 11-20. Se Si vuole solo Vanilla+ (plus) si lascia level cap a 10. Tra l'altro prima l'esperienza ad ogni passaggio di livello oltre il 10 veniva assegnata tutte le volte come se si passasse dal 9th al 10th, perché si trattava di una routine hard coded nell'exe. Ora è stato aggiustato e viene consegnata la giusta XP da manuale.
In fondo stiamo parlando di un sistema basato sui manuali cartacei già dall'origine, non vedo nulla di male ad aggiornare i valori all'ultima versione di D&D. E non si parla di roba amatoriale, non penso si possa sperare di meglio visto che stiamo parlando di manuali ufficiali: personale opinione.


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TheRuler
messaggio31 May 2016, 16:45
Messaggio #9



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Come mi faceva notare Adean, pare che Toee non sia compatibile con windows 10. O forse è il contrario...

dal canto suo Templeplus si è mosso verso il futuro "portando" il motore su DX11 (il problema).
CITAZIONE
I am currently in the process of porting TemplePlus to DirectX 11 in order to move it from the already kinda-deprecated DX9, which I initially ported the graphics engine to.

This gives us several benefits:
- Better compatibility with future versions of Windows
- Finally the ability to debug the graphics engine again, since Windows 8 removed the debug runtime of DX9 (and any support for it)
- Better debugging tools for the graphics engine (Visual Studio has a built-in graphics debugger that only works with DX11)
- Some future pie-in-the-sky stuff is only possible with DX11 (moving the animation system to the GPU for example)
- Potential for integrating DirectWrite to replace the ugly ToEE text rendering with something more fancy


La versione 1.0.11 dovrebbe già funzionare.

Un'anima pia che abbia windows 10 e Toee potrebbe installare la nostra patch e provarla con temple plus?


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Aedan
messaggio1 Jun 2016, 14:44
Messaggio #10





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@TheRuler
Ecco la risposta del ragazzo che mi ha segnalato il problema:

Installato il plugin Temple+! Ottimo! E' rimasto l'italiano e il gioco va a meraviglia, addirittura con la risoluzione del mio schermo (1366x768)!
Il gioco è favoloso, per chi non l'ha ancora provato consiglio di giocarci!
Promossi a pieni voti!


Mi fa molto piacere blush.gif
Vogliamo per caso mettere una nota nel file ReadMe per chi gioca con W10? Potrebbe essere utile, visto che in molti hanno fatto il cambio di sistema operativo.
Grazie mille per il tuo prezioso aiuto!
 
TheRuler
messaggio1 Jun 2016, 17:36
Messaggio #11



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Sto seguendo la cosa sul forum del circolotto, e "dovrebbero", "a breve", snocciolare la soluzione.
Dopo di che aggiorneremo la nostra patch.

Temple+ non possiamo inserirlo nella patch per diversi motivi, ma possiamo inserire la nota come dici tu.


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Aedan
messaggio1 Jun 2016, 19:06
Messaggio #12





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Meraviglioso blush.gif
Aggiornami a cose fatte, così faccio i dovuti aggiornamenti nei vari thread sparsi per la rete.

Messaggio modificato da Aedan il 1 Jun 2016, 19:06
 
TheRuler
messaggio1 Jun 2016, 20:12
Messaggio #13



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Se non si volesse utilizzare Temple+, l'altra opzione sarebbe giocare in finestra, attualmente.

E comunque non vedo perché non si dovrebbe usare Temple+, attualmente l'esperienza più vicina all'originale game concept di Troika,

Il changelog completo:

CODE
Temple+ Changelog 1.0.12

Improvements

Faster loading time
Display:
Fake-fullscreen mode, eliminates mode switching and makes alt+tabbing more convenient
Windowed mode resolution is now configurable
Lifted resolution limit, 1920x1080 and 1920x1200 now supported
New Movie playback method (fixes the flicker on Win10)
Thorough rendering reform to improve performance on lower end systems
Dynamic party composition:
PC/NPC ratio is now flexible
Added ability to temporarily leave PCs at the Hommlet Inn and re-add them later with all stats and equipment intact. (with Co8 only)
New Feats Added:
Greater Two-Weapon Fighting
Improved Precise Shot
Sharp-Shooting
Divine Might
Reckless Offense
Superior Expertise
Barbarian Rage high level feats: Greater Rage, Indomitable Will, Tireless Rage, Mighty Rage
Greater Weapon Specialization
Improved Disarm
Monk high level feats: Diamond Soul, Quivering Palm, Empty Body, Perfect Self
UI
Added Alt-click to quickly sell items to vendors or transfer to chests
Hotkey configuration now gets saved to file, and applies it to new games
Spellbook now sorted alphabetically
Expanded character creation portraits to 8
Added MMB scrolling (hold and move to scroll)
Item tooltip when buying items will warn of item non-proficiency
Expanded the scrolling margin in windowed mode
Item Crafting:
Alt-clicking the Create button will keep the window open
Improved automatic item naming:
Will automatically remove the "Masterwork" from the name, update the bonus, and prepend the other effects (so e.g. instead of "Masterwork Ranseur +1 +2 Holy" you'll automatically get "Holy Ranseur +2" in the item name box)
Added tooltips for enchantment requirements
Enhancement bonus has its own +/- buttons for ease of use
Widened UI to accommodate longer names / size 12 font
Item description box extra information:
Caster Level and Spell School for Potions & Scrolls
Whether scrolls are Divine or Arcane
Remaining charges for Wands
Crafted wands will have their Caster Level appended to their name
Console improvement: Added 'end' key support & ability to paste from clipboard
High level class features: (levels 11+)
XP table now scales to level 20 properly
Druids:
Extended Animal Companions to level 13 (added Dire Bear)
Extended Wild Shape to include Dire Bear (at level 12) and Elementals (Large Elementals at level 16, Huge Elementals at 20)
Also extended times per day to higher levels (5/day at 14 and 6/day at 18)
Rangers get Combat Style Mastery benefits (Improved Precise Shot or Greater Two Weapon Fighting) at level 11.
Barbarians:
Damage Reduction now extends to higher levels (up to DR 5 at level 19+)
Barbarian Rage upgrade feats (Greater Rage, Indomitable Will, Tireless Rage, Mighty Rage)
Monk feats: Diamond Soul, Quivering Palm, Empty Body, Perfect Self
New Tactical Combat Options:
Disarm attack
Including +2 bonuses to weapons: Ranseur, Spiked Chain, Nunchaku, Flails
For those disarmed - "Retrieve Disarmed Weapon" action becomes available to retrieve the disarmed weapon, if possible. Will provoke an AoO if done within combat.
AI uses this too when disarmed so you can't completely cheese it!
Disable Attacks of Opportunity radial menu option (in case you want to preserve your invisibility / sneak status and such)
Aid Another - Wake Up (to wake up characters put to sleep)
Trip Attack of Opportunity radial menu option - will make your character do Trip attacks on AoOs instead of normal attacks. Requires Improved Trip.
Ability to do Trip Attacks as part of Full Attacks.
Python:
Python upgraded to 2.7;
New python commands:
pc_add - adds a character to the party under the PC subgroup
obj_remove_from_all_groups - removes a character from the party
faction_has - checks if NPC has a faction
faction_add - adds a faction to an NPC
factions - returns a tuple of npc factions (nonzero only, applicable to npcs only)
run_to - makes a character run to a specified location.
fall_down - plays the fall down animation
make_wiz - makes character a wizard of level N (spells/feats not included)
make_class - makes a character a level N of class M e.g. game.leader.make_class(stat_level_barbarian, 16)
feat_add - adds a feat e.g. game.leader.feat_add(feat_craft_wand)
obj_get_int64
obj_get_idx_int - returns array integer type field
obj_set_idx_int - sets array integer type field (e.g. obj_f_critter_skill_idx)
obj_get_obj - returns object handle fields (e.g. obj_f_who_hit_me_last)
obj_set_obj - setter func for same
proto - returns proto number
description - returns description string (known/identified)
inventory_item(#) - gets a handle on inventory items for objects
game.scroll_to - scrolls the view to an object or location (one of the first things I wanted to accomplish when I began modding - only took me 10 years blush.gif)
refresh_turn - replenishes the hourglass during combat
obj.trip_check(target) - does a trip check vs. target (v1.0.11)
obj.get_base_attack_bonus() (1.0.12)
Added Pybind11 plugin to allow exposing C++ classes & functions to Python. v1.0.11
New python module "tpdp" for extending ToEE Modifiers (Conditions) via Python.
See pymod_example.py inside tpgamefiles.dat. v1.0.11
AI & Monster Abilities
Will attempt to retrieve Disarmed weapons
Added "Break Free" action across the board (replaces the old "Elixir of Break Free" workaround)
Added Rend for Trolls (applied to pre-existing Trolls as of 1.0.11)
Improved AI targeting intelligence to exclude Spiritual Weapons, warded creatures (from spells like Otiluke's Resilient Sphere), and low-threat summons
Intelligent AI characters (int > 3) will wake each other up when put to sleep.
Added "Tripping Bite" condition for wolves (1.0.11)
Altered Wand Crafting to support setting the caster level, with item cost adjusted.
Crafted Wands now all have 50 charges too! (since you can no longer exploit the system by crafting at your current level without paying extra for it)
House Rules Options
Freely configurable amount of Point Buy points
Max Level raised up to 50 (experimental; change "Max Level" in the configuration utility to enable)
HP on levelup configurable to: Normal (random as usual), Average, or Max
Allow XP overflow option, so it can accumulate beyond the next level's XP (1.0.11)
Slower Levelling option - substantially slows down XP gain after level 3 so you lag 1-2 levels behind a normal game (1.0.11)
Pathfinding improvements
Path nodes can now store the actual distance it takes to travel to their neighbours
Maps store precomputed clearance information for faster short-range pathfinding, affording more PF polls for the AI
PF zigzagging reduced
AI will check if target is surrounded before attempting impossible (and thus costly!) PF queries; speeds up combat for solo characters against many enemies
Added some wiggle room for AI Flanking attempts (AIs will now check a range of angles instead of just the diametrically opposed location)
General improvements to AI PF to reduce chance of failing to navigate to a target.
Spell Improvements
Read Magic will now identify all of your party's scrolls and potions with a single casting, if cast in a safe area.
Casting Defensively will now forego the concentration check outside of combat.
Cause Fear effect tooltip will denote whether it's a Shaken or Frightened status
Summon spells by AI casters will transfer over the caster's factions (so that AIs don't attack their summons, and modders no longer have to create a special proto for every case)
Expanded Craft Magic Arms & Armor
+4 and +5 enhancement bonuses now possible
New weapon enchantments available: Merciful, Seeking, Speed, Thundering, Wounding
New Armor/Shield enchantments available: Spell Resistance 15/17/19
Added logging for to-hit rolls so you can see for yourself if the RNG is fair blush.gif v1.0.10
Implemented Trip Weapons (weapons that do not trigger AoO on trip attempts): Flails, Gnome Hooked Hammer, Guisarme, Halberd, Scythe, Sickle, Spiked Chain. v1.0.11
Touch spell charges will now not discharge unless the touch attempt is successful ("Holding the charge"). v1.0.11

Bug Fixes

Crash issues fixed:
Tightened ObjectEvent system, fixes many crashes (e.g. this, this and this)
Fixed crash from when Balors cast Suggestion on your party (e.g. this bugreport)
Fixed crash related to D20 queries returning invalid object handles (e.g. this bugreport)
Fixed Co8 shutdown crash
Fixed crash caused by crafting Magic Arms and Armor items with too long names
Hangup issues fixed:
Fixed Fragarach / Scather AoO hang when attacking fire creatures
Fixed hang when dual wielding Fragarach + Scather
Fixed Secretdoor bug (where Secretdoors would stop showing for the rest of the game)
Fixed Node lag bug (Offscreen Particle System expiration bug)
UI / Visual issues fixed:
Fixed issue preventing right clicking from spellbook into memorized after removing spells from memorized by left click
Fixed Domain spell Metamagic issue when using the scrollbar
Fixed bug when hotkeying the last node in the radial menu (often affects worn items)
Fixed hotkey usage for inventory items (it is now tolerant of the exact inventory slot)
Spell Fixes:
Fixed spell permanency bug (e.g. this)
Fixed Protection From Alignment spells blocking friendly mind affecting spells (such as Bless)
Fixed double-charging Sorcerers for spell failure
Fixed spells that had inaccurate targeting circle: Cloudkill, Entangle, Grease, Ice Storm, Silence, Stinking Cloud, Web, and more.
Fixed touch spells being cast at range sometimes
Fixed Vampiric Touch
Fixed Stinking Cloud handling of exiting the AoE (previously you could become sickened even after successfully saving and exiting the cloud, and the duration when stepping outside the cloud was not displayed correctly)
Healing spells now don’t provoke hostility from NPCs
Fixed Enlarge Person gradual shrinkage bug
Fixed bug in Spiritual Weapon condition query
Fixed culling of spells for Paladins / Rangers who have 0 spells per day without their stat bonus.
Hezrou Stench redone as proper condition, instead of the Spell Object workaround which caused many problems.
Shocking Grasp damage dice corrected to d6
Fixed Restoration not curing Charisma damage
Fixed Grease causing slippage to characters with Freedom of Movement
Fixed Color Spray - Unconscious not causing Prone status / graphic
Fixed Haste stacking
Fixed Blink defensive miss chance to 50%
Fixed long-distance pathfinding glitch in Hommlet (where some members of your group don't move while others do)
Fixed screenshots for windowed mode
Dwarves can now Tumble in Heavy Armor
Dwarf movement speed now not reduced by medium/heavy encumbrance
Trip Attack bug fixed (sometimes it would swap the defender and attacker’s dex/str scores)
Can use Charge Attack / Run for longer distances (it was crippled by the pathfinding zig-zag phenomenon for long distances)
Fix Colossal creatures (was a typo in size_colossal string)
Kukri proficiency is now Martial
Fixed bug with offhand attacks at higher levels. (game would use the offhand weapon as the 4th attack even if you didn't have Improved Two Weapon Fighting)
AI fixes: (strategy.tab commands)
Coup De Grace now works on Unconscious targets (beware!)
Toned it down a little so it only does so for targets in range, and then only if it doesn't incur an AOO (1.0.12)
Approach checks for proximity before executing, correcting the 'endless zig zag till end of turn' phenomena
Fixed Charge Attack causing unarmed AIs to do nonlethal damage and ignore their natural attack data
'Cast Party' will ignore LOS (could cause some issues, but it seems to be meant to be used that way)
Fixed bug in the "ChooseRandomSpell" function. Previously it only applied to Cantrips because due to a bug it set the allowable spell levels to 0, now it should work across the board. Applies to AI with blank strategy.tab entry.
Fixed the infamous NPC-in-leftmost-portrait bug (which had caused quests not to be completed)
Co8-specific fixes:
Fixed misaligned buttons in Co8 Transfer Item dialogues
Fixed missing Stat text in character creation UI / skill UI
Fixed Jaroo passivity
Fixed Tutorial map jumppoints (that had been rewired to Hickory Branch and not reverted when the tutorial was re-enabled)
Removed overzealous scripting for breaking off good-natured NPCs that got triggered on friendly firing NPCs
Spawning items via console made safe (will not create invalid protos, so you can relax and not worry about corrupting the savegame by using the console)
Necklace of Adaptation now properly protects from Stinking Cloud and Cloudkill
Fixed weapon damage dice for Enlarged characters ( 1d10 → 2d8 and 1d12 → 3d6 ).
Now also regards usage of off-hand. I.e. it will not enlarge the weapon damage dice if doing so implies that the weapon becomes wielded Two-Handed while using the offhand for a non-buckler Shield or Offhand Weapon. (makes your head spin, doesn't it?)
Fixed Power Attack bonus for enlarged characters (similar to above)
Fixed Str 1.5x damage bonus for Bucklers when wielding Two-handed weapons
Druid Wild Shape: Corrected number of Natural Attacks, Model Scale and Reach.
Fixed use of Charge Attack while Wild Shaped.
Fixed Wild Shape movement rate bug due to encumbrance.
Fixed enchanted ammo items giving plus to damage for non-ranged weapons (1.0.12)
Fixed lingering poison effect when there is no secondary damage, such as Dragon Bile (1.0.12)
Scrolls now provoke AoOs, and are also subject to Cast Defensively to prevent it (1.0.12)
Cast Defensively DC corrected to account for spell level (1.0.12)
Fixed skill_tumble / skill_use_magic_device python enum mixup (1.0.12)


Note: some of these changes require the Co8 modpack to manifest, such as:
- Spell targeting accuracy fix (modified script files)
- Vampiric Touch Fix (modified script file)
- Rend for Trolls (altered protos.tab)
- Ability to leave PCs at Inn (modified script / dialogue)



Atari Buglist fixed:
002 - Lag at Temple/Nodes
027 - Buckler damage when two-handed wielding
043 - Monster charge attack nonlethal
051 - Secretdoor bug
072 - Healing at range
075 - Wild Shape charge attack bug
076 - Wild Shape encumbrance bug
116 - Double charge for miscasting sorcs/bards
135 - weapon damage dice when enlarged (I think Longsword was actually ok but others weren't)
143 - grease vs. freedom of movement
149 - color spray knocking prone
150 - haste stacking
179 - Shocking grasp d8
280 - Enemy summons enmity (lack summoner factions)
294 - Heal spell hostility
413 - losing turns from concurrent turns
415 - Prot. from Align. preventing
431 - Neck. of Adap.
444 - Balor CTD (actually related to suggestion spell)
473 - Vampiric touch
473 - NPC in leftmost slot
495 - Fragarach/Scather lockup
556 - Trip dex/str bug


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alaris_
messaggio2 Jun 2016, 13:23
Messaggio #14



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BGE CRPG, Baldur's Gate
TES, M&M e Ultima

Playing Ri-ri-rigioco a Morrowind
SO Altro




Il downoload mi dice che il file non è sicuro è stato bloccato dal filtro smart screen?????
Che faccio? Grazie per le eventuali risposte.


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TheRuler
messaggio2 Jun 2016, 13:28
Messaggio #15



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CITAZIONE (alaris_ @ 2 Jun 2016, 14:23) *
Il downoload mi dice che il file non è sicuro è stato bloccato dal filtro smart screen?????
Che faccio? Grazie per le eventuali risposte.

Butta via internet explorer e usa un altro browser.


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alaris_
messaggio2 Jun 2016, 17:12
Messaggio #16



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BGE CRPG, Baldur's Gate
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Playing Ri-ri-rigioco a Morrowind
SO Altro




Grazie TheRuler...quindi posso scaricarlo?


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TheRuler
messaggio3 Jun 2016, 01:13
Messaggio #17



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CITAZIONE (alaris_ @ 2 Jun 2016, 18:12) *
Grazie TheRuler...quindi posso scaricarlo?

Né Palemoon né Comodo hanno segnalato alcunché.


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Aedan
messaggio3 Jun 2016, 13:10
Messaggio #18





Gruppo: Gamer
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Da: Milano
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BGE Might and Magic VI: The Mandate of Heaven
Playing Icewind Dale 2
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CITAZIONE (TheRuler @ 2 Jun 2016, 14:28) *
Butta via internet explorer e usa un altro browser.


smilies3.gif smilies3.gif smilies3.gif
 
alaris_
messaggio3 Jun 2016, 20:08
Messaggio #19



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BGE CRPG, Baldur's Gate
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Playing Ri-ri-rigioco a Morrowind
SO Altro




Dai... frown.gif


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Ravenloft
messaggio9 Jul 2016, 14:21
Messaggio #20



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Lord of Mists

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Playing Spycraft
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CITAZIONE (TheRuler @ 19 Apr 2016, 19:34) *
Conosco la tua posizione mic, ma mi paice stuzzicare l'argomento. ;-)
Il level cap in effetti è ancora facoltativo. Si sceglie al lancio del gioco tramite il nuovo exe (fino a level 50).
Tutte le magie e abilità inserite sono state rese utilizzabili anche dai mostri. Per quanto riguarda il level cap ovviamente consigliano di alzarlo in presenza di Circolotto NEW content, nel quale sono stati inseriti nuove sfide adatte a livelli 11-20. Se Si vuole solo Vanilla+ (plus) si lascia level cap a 10. Tra l'altro prima l'esperienza ad ogni passaggio di livello oltre il 10 veniva assegnata tutte le volte come se si passasse dal 9th al 10th, perché si trattava di una routine hard coded nell'exe. Ora è stato aggiustato e viene consegnata la giusta XP da manuale.
In fondo stiamo parlando di un sistema basato sui manuali cartacei già dall'origine, non vedo nulla di male ad aggiornare i valori all'ultima versione di D&D. E non si parla di roba amatoriale, non penso si possa sperare di meglio visto che stiamo parlando di manuali ufficiali: personale opinione.


A mio avviso il problema di aggiungere "roba" direttamente dai manuali, per quanto la 3.5 cartacea possa essere bilanciata, è uno solo: la carta e lo schermo sono due cose differenti. Scoperta dell'acqua calda. Scherzi a parte, la differenza sta nella possibilità di salvare. Sembra una stupidaggine, ma ho sempre considerato le sfide a schermo più difficili (di proposito) di quanto proposto dalla carta proprio per questa importante differenza. Poi ci sono i master bastardi smilies3.gif


Detto questo, DEVO provare tutte 'ste belle mod (aspettando la traduzione rolleyes.gif ). Il gioco vanilla l'ho finito all'epoca (non fu particolarmente uno strazio dal punto di vista dei bug) e sicuramente è la migliore e più fedele trasposizione di D&D3.5 che, per inciso, ha un ottimo combat system se non fosse che è piuttosto macchinoso. Gestito dal computer beh... è molto più godibile! Ricordo ancora diversi scontri memorabili oltre a quello finale. Da pelle d'oca.


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TheRuler
messaggio7 Sep 2016, 22:11
Messaggio #21



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Nuova release v.1.0.19 con supporto DX11!

Il changelog completo.


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TheRuler
messaggio11 Sep 2016, 16:24
Messaggio #22



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Ho chiesto al team di implementare anche le accentate ed hanno fatto uscire una bella versione solo per noi (quasi)!!!
http://www.moddb.com/mods/temple1/downloads/temple-10

CITAZIONE
Fixed protos.tab parser bug for Property columns with a 2nd argument causing the next property to go FUBAR
Fixed protos.tab parser bug with mc_subtype_extraplaner/extraplanar typo (so all elementals will register as extraplanar now and will be dismissible)
Fixed Spells Dismissal and Banishment vs. extraplanar creatures
Transparent NPC Stats house rules option now shows the NPC stat block in the inventory UI
Fixed missing prerequisites description for Stunning Fist.
Fixed Magic Domain so Clerics can now use Arcane Scrolls & Wands at under half their Cleric level.
Added support for non-english versions.


Qualcuno che possiede Win10 potrebbe per cortesia confermare o meno il funzionamento?


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Gwenelan
messaggio11 Sep 2016, 17:52
Messaggio #23



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Io non ho win 10 :/.


--------------------
Conformati.

What can change the nature of a man?
*My Youtube Channel*

La vita è dura e grama - e poi si muore.

Chi è intelligente per definizione non può avere qualcosa di negativo da dire contro lo studio e contro il buon senso.
- Duca


Tutti hanno opinioni: io le ho, tu le hai. E fin da quando abbiamo aperto gli occhi ci hanno detto che abbiamo diritto di avere nostre opinioni. Be’, è una stronzata, naturalmente. Non abbiamo diritto di avere opinioni, abbiamo diritto di avere opinioni informate. Senza studio, senza basi, senza comprensione, un’opinione non vale niente.
È solo un farfugliamento. È come una scoreggia nella galleria del vento, gente.

 
selven
messaggio13 Sep 2016, 18:24
Messaggio #24





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BGE The Last of Us
Playing Poco e niente
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io ho windows 10, se vuoi ci do un'occhiata nel weekend, io ho la versione gog, come si installa e cosa si deve controllare?
 
TheRuler
messaggio13 Sep 2016, 20:31
Messaggio #25



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CITAZIONE (selven @ 13 Sep 2016, 19:24) *
io ho windows 10, se vuoi ci do un'occhiata nel weekend, io ho la versione gog, come si installa e cosa si deve controllare?

Devi semplicemente scaricare il pacchetto temple+ ed avviarlo. Si installa e fa tutto da solo.


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