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New player: which patch?

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Thumper
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New player: which patch?

Post by Thumper »

I just picked up ToEE (Amazon, ten bucks), and have heard that patching it is essential to avoid the crippling bugs. But, I've noticed there seem to be both official and unoffical (Co8?) patches - which should I use? Are there things the Co8 patch coverst that the 2.0 atari patch does not (or vice versa)? Thanks!
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cjmnews
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Post by cjmnews »

I personally am only using the Atari patch 2.0.

This CoT thing looks like it modifies the original game, and allows you to enhance your character more than was intended. Being a 3rd party patch, you can't be sure what exactly is in it.

Unless someone has a compelling reason to use a 3rd party patch, I don't plan on using it. Makes me nervous to trust 3rd party people with my system. A lot of Diablo II "tweaks" have trojans in them.
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nomad_wanderer
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Post by nomad_wanderer »

[QUOTE=cjmnews]I personally am only using the Atari patch 2.0.

This Co8 thing looks like it modifies the original game, and allows you to enhance your character more than was intended. Being a 3rd party patch, you can't be sure what exactly is in it.

Unless someone has a compelling reason to use a 3rd party patch, I don't plan on using it. Makes me nervous to trust 3rd party people with my system. A lot of Diablo II "tweaks" have trojans in them.[/QUOTE]

Hehehe. You're perogative.. (sp?)..

If you're running 2.0.0, here's what you are missing:
(this is the change list from the latest 3.0.3 co8 patch)

-Added Animal Growth and Rage as scribable spells. Dispel Water should also be scribable.
-Correct Craft Rod showing up in radial menu as Forge Arms & Armor
-Corrected hyperlink for Cure Light Wounds, Mass...also correctly tagged as conjuration
-Corrected typo in IvenSource.mes that cause elven maiden to not give blue elven chain as reward
-corrected corrupted help.tab
-restored Large Wooden shields to proper equip slot
-enabled Scather and katanas to be used 1-handed with proper proficiency (corrected weapon size)
-amended damage for Scather
-corrected short text error for Greater Magic Fang
-deleted a few unnecessary files in mod pack (introduced by myself)
-changed all previously coded Monster Juggernaut to Monster Plant to restore sensitivity to elemental damage, added Monster Plant to skeleton gnolls for spell resistance purposes
-restored Masterwork light crossbow and Masterwork heavy crossbow as 2-handed weapons.
-added some cosmetic corrections to the game interface for:
-Chill Touch incorrectly displayed as Transmutation instead of Necromancy
-Greater Command in the Cleric spell memorization area doesn't have any short text describing what it does.
-hefty changes in start_equipment.mes to better reflect PHB settings
-Fixed problems with armor/shield skill check penalties (post patch) [14+ items]
-Fixed misc issues with item weight (Col51)/price Col52)/magical flags (Col50) [9 items]
-Fixed issues with uncopyable spells [10 spells], unscribable scrolls [3 scrolls], scrolls with no spell prerequisites [1 scroll], uncraftable wands [1 wand]
-Fixed enhancement bonus of Holy Longsword
-Modified stats for Great Cleaver
-Changed all javelins to 1 handers
-Partial fix for Javelin of Lightning
-Partial fix for Potions of Eagle's Splendor, Heroism, Superheroism
-Suggested fix for Chime of Opening
-Suggested fix for Oohlgrist's emerald belt
-Fixed Monks not proficient in halfling sianghams
-Fixed Blue Elven Chain not given as reward for Tillahi's rescue
-Pouch of Bullets added to Brother Smyth and Otis's store inventories
-corrected Xbow size for Wonnilon's repeating Xbow and Masterwork Light Crossbow
-Masterwork Guisarme corrected (was previously almost a Masterwork Battleaxe)
-suggested fix for Rope of Entanglement
-Black Jay's items identified
-amending Protection from Law to item_creation.mes
-Amulet of Natural Armor +3 is now craftable as per 3.5e rules
-gloves of giant strength substituted with belts of giant strength

NPC/DIALOGUE
-corrected party not receiving Jaer's fireballs
-Corrected Alrrem's dialogue (1 major bug involving not getting the 3rd quest after completing the 2nd quest with violent means and 2 other minor bugs)
-Corrected Thrommel attaching himself like a charmed monster when the party is already at max followers
-Teamster now sets flag that the courier is suspicious.
-Dala now completes her quest properly

SPELLS
-Fixed duration for Ice Storm
-Fixed duration for Guidance
-Fixed duration for Silence
-corrected Goodberry (will now expire after use)
-suggested fix for permanency for demons, elementals and Mordenkainen's Faithful Hound
-suggested fix for dismissal affecting non-extraplanar creatures
-Corrected daze which previously checked for size instead of hit dice as criteria
-Corrected produce flame. It will now cap maximum bonus damage at +5
-Shout damage corrected to 5d6
-corrected duration of Protection from Good/Evil/Law/Chaos spells

CREATURES
-Nerfed Scorpp's stats to reflect 3.5e SRD better and to prevent parties hiring Scorpp from being overpowered
-further Scorpp changes (wield club instead of Xbow)
-corrected the natural armor of ogres
-Corrected many creature immunities:
including elementals vulnerable to sneak attack, skeletons and zombies have no immunity to Tasha's HL, skeletons and elementals affected by cloudkill poison, stinking cloud, etc... the will o' the wisps Spell Immunity has also been given a close approximation, also various mind-affecting spells should now encounter proper immunity when cast on elementals/oozes/undead...
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cjmnews
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Post by cjmnews »

Ok, the quest reward fixes convinced me

Not that I think all those other fixes are really necessary (but then I haven't gotten out of town yet), but I have downloaded it anyway.

I was a bit surprised to see the installer compressed with rar, last time I tried using winrar (4 years ago) it installed ad-ware on my system. Needless to say, winrar was promptly uninstalled and use of rar archives on my system has been banned. Good thing someone out there put it into a zip for those of us who don't want to install trial software for one time use.

The links to the patch are sticked at the top of the forum.

Do I have to re-create my characters or can I just start my game from the save I made as I came in to town?
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Galuf the Dwarf
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Post by Galuf the Dwarf »

[QUOTE=cjmnews]Not that I think all those other fixes are really necessary (but then I haven't gotten out of town yet), but I have downloaded it anyway.

The links to the patch are sticked at the top of the forum. [/QUOTE]

Yeah, I've been working on that thread, so any other links to some fixes that neither link (in the thread) has access to would be appreciated. This game has potential, especially if people can have fun with it. ;)
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
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nomad_wanderer
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Post by nomad_wanderer »

[QUOTE=cjmnews]Good thing someone out there put it into a zip for those of us who don't want to install trial software for one time use.
[/quote]

Yeah, plus the rar version needs you to manually copy the files into the TOee Directory...

Thats why I used a free installwise like installer.. Much easier to use, and remove later(through add/remove programs)

[quote="cjmnews]
Do I have to re-create my characters or can I just start my game from the save I made as I came in to town?[/QUOTE"]

You should be able to just keep playing.. I don't think that much data is persisted in the save games..

There are some other things you may be interested in as well..

There is a modification to the way NPC's levelup, so that they levelup like PC's (i.e. choices of feats, classes,skills,etc).


I'm trying to find people that are real rules lawyers, and can provide data to back them up.... For example, If I have a lvel 5 monk, and multiclass to Barbarian and take 5 lvl's, do my fast movement bonuses stack?

Think out side of the ToEE level cap, (which can be removed via another mod as well), what about a monk 10 Barb 10? What about Hasting that character?

The SRD doesn't cover this in the classes documents.... Any insight would be appreciated.
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Galuf the Dwarf
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Post by Galuf the Dwarf »

Two questions about Co8, nomad_wanderer

Regarding Trojans & viruses...

What is Co8's stance on testing for viruses? Are these patches clean enough for a third-party fix? If I was ensured of Co8's patches being as safe as the official patches, I'd more than likely have downloaded them by now.

Also, what about some bugs/glitches presented with the second official patch (ex: automatically cheating at brawling Tolub)? Are those covered by the latest Co8 patch?
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
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nomad_wanderer
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Post by nomad_wanderer »

Well, I have PestPatrol Registered, Ad-aware running as a 24 hour cron job, and Norton Internet Security running full-deep scans on the same 24 hour job as well.

I'm currently the buildmaster, so I'd say the files you're getting are vermin free. :)
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zhuge
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Post by zhuge »

[QUOTE=Galuf the Dwarf]
Also, what about some bugs/glitches presented with the second official patch (ex: automatically cheating at brawling Tolub)? Are those covered by the latest Co8 patch?[/QUOTE]

AFAIK, the 2nd official patch has not introduced any new bugs. There were a few (about 5) which were unmasked/caused by the 1st official patch but the vast majority of bugs which you see has existed since the very first unpatched version of the game.
This includes the aforementioned Tolub bug which was reported by players on the Atari forums even before the 1st official patch.

The Tolub bug(s) has 2 components:
1)In particular circumstances, Tolub will brand you a cheater when the first blow lands in combat. The cause of this has not really been ascertained though I do have a saved game from another player where it occurs 100% of the time. However I have not been able to reproduce this in my own games. It does not appear to be well linked with magic use although Tolub mentions no magic is allowed.

2)After many repeated tests, we have found that the brawl will end if you reduce Tolub's hps to EXACTLY zero but this will not cause the routine to register a valid win/lose result. This means you can probably repeat the brawl but with odd results and may lead to triggering component 1 of the bug. A dll fix is probably required here as the game.brawl routine is hardcoded.

Bertram may also be linked to this bug. There are 2 Bertrams and 1 of them should disappear after you meet/deal with the other (at least according to Tom Decker who wrote these characters), however this does not really seem to be so.

The Tolub bug is not a straightforward case to solve and may require quite some time to puzzle out. I hope to be able to go through it again some time later but there are no guarantees.

Meanwhile, we have been able to come up with a good number of dll fixes thanks to the recent addition of moebius2778 to our ranks, a master coder in assembly language. Kindly drop by our forums to give him your support and help to bug test the dll fixes. Thanks.
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