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You have to get through the Co8 thread to get all the changelogs since 1.0.76
1.0.76
* Added Fochlucan Lyrist class (doug1234)
* Added Swashbuckler class (doug1234)
* Added feat Battle Caster (by doug1234)
* Added feat Oversized two-weapon fighting (doug1234)
* Added spell Mind Blank (doug1234)
* Added spell Moment of Prescience (doug1234)
* Added spell Foresight (doug1234)
* Removed check that was preventing manyshot from triggering. Also fixed the manyshot penalty. Will add support for more arrows at high BAB later. (doug1234)
* PC/NPC party composition options added to configurator; restored default to vanilla
* Added Poison Specs moddability (by anatoliy)
* Implemented Monstrous Centipede poison
* Added "Rest Party" to console cheats menu
* Fixed Duergar Paralysis immunity
* Added Duergar Phantasm immunity
* Fixed human and half-elf favorite class when using new classes (edoipi)
* Fixed beguiler spell list
* Fixed Advanced Learning granted by prestige class spell extenders like Mystic Theurge
* Fixed Telling Blow selectable multiple times
* Fixed Dungeon Master Fudge Roll affecting PC creation stats while it is unavailable
* Fixed CE vignette peasants breaking combat (Co8 related issue)
* Fixed Weapon Finesse when STR modifier is negative (anatoliy)
* Fixed various poison related bugs (anatoliy):
a) In Initial Damage and Delayed Damage order is now corrected - first saving throw check, then damage if failed
b) Paralysis duration corrected to be in minutes, not rounds
c) Implemented Unconsciousness, which was not present before
* Fix Rare crash in ProcessBackingOff (anatoliy)
* Fix Major crash in UiDialogBegin (reopen dialog tab after map change) (anatoliy)
* Fix Crash in PyObjHandle_CanFindPathToObj (anatoliy)
* Fixed GetModFromStatLevel for odd values below 10 (thanks anatoliy!)
* Fixed Temp Ability Loss draining stats below 0 (by anatoliy)
* Fixed bug in handling 4th natural attack protos.tab specification (anatoliy)
* Fixed missing Wall of Fire defs in KotB
* Fixed incorrect ranger reflex save
* Fixed Favored Soul spell selection when levelling to 20 (doug1234)
* Fixed wrong bardic music sounds (doug1234)
* Fixed crashes on world map
* Fixed Fear of Ghosts conversation
1.0.77
Temple+ v1.0.77 is released.
* Fixed crashes on non-Co8 worldmap travel
* Fixed resist energy acid and endure elements acid not working
* Blackguards will now qualify for the Divine Might feat (doug1234)
* Poisons now will print a temporary ability damage notification when dealt (anatoliy)
1.0.78
Temple+ 1.0.78 is now available. Here are some of the changes:
* Critical Fix: Fixed broken Half Elf favored class
* New feats: Swift Ambusher and Daring Outlaw (doug1234)
* Fix Atari Bug 80: Druids can cast with metal shields (doug1234)
* Fix Atari Bug 91: bracers of archery provide the correct proficiencies. (doug1234)
* Dispel Related Fixes (doug1234):
a) Dispel magic now works for > 3rd level spells
b) Break enchantment now can't effect the same target twice in one casting
c) Break enchantment is limited to transmutation and enchantment
d) Dispel alignment/element touch attack now works to dispel spells (no check now) and kill creatures as appropriate
e) The level check cap is now enforced for dispel magic, break enchantment and greater dispel magic
* Changes to support Inspect functionality in new modules (anatoliy)
* Summoned creatures now stripped of their factions when summoned by a party member
* Fixed crash when spontaneous druid summon proto is undefined
* Normal usage is now enabled when the DM menu is minimized
1.0.79
Temple+ 1.0.79 is now available. Here are some of the changes:
* New Feat: Melodic Casting (doug1234)
* New Spells: Waves of Fatigue, Waves of Exhaustion, Touch of Fatigue and Ray of Exhaustion (doug1234)
* Fix low charisma paladin penalty for Divine Grace and Smite Evil Attack (doug1234)
* Fix Augment Healing (doug1234)
* Now Oversized Two-Weapon Fighting only applies to full attacks (doug1234)
* Fixed beguiler and scout trap finding ability
* No longer giving the extra human skill points for the human subraces (aasimar and tiefling) (doug1234)
* Spell Effects for Mind Blank, Foresight and Moment Of Prescience can now be dispelled (doug1234)
* Enemy AI can now throw daggers (anatoliy-savchak)
Apparently a couple new modules are being worked on by anatoliy at Co8. Claims a module will be released in late July. Seems he is able to work much faster than others module creation efforts because he uses 2D maps. He has a couple YouTube videos. Pretty neat.
If anyone here has a Co8 account can you tell ShiningTed his TC https://co8.org/community/threads/shattered-gates-of-slaughtergarde-mod.13148/ that he posted on Moddb isn't available for anyone to download. Been trying to reach him for like a week through Moddb, but apparently he doesn't check it and the dude doesn't seem to realize that he didn't fulfill Moddb's requirements for the mod to be public.
If anyone here has a Co8 account can you tell ShiningTed his TC https://co8.org/community/threads/shattered-gates-of-slaughtergarde-mod.13148/ that he posted on Moddb isn't available for anyone to download. Been trying to reach him for like a week through Moddb, but apparently he doesn't check it and the dude doesn't seem to realize that he didn't fulfill Moddb's requirements for the mod to be public.
He's aware. As mentioned there you can grab it on github. But, you may want to wait a little until the bugs are fixed, since some of the fixes may invalidate saves.
If anyone here has a Co8 account can you tell ShiningTed his TC https://co8.org/community/threads/shattered-gates-of-slaughtergarde-mod.13148/ that he posted on Moddb isn't available for anyone to download. Been trying to reach him for like a week through Moddb, but apparently he doesn't check it and the dude doesn't seem to realize that he didn't fulfill Moddb's requirements for the mod to be public.
He's aware. As mentioned there you can grab it on github. But, you may want to wait a little until the bugs are fixed, since some of the fixes may invalidate saves.
Sitra Achara
Not sure where to ask this, but what's the best version of ToEE to play if I just want bug fixes and no new content? Does temple+ contain the fixes from Co8 non-NC? Or do I need to install it as well? I'm asking, because I'd like to avoid installing Co8, but I'm not sure where that would leave me bug-wise.
Edit: The faq kind of answers this, but it's ancient - from 2019 . So just checking.
Sitra Achara
Not sure where to ask this, but what's the best version of ToEE to play if I just want bug fixes and no new content? Does temple+ contain the fixes from Co8 non-NC? Or do I need to install it as well? I'm asking, because I'd like to avoid installing Co8, but I'm not sure where that would leave me bug-wise.
Edit: The faq kind of answers this, but it's ancient - from 2019 . So just checking.
Temple+ does not include most of the fixes from Co8.
If Co8 Standard is not "light" enough you can try an earlier Co8 version, e.g. 3.0.4 is regarded by many to be a good compromise.
Sitra Achara
Not sure where to ask this, but what's the best version of ToEE to play if I just want bug fixes and no new content? Does temple+ contain the fixes from Co8 non-NC? Or do I need to install it as well? I'm asking, because I'd like to avoid installing Co8, but I'm not sure where that would leave me bug-wise.
Edit: The faq kind of answers this, but it's ancient - from 2019 . So just checking.
Temple+ does not include most of the fixes from Co8.
If Co8 Standard is not "light" enough you can try an earlier Co8 version, e.g. 3.0.4 is regarded by many to be a good compromise.
Sitra Achara
Not sure where to ask this, but what's the best version of ToEE to play if I just want bug fixes and no new content? Does temple+ contain the fixes from Co8 non-NC? Or do I need to install it as well? I'm asking, because I'd like to avoid installing Co8, but I'm not sure where that would leave me bug-wise.
Edit: The faq kind of answers this, but it's ancient - from 2019 . So just checking.
Temple+ does not include most of the fixes from Co8.
If Co8 Standard is not "light" enough you can try an earlier Co8 version, e.g. 3.0.4 is regarded by many to be a good compromise.
The one in the OP is actually newer - I had edited the post in December 2009, and it's the same file I have on my HDD.
Having said that, I never tested it with Temple+, and most people play with either latest Co8, GoG, or original patch2 version. I'll look into 3.0.4 (surprised that it crashes since it uses the same DLL as GoG, but maybe the content files have conflicts).
Just a GOG install. I used both the newest GOG installer, but also some older ones just to be sure.
Either way, the crashes seem to be temple.dll related. If I substitute the 3.0.4 temple.dll with the original Moebius temple.dll that comes with the GOG install, temple+ works fine. Moreover the 3.0.4 temple.dlls from terra-arcanum and from co8.org are not identical and are distinct. So I've got 3 temple.dlls with the original working fine.
Edit: Although, now that I think about it, comparing dlls by checksums is probably not the way to go about it.
Just a GOG install. I used both the newest GOG installer, but also some older ones just to be sure.
Either way, the crashes seem to be temple.dll related. If I substitute the 3.0.4 temple.dll with the original Moebius temple.dll that comes with the GOG install, temple+ works fine. Moreover the 3.0.4 temple.dlls from terra-arcanum and from co8.org are not identical and are distinct. So I've got 3 temple.dlls with the original working fine.
Edit: Although, now that I think about it, comparing dlls by checksums is probably not the way to go about it.
Ok, I goofed up earlier when installing 3.0.4 (installed a sub-folder in the ToEE main). Now I see the crash.
It looks like 3.0.4 is based on an earlier Moebius patch, and the GoG DLL is actually closer to Co8 4.0. So I think Co8 4.0 should work, but that includes Livonya's modifications IIRC (I think they're mostly excellent but certainly it's new content right there).
I'll look into supporting 3.0.4 as well.
Apparently a couple new modules are being worked on by anatoliy at Co8. Claims a module will be released in late July. Seems he is able to work much faster than others module creation efforts because he uses 2D maps. He has a couple YouTube videos. Pretty neat.
This module feels nothing like ToEE, not having monsters displayed on the map until you trigger an encounter is really odd.
I wonder if the KotC 2 module editor wouldn't be a way better tool for this kind of module.
Also, all the "invisible" walls in the marketplace feels weird and unnecessary, a big bazar like market would have been much better in my opinion.
Well, didn't go farther than the first dungeon because i couldn't find the person i was supposed to talk to in the marketplace.
This module feels nothing like ToEE, not having monsters displayed on the map until you trigger an encounter is really odd.
I wonder if the KotC 2 module editor wouldn't be a way better tool for this kind of module.
Also, all the "invisible" walls in the marketplace feels weird and unnecessary, a big bazar like market would have been much better in my opinion.
Well, didn't go farther than the first dungeon because i couldn't find the person i was supposed to talk to in the marketplace.
Triggering encounter by dialog is 2D tabletop feel like game from published Adventure. This is by design.
Also some foes will need to "prepare" spells, and dialog is necessarily for that.
Also painting 3D map takes HUGE amount of time. Dialog way is cheaper x times.
Big bazar is nice idea, thanks!
The module is extremely close to Adventure book, with all stats and main quest lines.
After you clear out the first dungeon you should find the mysterious parchment in the L18 encounter, where two Dark Creepers are present. I suspect if Player would stuck - he should revise the dungeon if missed something. It is kind of puzzle.
Having parchment quest item would allow to give it to someone on the market to research. Researched parchment would trigger display of second main quest giver near the gates.
Puzzle of "what to do next" - is old-school RPG, no?))
Hi, I'm back now. I stopped working on the Co8 german translation. It's too much work!
So now I decided to play only with the GOG version (which has temple.dll from Co8 v3.0.4) and then only Temple+. Is this configuration compatible? Or is Temple+ only compatible for PATCH 2 version or PATCH 2 + Co8 v8.1.0 ??
And what language files get altered by Temple+ that I have to translate and maybe there are more in the Co8 fixes that come as part with Temple+?
So what languge files in Temple+ are different since official PATCH 2 by Troika?
This temple.dll and files are also part of the 3.0.4 modpack.
Can you make Temple+ proper compatible with the GOG version which have this temple.dll?
And can you implement fixes from the latest Co8 modpack that are currently not part of Temple+ and that do not alter language files? So everyone can play without Co8 modpack and have all fixes and retain his language files.
And can you add better resolution behavior that the game does no longer just zoom out or zoom in when changing resolution? Instead the camera position should always be the same and only the image quality should be affected by another resolution. Also the UI should automatically upscale with a high resolution and not going smaller.
Hi, I'm back now. I stopped working on the Co8 german translation. It's too much work!
So now I decided to play only with the GOG version (which has temple.dll from Co8 v3.0.4) and then only Temple+. Is this configuration compatible? Or is Temple+ only compatible for PATCH 2 version or PATCH 2 + Co8 v8.1.0 ??
And what language files get altered by Temple+ that I have to translate and maybe there are more in the Co8 fixes that come as part with Temple+?
So what languge files in Temple+ are different since official PATCH 2 by Troika?
Hi!
Check out the git repository, you'll see all the files there.
Temple+ is compatible with GoG/moebius dll (which as it turns out is closerto co8 4.0).
No, Co8 4.0.0 is a very different temple.dll. I have checked it. It's exactly the 3.0.4 version.
You can use VBinDiff to check differences in files by drag&drop them over the VBinDiff.exe. https://www.cjmweb.net/vbindiff/
Whenever I load up ToEE with Temple+ my PC starts screeching. I think it's coil whine but I'm not certain. It's like a high-pitched squealing. It doesn't happen with any other games, or even unmodded ToEE.
It's a rather high-end PC, I tried some new shit like Cyberpunk on ultra and it was fine, but for some reason it complains loudly when I boot up Temple+.
Are there any graphical settings and such that anyone knows of that could be causing this?